User Details
- User Since
- Jul 14 2016, 4:16 PM (248 w, 2 d)
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
Apr 20 2020
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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Apr 8 2020
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.
Jul 24 2019
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Jul 12 2019
It sounds like a bug from a mod