Space for mod related issues
Sun, Nov 28
Example use case
Yes this needs to be reopened as the issue is back with a vengeance mostly with using Expansion I get the server to boot with these mods,..
Sat, Nov 27
Reference Ticket: https://feedback.bistudio.com/T153090
Fri, Nov 26
I fixed the errors in the lines myself on both the default file and on my modded file and then it comes up with this for both
3: 17 cvc-elt.1: Cannot find the declaration of element 'spawnabletypes'.
Thu, Nov 25
The first error regarding the strings of "--" in the default cfgspawnabletypes.xml is something that would need to be fixed on the DayZ dev side. While it does not prevent the configuration from being read, it does cause validation to fail which can be a bit of a headache for modded/community servers.
Also please double check if there are other mistakes as these could be causing the trouble.
The problem possibly lies in missing </cargo> end on line 997
Can you please send us the whole xml file with the changes you made?
Errors in file xml-schema:
875: 9 The string "--" is not permitted within comments.
Errors in file xml-schema:
1006: 4 The element type "cargo" must be terminated by the matching end-tag "</cargo>".
Can you please copy the exact errors? Also, how do these errors affect the gameplay on your server?
The validator I used said there was an error the fisrt error it comes up with is in line 875:9 it says "The string "--" is not permitted with comments. Then once i do what dayz modding community suggest and edit those -- out it comes up with another error saying something to do with the </cargo> is incorrect it says "1006: 4 The element type "cargo" must be terminated by the matching end-tag "</cargo>"
Can you please describe the problem in further detail?
Wed, Nov 24
Tue, Nov 23
The 1.15 stable update solved the problem but I hope this situation will not happen too often, it is sometime not easy to prepare proper update without the debugging tool of the workbench.
Now you can close the ticket.
Mon, Nov 22
Sat, Nov 20
I tried to make a navmesh with several cards of different types and sizes, and the problem is always the same. I think that an explanation on your site https://community.bistudio.com/wiki/DayZ: Generating_navigation_mesh may be good, plus the link vere the configuration of navmesh server does not work. Finally, is there a card limit and so on?
Fri, Nov 19
Thu, Nov 18
I reworked the map with l3 dt pro, the navmesh seems different.Hey is it possible that navmes generate and evil with heights?
aucun changement, le navmesh ne semble pas scanner le terrain correctement.
The objects used are those of dayz.
This is not a normal behaviour, the map should not do this under normal circumstances and we do not experience such problem on our end.
Can you please try to decrease the amount of objects on the map/leave only part of them on there? It is possible there could be a problem in some objects that could affect this.
For 20 times I’ve done it, nothing’s changed.
Just keep retrying until it works. AFAIK that's what BI also does.
@Geez, I completly unistall the DayZ xp branch, reinstall it, verified the file on steam, extract the files in a new empty P drive and I still have the "virtual machine exception" message.
Tue, Nov 16
Then maybe a game which is supposed to be able to be modified shouldn't have enums used in a way which makes modding hard or borderline impossible.
Mon, Nov 15
Ainda tenho esse problema ;-;
Sun, Nov 14
I just ran into this while going through the steps required to add a new liquid type.
close this thread.
Stable Update 1.14
Fixed: Ignore parent pitch inside PlayerCameraResult