Space for mod related issues
They probably are intending you to use the new JSONApi from now on.
@Geez, this has been an issue for years and also the same with json file size limits. Please give us an update as we have already went through this process of marking it assigned and waited years. Please and thank you, friend.
Sat, Oct 24
This looks related to https://feedback.bistudio.com/T142843
Fri, Oct 23
You would write that these functions still do not work. it looks like the topic has been created but you are not tracking
here is the news of patch 1.08
Added: Ability to set aimChange for non-player entities
Fixed: Spawning projectiles fired by non-player entities https://feedback.bistudio.com/T149517
Thu, Oct 22
Wed, Oct 21
Doing this will save hassle with backwards compatibility in the future @Hunterz as the devs add more classes slowly
The issue with Can't find variable 'DEFAULT' has been fixed internally and will be fixed on Steam in one of the upcoming updates.
I think not good idea change some already defined behavior. When I talked with Sumrak, they told me that BI want maintain backward compatibility.
Definitely an issue, maybe even bigger issue into the future. I agree.
Its not really an issue of modders being lazy.
we as creators need a base format we can all build off of.
having 20 diff mods, with the same class define would be ridiculous to have 20 diff #defines and #ifDefs just for one class object. you cant ask modders to do this.
i understand creating a scripted class would be alot, but its WAY less than the compile limit of 2158 or whatever its. it could just be all the standard already defined plus all the buildings. House and HouseNoDestruct. in one fail swoop, ALL modders with defined class objects would just need to switch to 'modded class' and its done.
Mon, Oct 19
This is indeed an issue since most modders are too lazy to think about cross-compatibility. I am not sure what the best solution would be.
Having all Cfg entries as script classes might not work out well in terms of startup time and performance. There are quit a lot of them.
This is definitely becoming a big issue :Z
Would you help me? I am in the same situation, I can not enter even a server, official or not, for the same problem, I downloaded genere 3 times and nothing
Be carefull, look at the end of this post : https://feedback.bistudio.com/T149789
Too many classes seems to lead to 'DEFAULT' error.
Sun, Oct 18
Thu, Oct 15
This issue has been resolved internally and will be resolved on Steam in one of the future updates.
Wed, Oct 14
Can someone clarify this for me. FlagRefreshMaxDuration is the time the flag takes to lower before items starts lifetime decay.
FlagRefreshFrequency and this is what exactly. The time gets added to the above to a max of ?
Tue, Oct 13
That's interesting, and does this 320 km/h limit affect Expansion planes and helicopters as well? Hopefully this is a temporary measure until the underlying issue is fixed.
Probably a workaround fix against this issue https://feedback.bistudio.com/T150534
Mon, Oct 12
Hello TheEmperorFox and thank you for the report.
This is going to be fixed in the next big update.
Sat, Oct 10
Fri, Oct 9
Thu, Oct 8
No error, because the variable can exist in the global namespace, in the class as a field and inside a function both as a parameter and as a variable declared in the body.
That is alright in other languages as well. (C#)
Geez, I would like to clarify, should we expect a fix for this issue in version 1.10?
hlynge,This debug is designed to work offline on the client, it is not supported on the server side, to run on the server side you need to change the code for the server and add the missing code, but it doesn't matter, the problem is like on the client.
@Geez how many more valid bug reports until I unlock the golden feedback tracker?
double variable declaration
in class and in function
and no error?