- User Since
- Sep 17 2014, 10:40 AM (247 w, 4 d)
Wed, Jun 12
Further bug fixing regarding key binding done in 1.04, use examples should come some time after exp release
Mon, Jun 10
As for the rest, serverMod and proper mod verification is done in 1.04
I have split these into two tasks, the server mod part is now here https://feedback.bistudio.com/T140571
Adding only the key to server wont work anymore with the new verification
There is a difference between optional mods and server only mods. The latter would be a mod running only on the server while the former would be a mod that client may or may not use while connecting to the server. Optional mods are not planned currently (the way it worked in arma had its own issues)
Fri, Jun 7
Wed, Jun 5
Table just needs to be included in the mod, additive effect instead of override
Fixed in 1.04
Thu, May 30
Does this still happen?
Wed, May 29
Tue, May 28
Mon, May 27
Fri, May 24
I hope so, I believe it's just waiting for green light from legal
Please specify what you need this for, thanks!
Thu, May 23
Wed, May 22
Tue, May 21
Mon, May 20
Fri, May 17
May 16 2019
Fixed in next 1.03 iteration
This seems to perform well enough atm so we will release some use examples soon for you to fiddle with
It would help knowing what exactly are you trying to use this for, but from a quick test, overriding IsInventoryVisible() should make the building visible in vicinity, the snippet above deals with inventory being visible through walls
May 13 2019
The issue here is that the system is still WIP and you tried to fiddle with it somewhat early. There has been some progress made for 1.03 but it's not quite done yet, we will release use examples when we consider it usable enough
Add an example of where would you want to use this please
So changing this on the workbench level could be problematic, but you should be able to do what you need already by using folders/custom names
May 10 2019
May 6 2019
proposed solution to this won't make it in time so we will temporarily increase the limit to 50MB per file in 1.03
Apr 30 2019
FIxed in 1.03
This requires a cleanup before release, logged as to-do
Flicker should be resolved in 1.03 , the furthest lights will be faded out instead of each fighting for priority
The issue here is that internal debug functionalities in general are separated from retail exe's on purpose because many of them may affect performance in some form even if they are not 'active'. That being said a bunch of them are pretty important from development perspective so we are looking at possible options at this point.
DLL extension support is not planned, and unlikely to get in assuming the amount of work required and the issues which would require solving.
Apr 29 2019
Apr 26 2019
I have put up the initial script debugging guide/documentation here
Apr 25 2019
Apr 24 2019
Screen record is probably overkill but any supporting information would be useful. Does script editor restart resolve it? (Or you need to restart entire WB)
Apr 23 2019
This is very unlikely to be officially sanctioned. I would rather look at reasons why the things above have to be edited this way / what is stopping you from making your own models and address what we can.
All the mods will have to be loaded, similar to what EqualModRequired does now
We are currently blocked by powers beyond our direct control on this one, will need to dedicate extra time to circumvent this, so sadly no time frame on this yet.
This should be solved by updated licenses, in progress
We will be releasing some modding examples, likely on github, although order largely depends on time constraints of the responsible individuals. The examples will likely start with scripting ones but the request for sample models/commented configs is noted
This one is a bit all over the place, stuff mentioned here might not come at the same time
It does, but you need to have the mod.cpp separated from config.cpp, which makes it annoying to pack. I'll see what's up
Sadly extremely unlikely to be fixed for DayZ as its relatively small thing requiring considerable changes. Forwarded to the Enfusion guys though.
We definitely don't want this in the form of a parameter as that creates barriers for clients downloading the mod, we are currently looking at options of extending the limit or improving the functionality in a way that would allow us to remove it
We haven't encountered this here, do you have some kind of reproduction/rate of how often this happens?
This isn't working in a way that you would expect it to currently, but we are testing solution for this, a little how to guide should be included when its done
Thanks, updated for 1.03
Not really a modding issue, probably something on the side of your configuration - discord and forums are good place to get help with these issues.
Apr 10 2019
That is appended internally to distinguish code/script messages during live debug, is it an issue in some way?
Repacking core game files is not a supported way of modding
Apr 9 2019
Apr 8 2019
Fixed in 1.03
Object:GetHealthLevel should achieve what you need, with a bit less precision
Apr 5 2019
CGame::UpdateSpectatorPosition exists for this very reason, loop it when spectating
The video doesn't work anymore and the code around jumping may have changed a little bit but currently this should work when returning true, and shouldn't work when it returns false ( so opposite of your issue? ), because GetHealth() can't be called on the client so it will go something like this:
this is known inconvenience and will likely stay in dayz's script due to some limitations. Should be solved in future projects which decide to use enfusion though ;)
In the above example you use
PlayerBase pBody = Player;
and then get identity and other things with Player instead of pBody, but I will assume that is a copy mistake
Indeed, that's what it does. It's basically FindFreeLocationFor ran on individual cargos - It informs you which cargo's got free space.
Apr 4 2019
Unfortunately PlayerIdentity is part of networking so this won't be possible in SP environment. Some of the things have to be tested directly on the server.
Hi, please add reproduction steps or code sample.
Looks like this works for me now, can you retest?
Is this still a problem?
I'm going to resolve this as Geez's answer to the original question is correct.
As for animation modding in general - we are quite aware that it is far from optimal at the moment, but all I can say now is that we are looking into what we can do about it.
Apr 3 2019
Multiple mods of the same class work similar to inheritance, it would be kinda like this: