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Mod disables/crashes dynamic simulation and DAC & UPSMON #7

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damian-gdes opened this issue Jul 8, 2017 · 1 comment
Open

Mod disables/crashes dynamic simulation and DAC & UPSMON #7

damian-gdes opened this issue Jul 8, 2017 · 1 comment

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@damian-gdes
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I am uploading log from server (linux dedicated server)

When running this awesome mod, it crashes dynamic simulation(BIS) and DAC/UPSMON scripts - we tested it on Linux Dedicated Server. In other way windows dedicated server 64bit started from TADST there is no problem so I think its mainly linux problem.

Video below and log in attachment

https://www.youtube.com/watch?v=qxcysu0Vi3o

arma3s3.txt

@damian-gdes
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damian-gdes commented Jul 10, 2017

checked as Duda said - deleted configs with custom animations (below) and magically every mission with DAC, ALIVE, UPSMON or BIS Dynamic Simulation started working normally

what has been deleted:

class CfgMovesMaleSdr : CfgMovesBasic {
class States {
class Crew; // External class reference
class AmovPercMstpSrasWrflDnon; // External class reference
class AmovPercMstpSrasWpstDnon; // External class reference
class AmovPercMstpSoptWbinDnon; // External class reference
class AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon; // External class reference
class AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end; // External class reference
class AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon; // External class reference
class AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end; // External class reference

	class cargo_marksman : AmovPercMstpSrasWrflDnon {};
	
	class cargo_base : cargo_marksman {
		variantsPlayer[] = {};
		variantsAI[] = {};
		enableMissile = 0;
		enableBinocular = 0;
	};
	
	class cargo_base_Rope : cargo_base {
		ignoreMinPlayTime[] = {"Unconscious"};
		leaning = "AR_aimingDefault_Rope";
	};
	
	class cargo_base_idle : cargo_base {
		weaponLowered = 1;
		enableOptics = 0;
		disableWeapons = 1;
		disableWeaponsLong = 1;
		variantsPlayer[] = {};
		variantsAI[] = {};
	};
	
	class cargo_basepistol : AmovPercMstpSrasWpstDnon {
		variantsPlayer[] = {};
		variantsAI[] = {};
		enableMissile = 0;
		enableBinocular = 0;
	};
	
	class cargo_base_idle_pistol : cargo_basepistol {
		weaponLowered = 1;
		enableOptics = 0;
		disableWeapons = 1;
		disableWeaponsLong = 1;
	};
	
	class AR_01_Aim : cargo_base_Rope {
		actions = "AR_01_Actions";
		leftHandIKCurve[] = {1};
		minPlayTime = 0.1;
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aim.rtm";
		speed = 100000;
		ConnectTo[] = {};
		InterpolateTo[] = {"AR_01_Idle", 0.1, "AR_01_Aim_ToPistol", 0.1, "AR_01_Die", 0.1};
		variantsAI[] = {"AR_01_Aim_Idling", 1};
		variantsPlayer[] = {"AR_01_Aim_Idling", 1};
	};
	
	class AR_01_Aim_No_Actions : AR_01_Aim {
		actions = "NoActions";
		variantsPlayer[] = {};
		variantsAI[] = {};
		ConnectTo[] = {};
		InterpolateTo[] = {};
	};
	
	class AR_01_Aim_Idling : AR_01_Aim {
		variantsPlayer[] = {};
		headBobStrength = 0;
		soundEnabled = 1;
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aim1.rtm";
		speed = -8;
		ConnectTo[] = {"AR_01_Aim", 0.1};
	};
	
	class AR_01_Idle : cargo_base_idle {
		actions = "AR_01_IdleActions";
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idle.rtm";
		speed = 100000;
		minPlayTime = 0.1;
		aiming = "aimingDefault";
		leftHandIKCurve[] = {0};
		InterpolateTo[] = {"AR_01_Aim", 0.1, "AR_01_Aim_ToPistol", 0.1, "AR_01_Die", 0.1};
		variantsAI[] = {"AR_01_Idle_Idling", 1};
		variantsPlayer[] = {"AR_01_Idle_Idling", 1};
	};
	
	class AR_01_Idle_No_Actions : AR_01_Idle {
		actions = "NoActions";
		variantsPlayer[] = {};
		variantsAI[] = {};
		ConnectTo[] = {};
		InterpolateTo[] = {};
	};
	
	class AR_01_Idle_Idling : AR_01_Idle {
		variantsPlayer[] = {};
		headBobStrength = 0;
		soundEnabled = 1;
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idle1.rtm";
		speed = -10;
		ConnectTo[] = {"AR_01_Idle", 0.1};
	};
	
