Space for mod related issues
Wed, Apr 17
Close the task @rVn, already sorted out.
Tue, Apr 16
Mon, Apr 15
Sun, Apr 14
Thu, Apr 11
ok I found what was the problem with sourcetree (max txt file size) but the other questions stay valid :
Wed, Apr 10
I do agree that the script log should be reduced in useage and kept for debugging (hence my mods that are made for extended logging info being moved to dedicated systems as the ADM file gets quite busy too). And absolutely there are some mods that spam the file a lot (despite having requested options from modders to be able to turn them off).
AussieCleetus, in my opinion, mod creators should keep amount of stuff logged into script log as low as possible.
Rn some mods from top of Steam Workshop are just bombing these log files with useless debug messages (I guess you know, which mods I'm talking about), and 14 symbols is nothing compared to bloating output generated by these mods.
Besides that, this prefix won't affect client or server performance unless your mod is logging tons of characters, which you shouldn't do anyways.
So, compared to other problems, this is nothing. Rewriting entire logging system just to remove this prefix (which might affect performance even worse, as it will lead to generating 2 strings instead of one) - well, doesn't seem like a good idea
[offtopic] rVn, pls take a look at T136977
How can I see if a file is core game?
Why there is no problem with the other .cpp?
Why can I double damage on heavy attack but can't modify the other attacks on the same file?
From an optimitation standpoint it's just bloat. Though it's a minimal amount per line, but it would reduce the amount of data written to the hdd, but as more mods start printing to the file it really adds up quite fast. The cycling combats some of the issues but the script log really can get huge fast
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
Tue, Apr 9
Mon, Apr 8
Works like a charm. Thank's a lot.
Fixed in 1.03
Object:GetHealthLevel should achieve what you need, with a bit less precision
Sun, Apr 7
It is not working when it returns false.
vector position = player.GetPosition();
Fri, Apr 5
Normal log without any modded classes loaded: https://media.discordapp.net/attachments/492295576470290433/563786820773740565/unknown.png?width=1403&height=550
How to setting up Camera object on server for canera control from client as freecanera?
CGame::UpdateSpectatorPosition exists for this very reason, loop it when spectating
camera is created, but how to contol it, move up, down, forward, backward etc ?
Old freedebugcam could be controlled by player (client)
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
I not use any mods for server and client
Only server functions on server side
Indeed, that's what it does. It's basically FindFreeLocationFor ran on individual cargos - It informs you which cargo's got free space.
Function is now there but, function returns only first match for inventory not all of them.
Thu, Apr 4
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?