Space for mod related issues
Mon, Jul 15
Sat, Jul 13
@rVn You can close this. Turns out a new flag: allowOwnedCargoManipulation=1; was added to containers, I didnt have that flag on mine. Adding it fixed it.
Fri, Jul 12
Wed, Jul 10
Mon, Jul 8
That should be possible, although probably would not end up being high on the priority list.
Could we instead then get a new class that can be modded and used that inherits from DayZPlayerInventory similar to how DayZGame class exists for the CGame class?
Fixed in 1.05
Also a native class, do note that the class doesn't need to have linked native functions in order to be one so the 'cannot be modded' error is the only indication that is the case
Sun, Jul 7
I would like to open this ticket back up because there is a specific class that can't be modded but should be which is DayZPlayerInventory.
Sat, Jul 6
NB : The system is kind of doable right now with the mute methods, but would cost ton of FPS as it would need to update every second, mute everyone then unmute players in range
Fri, Jul 5
Wed, Jul 3
Reintroduced function StoreLoginData() in 1.05, should be similar to the way it worked before the login changes
solved. I had a custom spawn location setup based on GUID, that was causing the issue apparently.
Tue, Jul 2
The random spawning b/c you switched servers is great for server hoppers looking for loot...... Loot up a town and don't want to run to another one, just change servers and you will teleport to a new town to loot without having to make the run.....
Unfortunately modded keyword cannot be used along with native classes so we cannot give them the ability to do so.
Mon, Jul 1
Mod version mismatch, make sure the server and client have the same mod version, also make sure server folder Keys has current .bikey's
If it happens on vanilla too, you are loading some excess pbos, delete client addons and dta folder, verify integrity through steam
verifySignatures were not really verifying the mods before except some basic key checks and equalModRequired is technically deprecated since arma 2, it was a band aid on an existing problem. Even when you combined the two, it had plenty of security and functionality issues.
Sat, Jun 29
Interesting yeah. <br /> with space aka strict xhtml notation works. However, it would still be interesting to know which tags are officially supported instead of guessing and trial and error :)
<br /> worked for me. Check out XHTML documentation, though I'm not sure if all tags are implemented.
Fri, Jun 28
I can verify this happening in several locations, floats losing their accuracy.