User Details
- User Since
- Jun 5 2019, 12:46 PM (289 w, 1 h)
Yesterday
nevermind, we figured it out
Looks like we need some similar pipeline like in this tool for another engine: https://www.youtube.com/watch?v=YIKRWtNTjEY
Mon, Dec 16
any news?
Fri, Dec 13
Mon, Dec 2
Why is that static config variable instead script method to control that dynamically?
add animPhysDetachSpeed = 100; in config.cpp of yours vehicle, RoadtripNG is obsolete and not needed now
Will animPhysDetachSpeed = 5; work on cars?
or even more simple using AnimSetInt() for Stance variable
Just make own scripted command, bind stance variable from animgraph and then change as you wish in commandhandler
Looks like similar issue T185395
Sat, Nov 30
Mon, Nov 25
ok I see its due my modification, I expected it will suppress camera shake, but it just simply froze complete player body. Is this intended?
Nov 11 2024
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
Nov 10 2024
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)
Oct 31 2024
after commenting this part of my vehicle config.cpp
Oct 30 2024
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.
Oct 29 2024
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
Oct 27 2024
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.