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T151072
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Currently in DayZ, we cannot use Wreck LODs - if we attempt to use one, nothing happens whatsoever. A current workaround for this is to delete the current object on destruction and spawn in another one, but at times it can be quite buggy and it currently poses a few problems with player attachment/detachment.
Currently in DayZ, we cannot use Wreck LODs - if we attempt to use one, nothing happens whatsoever. A current workaround for this is to delete the current object on destruction and spawn in another one, but at times it can be quite buggy and it currently poses a few problems with player attachment/detachment. Another possible way around this is to create a ForceLOD function for the object class which could be used like this: ``` Object object; object.ForceLOD(1); ``` The function takes in a float (in reference to the number of LODs) `proto native void ForceLOD(float int)`
Currently in DayZ, we cannot use Wreck LODs - if we attempt to use one, nothing happens whatsoever. A current workaround for this is to delete the current object on destruction and spawn in another one, but at times it can be quite buggy and it currently poses a few problems with player attachment/detachment.
Another possible way around this is to create a ForceLOD function for the object class which could be used like this: ``` Object object; object.ForceLOD(1); ``` The function takes in a float (in reference to the number of LODs) `proto native void ForceLOD(float int)`
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