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- User Since
- Jan 19 2016, 12:04 AM (496 w, 5 d)
Thu, Jul 24
For ACE All in One, we just override a config without making any actual changes to it.
Wed, Jul 16
Also crashes when replacing
//------------------------------------------------------------------------------------------------ class ConcreteContainer : IContainer<ConcreteElement> { }
with
//------------------------------------------------------------------------------------------------ class Client : Managed { protected ref IContainer<ConcreteElement> m_pInstance; }
so subclassing the container is not even necessary for producing a crash.
Tue, Jul 15
Fri, Jul 4
Thu, Jul 3
There are some indirect approaches via character command handler to force weapon fire:
//------------------------------------------------------------------------------------------------ modded class SCR_CharacterCommandHandlerComponent : CharacterCommandHandlerComponent { protected bool m_bACE_ForceWeaponFire = false; //------------------------------------------------------------------------------------------------ override bool HandleWeaponFire(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) { if (m_bACE_ForceWeaponFire) { if (pInputCtx.WeaponIsRaised()) pInputCtx.SetWeaponPullTrigger(true); m_bACE_ForceWeaponFire = false; } return HandleWeaponFireDefault(pInputCtx, pDt, pCurrentCommandID); } //------------------------------------------------------------------------------------------------ void ACE_SetCanHandleWeaponFire(bool canHandle) { m_bACE_CanHandleWeaponFire = canHandle; } //------------------------------------------------------------------------------------------------ void ACE_ForceWeaponFire() { m_bACE_ForceWeaponFire = true; } }
However, this approach does not work when the weapon is lowered, so it's not good for features like weapon cook-off.
Turns out there is already a ticket for it: T166418
Also still a thing in Reforger, but typedef can be used as a workaround:
ProvokeTypenameIssue(TIntArray) //no problem
I just realized that there is technically already a syntax for it the code base:
class SCR_Sorting<Class T, SCR_SortCompare TCompare> { ...
but it doesn't seem to be enforced, as the example below still compiles:
class WrongClass { static int Compare(Managed left, Managed right); }
Wed, Jul 2
Thanks for the reply. Looks promising!
Changes were made so that type in JSON is basically cast into script variables if possible.
Does this mean that parsing for other types that defvalue supports will also work?
Like "VETERAN" for EAISkill or "0 1 0" for vector or "0 1 0 1" for Color?
modded also doesn't work:
class test_base<Class T> {}; modded class test_base<Class T> {}; // Throws error
Jun 4 2025
Fair enough. I stick to your suggestion then, thanks!
Jun 2 2025
I thought the point is to pave the way for the future, so backward compatibility should be secondary. Also to consider is that the "default" generators sampling floats from 0 to 1 in modern programming languages are also execluding 1: random.random() in Python, Math.random() in Java, Random.NextDouble() in C#, etc.
May 1 2025
Feb 13 2025
Can be closed, as it can be fixed by enabling AutoHierarchy on the RplComponent (since 1.3.0.76).
Feb 10 2025
Can be closed, since EnumBitFlag attribute has been introduced in 1.3.0.x.
Jan 29 2025
What is now clear, is the problem is really due to the way trucks spawn. They start in the air slightly, and are dropped and bounce, thus the handbrake is unable to arrest their movement before momentum and gravity take over.
Jan 26 2025
Jan 25 2025
Jan 23 2025
Jan 18 2025
Jan 16 2025
Dec 14 2024
Can be closed. Issue was that the server executable wasn't up to date yet...
Dec 13 2024
Add -forceUpdate to launch params
Dec 2 2024
Nov 7 2024
I have not found a vehicle that would spawn without the hand brake on. Or has anyone followed a car that rolled away and went in to driver seat to check and then found that hand brake was off.
I double checked it in the workbench and you're correct that they do spawn with the handbrake on. I would argue that the issue is in fact how the handbrake behaves on neutral gear. When I use GM to drag a car to a slope with the handbrake on, it will not slide down when I put it on 1st gear, but it will when I put it on neutral. Ofc cars spawn in neutral, which leads to OP's issue. The ticket's title and description should be updated accordingly.
Nov 4 2024
The video above shows the old spawning system, but the newer building mode has the same issue. In fact any editor mode has this issue, hence also GM.
It also doesn't seem to get removed when someone falls unconscious while bandaging. For instance, you can shoot an AI in the leg and then keep shooting until they fall unconscious while they try to bandage it. You won't be able to bandage it, but you can verify in GM that they are still bleeding. This can even be reproduced without peer clients.
Oct 3 2024
Thanks for the update. Tbf. the AI has gone through many revisions in the meantime and I don't think I've seen the problem pop up in practice recently. It might still be reproducible with the setup above, but it was a ridiculous setup to begin with just to make it reproducible.
Sep 25 2024
Sep 10 2024
Should be closed, since duplicate of T184289
Can be closed as resolved.
Sep 7 2024
I get a new error now with the very same set-up as described in the repro:
07:43:28.112 BACKEND (E): [RestApi] ID:[3] TYPE:[EBREQ_WORKSHOP_GetDownloadListS2S] Error Code:503 - Service Unavailable, apiCode="", uid="", message="" 07:43:28.211 BACKEND (E): Failed to fetch addon details from workshop API! Repeat later or try different mods. 07:43:28.410 ENGINE (E): Unable to initialize the game 07:43:28.430 ENGINE : Game destroyed.
Was just a temporary thing. It falls back to the old error again.
Sep 6 2024
Sep 5 2024
Aug 9 2024
Jul 4 2024
Jul 2 2024
Correction, the repro still produces crashes when done with a peer client. I updated the repro accordingly. Latest crash ID: d1fe2423-714a-4d00-bd30-43ed8f2fbc1a.
Jun 3 2024
Can be marked as resolved, since it was added in the meantime.
May 24 2024
May 17 2024
RoadNetworkManager has been implemeted on experimental. It's now possible to query roads and get their width and points.
Feb 23 2024
AIWorld.GetRoadNetworkManager looks already promising. Currently returns null, but I guess it will be functional once AI driving is added.
Feb 11 2024
Feb 8 2024
Nov 11 2023
This issue is no longer observed on experimental.
Nov 8 2023
It still happens for me on stable, but it looks like it has been resolved on experimental.
Oct 22 2023
Since this hasn't been tested yet, I'll take the liberty to provide a more detailed repro. I created and published a test mod with the ID 5EAC510A8E6EC623, which contains the following code and in essence defines a new variable for the mission header and its value is written in the chat for all clients:
//------------------------------------------------------------------------------------------------ modded class SCR_MissionHeader : MissionHeader { [Attribute(defvalue: "11.0", desc: "My mission header float variable")] float m_fMHT_myFloatVariable; [Attribute(defvalue: "false", desc: "My mission header boolean variable")] bool m_bMHT_myBooleanVariable; }
Oct 8 2023
Sep 24 2023
Jul 15 2023
Jun 9 2023
Nice, thanks for the update!
Jun 6 2023
Jun 2 2023
May 19 2023
May 15 2023
May 14 2023
I think this ticket can be marked as resolved. The server name has been fixed in the recent update.