User Details
- User Since
- Jul 14 2016, 4:16 PM (435 w, 2 d)
Jun 7 2023
@Geez Can be closed then as resolved :)
Hello, did you have added exactly the same attribute as the default class, like this :
May 22 2023
@Geez this can be closed, it is already fixed :)
Feb 7 2023
Do you still have any performance drops with the last updates?
Jan 26 2023
GetTotalVolume only returns the volume of the item itself. In this case the weapon. If you want to return also all the volume of attached items you need to use GetOccupiedSpace :)
Jan 11 2023
Hello, this is because you need to add a custom BaseInventoryStorageComponent to your entity. Without any storage, you will not be able to open your attachment to being able to insert your other attachment. You will need to create your own.
Hello, you should load the mesh object itself and then ask for the material to actually get the materials of a prefab. See the example below.
Dec 22 2022
No it should not, your issue is something else and should be reported :)
Nov 28 2022
Hello, I tried and it working for me, the character is always freefalling, but this makes sense because it never touches the ground. But you will probably need your own character physics if you want to be in space.
Oct 11 2022
This is because of a wrong setup in the game. If you add a preview model inside PreviewRenderAttributes. Then override of materials will not work anymore. If you don't it should work fine. You can see below the image that the jacket of the game has this setup. This means if you override for this jacket nothing happens.
The statement is here only when you are using a different model in Preview Model inside PreviewRenderAttributes. Is it the case for you?
If you are looking at {D8D9EE7F3966589E}Prefabs/Characters/HeadGear/Hat_Knitted_01/Hat_Knitted_01_red.et prefab you can see it is using material overrides and in inventory it is displaying the model correctly.
Jun 18 2020
Jun 17 2020
Hello, I will give you a few tips, found during development with occluders.
Jun 8 2020
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Apr 22 2020
Are you sure, you are testing on server without any mods ?
Sometimes this could be caused by an old mod never updated.
Apr 21 2020
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Apr 16 2020
Thanks for the reply @Geez.
Apr 15 2020
The current function of the game for registering items IK: DayZPlayerTypeRegisterItems(DayZPlayerType Type) is a global function.
Apr 14 2020
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Mar 1 2020
Duplicate of https://feedback.bistudio.com/T142450, but yeah, this is really annoying
Feb 24 2020
Feb 17 2020
String would be really heavy on network, most of times, you have workaround to be not heavy on network, like make an action read, and this action send the string, so, when you enter bubble network of item, you don't have a lot bytes to get from the server.
Jan 30 2020
Hello, thanks for the reply.
Jan 29 2020
It's would be really cool, if you want to load images you saved with MakeScreenshot command, and you want at the end, show to the user, all the scripted screenshots you made.
Nov 21 2019
Sep 30 2019
Looks like serializer not taking [NonSerialized()] variable into account from parent
Sep 18 2019
It's not nonsense, you have a bitstream between client and server, if you send more bit from the server to the client ( by adding only a registernetsync at server side) you will have a shift inside your bitstream, and why you bleeding ? because bleeding is just only 1 bit, so if you have a shift of one, there is a bit of 1 shifting to the right for example, and so make you bleeding.
Sep 14 2019
Why you would register variable on server but on client, for sure this will make clients bleeding or anything related, a net sync variable should be client side and server side. If you are doing it only server side this will make a shift in bitstream and fucked up every other system using netsyncvar on the client.
Sep 13 2019
In expansion we have multiple of registernetsync and never experienced this issue.
Aug 26 2019
AttachTo function already exist with AddAsChild for objects or LinkToLocalSpaceOf for players.
Aug 25 2019
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Aug 15 2019
Sorry to come back here again, but in 1.05 this actually hide correctly fire geometry component, but not hiding geometry component correctly.
Aug 14 2019
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Jul 28 2019
That's actually should be done, if I want to add a new option into the game, I need to mod the EDayZProfilesOptions enum, instead, overwriting where it's used.