User Details
- User Since
- Jun 5 2019, 2:39 AM (289 w, 4 d)
Mon, Dec 2
Sun, Nov 24
Oct 23 2024
Sep 7 2024
You're asking for help from the company that you're breaking the EULA with on fixing your DRM implementation?
Aug 13 2024
Jul 9 2024
Thank you, I'll admit I didn't even try it, as it was not on the wiki. I'll have the wiki updated to include this launch parameter.
Jul 2 2024
May 5 2024
Mar 16 2024
Default values are not evaluated, this has been an issue for as long as I can remember. It's not entirely useful for me, but I'll follow the ticket.
Jan 3 2024
Would you be able to have one of the team members provide a brief technical summary of the issue and its resolution? Out of all the bugs I've seen in enforce script, this is by far one of the most peculiar, inconsistent one to date.
Nov 28 2023
Oct 11 2023
Bumping this with the expected changes.
Sep 9 2023
Jun 27 2023
Jun 13 2023
Expected output should be a string, can even be the same format as what's used in Workbench.
This is the final fully working solution. which is still not pretty.
modded class BuildingBase { private int ConvertComponent(int srcComponentIdx, string srcGeometry, string dstGeometry) { string selection = GetActionComponentName(srcComponentIdx, srcGeometry);
Nevermind this solution doesn't always work, due to some twin doors not following the naming scheme and order in CfgDoors.
This was the most "efficient" solution I could come up with to solve this problem. Not sure if this would support all modded buildings I'm unsure if they'll follow the same naming scheme as vanilla. Was an annoying issue to solve since component name and damage zones from the parameters never seemed to be consistent across the following:
- CfgVehicles {Type} Doors
- DamageSystem.GetComponentNamesFromDamageZone
- Object::GetActionComponentName(componentIndex, LOD.NAME_FIRE)
Jun 8 2023
I know buildings are not supported via the official object spawner, but was using it as a test bed. I'm only using vanilla types and models. But it seems like any P3D not using autocenter 0 seems to have an offset when spawning with CreateStaticObjectUsingP3D. I've created a simple test to prove the difference. Attached is code an the local watched variables for the object transformations. The typed object stays true to the original position, while the P3D only one does not. It also seems like you're unable to move the P3D static object after it's been created either through SetTransform or SetPosition.
May 20 2023
@LBmaster this issue fell out of bound of the development cycle due to how late we reported it. In fact this issue existed in the first experimental build of 1.21 but no one tested or reported the issue until it was too late. By the time we reported it, the final experimental update was already approved and was prepped for publishing, and the fix for this was still in internal testing through QA. The timing of this doesn't fall on Bohemia but us for failing to utilize experimental to test our mods.
May 18 2023
Changed: Reverted clothing mid classes change as it was breaking vanilla clothing balancing mods
May 15 2023
May 12 2023
This change shouldn't be reverted, the claim it breaks 99% of the clothing mods on the workshop is preposterous, as mods that add their own clothing already define their own inventory slots. Keep this change for 1.21, as this is something I've been wanting done since 1.0. Mods that are affected are mods that redefine existing types and overwrite things like cargo size and defined repair kits.
Apr 22 2023
Of course just about anything is available through modding
https://www.youtube.com/watch?v=TNcsZAJ-DG8
Apr 16 2023
Feb 10 2023
Feb 3 2023
Nov 27 2022
Nov 18 2022
I've been using a work around with POST request and setting custom headers, but this only works for POST request, as by default SetHeader only sets Content-Type headers, using this work around with GET requests fails, because GET request by standard does not have a request body, which is why SetHeader is ignored.
Apr 8 2022
Apr 2 2022
Mar 10 2022
Feb 18 2022
Aug 24 2021
Aug 18 2021
Alternative solution, which is incorrect and a workaround, is to lock inventory from script on child items, which is unnecessary.
Merged into duplicate ticket above. Can close this feedback as duplicate.
Clothing attached to 'CoatRack' still show the cargo when attached.
May 10 2021
Apr 1 2021
Mar 19 2021
Jan 8 2021
Dec 20 2020
Dec 3 2020
Nov 26 2020
Aug 23 2020
Jul 25 2020
Feb 24 2020
Feb 19 2020
I don't know what I didn't think of this. Completely forgot about the Param data type, and honestly got it confused as a Tuple, because of how long you can make them. This should actually suffice, I feel quite stupid now.
Feb 17 2020
I agree it would be nice, but that could be a lot of unnecessary network traffic if you have a bunch of entities that store string data to be synced to the client when within network range.
Jan 30 2020
This is the original action script, I haven't changed it. But UseMainItem and MainItemAlwaysInHands is part of 1.07, I've yet to test the changes to actions there, but I'll check to see if it makes any difference.
Jan 19 2020
Nov 15 2019
Oct 13 2019
I know this is subtle, but it's something that bothers me too.
Oct 11 2019
Aug 15 2019
Jun 13 2019
This would be extremely helpful for those who want to make configuration files that are easy to read for humans and computers!
Jun 5 2019
Here's a video for example: https://streamable.com/zugig