User Details
- User Since
- Jun 5 2019, 12:46 PM (284 w, 3 d)
Mon, Nov 11
dBodyActive hint in mentioned ticket helps! Thank you, ticket can be closed
Gravity already disabling, but that deactivation body helps! Thank you so much. Mentioned ticket can be closed as solved. Many thanks again, now is movement of rider on horse much better even during horse turning
Sun, Nov 10
after more deep testing, method with addchild is useless, I also found another issue with client simulation: T186298
Any feedback after more than 3 years?
3 years and nothing happens, sad (I mean first ticket from 2021)
Duplicate of #T163485 #T160243
Thu, Oct 31
after commenting this part of my vehicle config.cpp
Wed, Oct 30
I am doing it same way like is introduced in vanilla with cinematic control of animals. Thts why I am curious why some types of inputs works out of the box and some not.
Tue, Oct 29
Any feedback? will be possible fix that geometry collisions? Right now trying use ugly workarounds which can leads to more glitches.
still not fixed in 1.26 when fix is super easy and described above
looks like this wrong path was fixed by 1.26, sad I was not informed in this ticket
Sun, Oct 27
Oct 2 2024
Thank you for quick reply, as I understand that control of turning using new method will be still more useful for my usecase.
Simply I just want control animal by speed and turn, his movement in world should be based on entityposition movement/rotation as is visible in animeditor video above, not by overriding heading or turnspeed.
Sep 22 2024
Sep 1 2024
Aug 20 2024
Aug 16 2024
Aug 4 2024
any hope on this?
Aug 3 2024
another navmesh issue is this bridge
another navmesh problem is this bridge
Jul 26 2024
modding wrong path helps as you can see
Vyhledávání "hoof_medium\grass_dry" (16 výskytů v 1 souborech z 1 prohledaných) [Normální]
P:\DZ\sounds\hpp\config.cpp (výskytů: 16)
Řádek 60422: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\walk_1",
Řádek 60427: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\walk_2",
Řádek 60432: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\walk_3",
Řádek 60437: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\walk_4",
Řádek 60442: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\walk_5",
Řádek 60447: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\walk_6",
Řádek 60452: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\walk_7",
Řádek 60457: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\walk_8",
Řádek 60518: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\run_1",
Řádek 60523: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\run_2",
Řádek 60528: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\run_3",
Řádek 60533: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\run_4",
Řádek 60538: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\run_5",
Řádek 60543: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\run_6",
Řádek 60548: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\run_7",
Řádek 60553: "\DZ\sounds\ai\animals\movement\hoof_medium\grass_dry\run_8",
There is another typo in path to sounds...
Jul 25 2024
any hope fix that ugly hardcooded thing ?
Jul 22 2024
duplicate of https://feedback.bistudio.com/T167572
Jul 19 2024
Jun 16 2024
I am preferring vanilla solution and independence.
Jun 15 2024
Jun 1 2024
can be closed, small animals are now using ragdoll to allow go thru.
May 30 2024
May 26 2024
May 24 2024
so it looks like that some game update break that
May 23 2024
May 19 2024
May 4 2024
Looks like it should work. I found that node type in infected animgraph. It looks like problem is I am trying use IK anim as additive (want have modified fingers). I apologize, ticket can be closed.
May 2 2024
Apr 30 2024
I am very pesimistic with this ticket. It will open pandora's box if will be not refused. And honestly making pressure for answer is not good way in my opinion.
Everything have limits, for example 8bit computers can have 65536 bytes of memory. RV engine have limits you met with that model/skeleton. I am not dayz developer, so i dont know which limits you reach. Its life, nothing is unlimited.
Those models just reached limits of old RV engine.
Just read something about history of dayz and arma. RV is name Real Virtuality engine which was used in arma2, arma3 and his artifacts are still in dayz. Dayz is mix of both engines. Issue you have is coming from old RV engine and his limitations. Thats why are all fine in anim editor, which use enfusion only.
DayZ is mix of old RV engine and new Enfusion engine. This is problem of artifacts of old RV and his limitations.
Mar 31 2024
playing video from $profile already works
Mar 29 2024
Mar 26 2024
Mar 13 2024
Just curious why it not produce crashlog
In vicinityitemmanager remove hardcoded spine3 for zombiebase
Jan 21 2024
can be closed, but please think about some more accurate documentation and bugfixes of workbech
hmm looks like I am missing make gproj and add paths there... unfortunately workbench not works out of the box and there also no official documentation howto properly setup
Jan 8 2024
Jan 6 2024
Jan 4 2024
I found workaround, attached saddle as proxy to horse. Attached player to saddle and then horse and even saddle not dissappear while 1pp camera used.
Dec 17 2023
Dec 15 2023
I can imagine shitstorm to BI when someone modified some building, player will be glitched in new badly maked room and make report to this bugtracker and waste time of QA people here. For me will be sufficient when all models will have at least hidden selections to allow at least retexture.
Dec 14 2023
I think that is not possible due intelectual property and licenses. Lot of modders already debinarize models for learning purposes. In my opinion its not needed take care about this ticket. There are already lot of assets from arma2 which can be modified and imported into dayz. More important in my opinion is documentation of engine, exposing more useful methods in API and fixing bugs not only game but workbech (crashbench) as well.
Nov 12 2023
Oct 20 2023
Sep 11 2023
another usecase is making animation where you eating food using spoon instead by hands
Aug 17 2023
Looks like actual problemn with BE, friends told me they have same problem, so it looks like some global service not working.
I have exactly same problem now. First time meet with that. One hour before all works. Tried restartp pc, logout steam, nothing helps.
Aug 5 2023
Jul 30 2023
Jul 20 2023
During my experiments I just found that wheels are problem. On the video is visble using vanilla wheels, then some modified by me.
Workbench instantly crashed when you try open inventory imageset
V3S is 6x6, so simulation module DRIVE_642 is wrong too.
Jul 13 2023
yes please, together with modding camera effects (disable underwater feel) it will allow us to make underwater enterable structures, ships and even submarines
Jul 8 2023
Yes I know without super call nobody else will be able override that method :)
its not a bug, its feature, its needed remove super call
Jun 22 2023
Jun 18 2023
I got hint, that is only possible go opposite way from scripts to enf anim, so I did animation of pedals and then sending value to animgraph where is pedal animation as pose node so all is now synchronized. Thx Jacob Mango.
Jun 17 2023
Tried this as well:
May 27 2023
not sure if thos envents can be somehow used as workaround:
May 2 2023
Please fix those methods above. In my usecase of bicycle I need set thrust when diver get in automatically to have more realistic entering to bicycle a instantly move. Right now is great that at leas gearbox controller is working, so I can automatically set gear to FIRST while entering to bicycle.
Apr 23 2023
Apr 22 2023
It should delete orphan link in my opinion
- Anim editor and worbench crashes when deleting anim node source connected to state, then click to state
Apr 16 2023
workaround is using GetLowerRTime() for now
- Bones button in anim editor should be toggle button as is written when you hover over it. But every press now show new bones dialog instead show/hide.