- User Since
- Dec 16 2018, 4:38 AM (180 w, 5 h)
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 184.108.40.2061
Mar 19 2021
Jan 20 2021
Dec 16 2020
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
Sep 30 2019
This has to be a user error. Works fine for me. vars markers with [NonSerialized()] behave as they should.
Sep 27 2019
Sep 18 2019
Sep 15 2019
pls fix :)