Space for mod related issues
Agree this is needed +1
I agree, would be great since not all admins have access to the root folder. This would allow other admins to use the ban.txt and whitelist players if needed.
We would like to find a solution for this for the future versions,
Fri, Jan 24
I second Helkhiana's request and think it would be a great change for the modding community for there are many mods right now adding slots to all sorts of things and running into issues. I think her solution is likely the most realisticaly achievable and am fine with that, but wanted to add that it would be even better if it were possible to register these slots scriptside much like we do actions/recipes. Thank you for your time!
Thu, Jan 23
If you use the following code, it should show the full information. This is only a workaround until the issue gets fixed.
Mon, Jan 20
Yes that would stop it from being overwritten but the copied mission files wouldn't receive the updates unless I manually copy that over. Kinda the same issue, just swapping sides. What I am suggesting is to have an additional file, say, CustomTypes.xml that gets read after the normal types.xml is read. this would allow the original to stay up to date with all the official stuff and the other file would be left alone.
Create a new mission and load that one instead. Don't touch the vanilla mission
Sun, Jan 19
Thats correct. I thought I wrote JsonFileLoader somewhere, but apparently not ^^. But that was the thing I meant
I believe he was meaning the JsonFileLoader, which DOES have a limitation on the JsonSaveFile function of 64kb. However the FileSerializer does not seem to have this limitation, which is correct (so far in my tests), it just creates a file that cannot be edited by admins/server owners which is less than ideal.
Fri, Jan 17
Thu, Jan 16
Tue, Jan 14
Mon, Jan 13
Sun, Jan 12
Got the ingame launcher to work and it does the same dayz: dayz x64.exe - application error on shutdown.
Only does this on Windows 8.1, never does it on W10.
Fri, Jan 10
The problem has been addressed internally and the change will appear on Steam in the future.
Thu, Jan 9
Thanks. Just one thing to note: the FileSerializer does not seem to have a limit too, if you are still looking into that. It was just a coincidene, that the size of my testfile was around 32768 bytes.
There is no limit in JsonSerializer. However, there is a character limit when using the debug Print() feature.
Wed, Jan 8
Tue, Jan 7
And does the FileSerializer has the same limitations ? Otherwise I would run into the same issues soon
Thank you for the report Jacob_Mango.
We will see what can be done.
Mon, Jan 6
It appears that there are incorrect data coming from your DayZ client.
Are you using Steam Cloud Sync by any chance? If so, does disabling it and doing a clean install of the game help?
The code you have provided should work. Is it possible that you are calling this code only on the client? As this should be called on the server in order for it to work correctly.