	class AR_01_Aim_Pistol : cargo_basepistol {
		actions = "AR_01_PistolActions";
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimpistol.rtm";
		aiming = "aimingRifleSlingDefault";
		aimingBody = "aimingUpRifleSlingDefault";
		speed = 100000;
		variantsAI[] = {"AR_01_Aim_Pistol_Idling", 1};
		variantsPlayer[] = {"AR_01_Aim_Pistol_Idling", 1};
		ConnectTo[] = {};
		InterpolateTo[] = {"AR_01_Aim_FromPistol", 0.1, "AR_01_Idle_Pistol", 0.2, "AR_01_Die_Pistol", 0.5};
	};
	
	class AR_01_Aim_Pistol_No_Actions : AR_01_Aim_Pistol {
		actions = "NoActions";
		variantsPlayer[] = {};
		variantsAI[] = {};
		ConnectTo[] = {};
		InterpolateTo[] = {};
	};
	
	class AR_01_Aim_Pistol_Idling : AR_01_Aim_Pistol {
		variantsPlayer[] = {};
		headBobStrength = 0;
		soundEnabled = 1;
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimpistol1.rtm";
		speed = -8;
		ConnectTo[] = {"AR_01_Aim_Pistol", 0.1};
	};
	
	class AR_01_Idle_Pistol : cargo_base_idle_pistol {
		actions = "AR_01_IdlePistolActions";
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idlepistol.rtm";
		speed = 100000;
		aiming = "aimingRifleSlingDefault";
		aimingBody = "aimingUpRifleSlingDefault";
		InterpolateTo[] = {"AR_01_Aim_Pistol", 0.1, "AR_01_Aim_FromPistol", 0.1, "AR_01_Die_Pistol", 0.1};
		variantsAI[] = {"AR_01_Idle_Pistol_Idling", 1};
		variantsPlayer[] = {"AR_01_Idle_Pistol_Idling", 1};
	};
	
	class AR_01_Idle_Pistol_No_Actions : AR_01_Idle_Pistol {
		actions = "NoActions";
		variantsPlayer[] = {};
		variantsAI[] = {};
		ConnectTo[] = {};
		InterpolateTo[] = {};
	};
	
	class AR_01_Idle_Pistol_Idling : AR_01_Idle {
		variantsPlayer[] = {};
		headBobStrength = 0;
		soundEnabled = 1;
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_idlepistol1.rtm";
		speed = -10;
		ConnectTo[] = {"AR_01_Idle_Pistol", 0.1};
	};
	
	class AR_01_Aim_ToPistol : AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon {
		actions = "AR_01_PistolActions";
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimtopistol.rtm";
		speed = 2;
		ConnectTo[] = {"AR_01_Aim_ToPistol_End", 0.1};
		InterpolateTo[] = {};
	};
	
	class AR_01_Aim_ToPistol_End : AmovPpneMstpSrasWrflDnon_AmovPpneMstpSrasWpstDnon_end {
		actions = "AR_01_PistolActions";
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimtopistol_end.rtm";
		speed = 1.875;
		ConnectTo[] = {"AR_01_Aim_Pistol", 0.1};
		InterpolateTo[] = {};
	};
	
	class AR_01_Aim_FromPistol : AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon {
		actions = "AR_01_PistolActions";
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimFrompistol.rtm";
		speed = 2.30769;
		ConnectTo[] = {"AR_01_Aim_FromPistol_End", 0.1};
		InterpolateTo[] = {};
	};
	
	class AR_01_Aim_FromPistol_End : AmovPpneMstpSrasWpstDnon_AmovPpneMstpSrasWrflDnon_end {
		actions = "AR_01_Actions";
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_aimfrompistol_end.rtm";
		aiming = "aimingDefault";
		aimingBody = "aimingUpDefault";
		speed = 2;
		leftHandIKCurve[] = {0, 0, 0.5, 1};
		ConnectTo[] = {"AR_01_Aim", 0.1};
		InterpolateTo[] = {};
	};
	
	class AR_01_Die : DefaultDie {
		actions = "AR_01_DeadActions";
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_die.rtm";
		speed = 1;
		looped = "false";
		terminal = 1;
		ragdoll = 1;
		ConnectTo[] = {"Unconscious", 0.1};
		InterpolateTo[] = {};
	};
	
	class AR_01_Die_Pistol : AR_01_Die {
		file = "\AR_AdvancedRappelling\anims\Rup_RopeFX_01_die.rtm";
		actions = "AR_01_DeadActions";
		showHandGun = 1;
	};
};
class BlendAnims;	// External class reference

};

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