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Yesterday
Ahhh, I've been wondering why that error was there..
I've been skipping it for the past week 😅
This definitely needs changing. People just dump boats and then they are never found again. Then new ones don't respawn. Makes them useless on my server. :/
The other duplicates are ignorable. they mearly share the same name as another p3d in another folder but the ice p3d is the same name but with an empty space prefix.
after commenting this part of my vehicle config.cpp
OnStoreSave can be used as an indicator when a player is saved.
But as a separate function I guess.
Hello InclementDab.
Can you please describe in greater detail what would you like us to implement?
And what is the use case for this new proposed functionality? What would this new functionality help you achieve that you are currently not able to achieve?
Thank you!
Hello kawasaki.
We are aiming to fix this in the upcoming hotfix.
Regards,
Geez
Wed, Oct 30
Any word would be great add for new map
I am doing it same way like is introduced in vanilla with cinematic control of animals. Thts why I am curious why some types of inputs works out of the box and some not.
can you link duplicate please?
The values are only synchronized when the client also calls any function inside InputInterface on the same player simulation timestamp (Entity.GetSimulationTimestamp) as the server. Additionally, any calls to InputInterface must only be done inside only the players command handler.
Tue, Oct 29
Any feedback? will be possible fix that geometry collisions? Right now trying use ugly workarounds which can leads to more glitches.
Hello krena560.
Nothing we can do on our end as DayZ editor is a 3rd party tool/mod.
Regards,
Geez
still not fixed in 1.26 when fix is super easy and described above
Mon, Oct 28
@krena560 It's a great mod, and it has autosave and undo functions.
Sun, Oct 27
Sat, Oct 26
Editor is a 3rd party mod.
That error shows up for most mods.
Thu, Oct 24
Im having the same issue. Also wanna note that DayzDiag cannot detect the new boats as a type, therefore it wont allow me to spawn it in via an event.
Hello,
Please understand that the diagnostic executable is intentionally stricter to ensure mods are written safely. Not addressing script errors is considered an "unsupported behavior." We've only kept this leniency in the retail version of the game for the sake of backwards compatibility with older mods that are no longer actively maintained by their creators. However, for any new or actively supported mods, it's important to fix these errors to ensure proper functionality and stability.
If you encounter the message "Can't compile "" script module," we highly recommend to not ignore it. Doing so will make the game run in an unstable state as not all required scripts are loaded.
The reason why this functionality exists is because of Workbench, which is a special build of DayZ that needs to be able to run without working scripts. However, in the retail version of the game, this would lead to a crash. While you've been able to generate a navmesh without issues in the past, which has been fortunate, it's important to note that this won't be reliable in the long term, and you're likely to encounter more problems if the errors aren't addressed.
To resolve this, make sure to load all required dependencies—such as Community Framework in this case. Additionally, we highly recommend setting this as a required dependency on your Steam Workshop item page to avoid confusion.
Hope this is helpful!
So I didn't understand, will the problem be solved with the release of a new patch? When will this happen? We are really looking forward to the return of the Deer Isle card, which currently has no alternative in Dayz.
So, can I assume from the lack of acknowledgement, discussion, or feedback that this falls into the 'it is what it is' category? I have to say that the lack of any kind of response is very unprofessional and disheartening.
Wed, Oct 23
WTF, why it's "Resolved" when it's not?!
Personally, I don't see what the problem is...
Rollback of tools and add old files on next patch... that's enough to fix all problems, EXCEPT if you don't have a backup and you've screwed up your project files, but that's bad management and has nothing to do with 1.26.
On the other hand, “experimental” builds allow you to test and avoid problems once stable.
@Geez Any update ok this?
I can only give you data under player load from our modded server, our community is not interested in a vanilla server.
Honestly, you should all sit down and talk about it directly. This ridiculous crap is not helping anyone. Too many misunderstandings. This is going in completely the wrong direction.
in-game
nobody missread anything