User Details
- User Since
- Dec 16 2018, 4:38 AM (313 w, 3 d)
Dec 19 2023
Nov 22 2023
Adding on to what @lava76 mentioned.
* Order of Events firing: * When player respawns : ClientPrepareEventTypeID ► ClientNewEventTypeID ► ClientNewReadyEventTypeID * When player joins (no saved character) : ClientPrepareEventTypeID ► ClientNewEventTypeID ► ClientNewReadyEventTypeID * When player joins : ClientPrepareEventTypeID ► ClientReadyEventTypeID * When player logs out : ClientDisconnectedEventTypeID * When player cancels logout : LogoutCancelEventTypeID
Nov 9 2023
A method to be able to query basic file structure variables like, name, last modified, date created, size.
Within one method resulting in a callback instance create that holds onto such parameters:
Oct 10 2023
Apr 26 2023
The issue seems to lie internally with how GetGame().CreateStaticObjectUsingP3D functions. There seems to be a difference in how the position coordinates are processed in comparison to normal GetGame().CreateObjectEx() functioniality. After looking into the ObjectSpawnerHandler script level class, there is nothing done to the input of position coordinates and or the orientation data that would result unexpected behavior with placement.
Apr 24 2023
Aim better next time
Mar 5 2023
Feb 13 2023
Ticket can be closed, for future reference for others: the class HumanItemAccessor methods for each entity is tied to Human instance. Access it via Human::GetItemAccessor(); and the methods within HumanItemAccessor will be relative to the entity. The features mentioned above in the original ticket are working as intended
Feb 7 2023
Sep 23 2022
Sep 22 2022
Jul 14 2022
Jun 29 2022
Mar 7 2022
With use of unoptimized mods, on a lower tier hardware (HDD, low read/write speeds) the game tends to take much longer when loading in.
The connection process on each server takes different amount of time based on factors like; mission size (adding custom buildings via CreateObjectEx), count of entities nearby to load in during initial connect.
Dec 13 2021
Jul 4 2021
Jun 27 2021
Math.Randomize(-1); int index = Math.RandomInt(0, 100) % 2;
Or reference external methods over HTTP
Jun 18 2021
May 4 2021
Just tested on the latest patch, working perfectly! Thanks :)
Apr 30 2021
Update: this is possible to reproduce with the stable DayZ client exe 1.12.153.891
Mar 19 2021
Jan 20 2021
Dec 16 2020
Hello Geez,
Dec 14 2020
Could we please get some information what did you guys fix internally? (it does not need to be technical line by line, just some heads up on something we can relate within EnforceScript) Might clue us in on looking for an easy way to reproduce. Because right now i am stuck with adding a single "if statement" or declaring something "new" of a custom typename causing crash during 4_World module compile
I have a 100% reproduceable method right now, but it must include a large list of mods; and the issue is presented based on combination of scripts that have no correlation from one mod to another (on surface level aka Enforce Script modules)
Nov 4 2020
New patch 1.10 has added the ability to read from the globlas.xml, you could make use of that.
Jul 18 2020
I have not attempted that, my alternative solution was simply to stick with vector.Distance() however, i might give it a try with increasing the objects' Transformation.
Jul 17 2020
Jun 21 2020
Feb 10 2020
Jan 28 2020
Oct 3 2019
no :)
Sep 30 2019
Results in:
This has to be a user error. Works fine for me. vars markers with [NonSerialized()] behave as they should.
Sep 27 2019
pls fix
Sep 18 2019
Sep 15 2019
pls fix :)