This is a Community framework for DayZ SA.
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License: GNU Lesser General Public License v2.1
Community Framework for DayZ SA.
License: GNU Lesser General Public License v2.1
This is a Community framework for DayZ SA.
Whenever I open the stock in the trunk of the car I get 3 errors like this, it's a client side error, test result without other mods
WIN-2G08MOQODH9, 15.06 2022 03:50:35
NULL pointer to instance
Class: 'AttachmentCategoriesRow'
Function: 'Init'
Stack trace:
JM/CF/Scripts/5_Mission/communityframework\gui\inventorynew\inherited\attachmentcategoriesrow.c:15
scripts/5_Mission/gui\inventorynew\inherited\attachmentcategoriescontainer.c:332
scripts/5_Mission/gui\inventorynew\inherited\attachmentcategoriescontainer.c:22
scripts/5_Mission/gui\inventorynew\inherited\vicinitycontainer.c:368
scripts/5_Mission/gui\inventorynew\containers\container.c:347
scripts/5_Mission/gui\inventorynew\areas\leftarea.c:234
scripts/5_Mission/gui\inventorynew\inventory.c:1036
scripts/5_Mission/gui\inventorynew\inventory.c:1174
scripts/5_Mission/gui\inventorymenu.c:113
.bisign files don't match their corresponding PBOs. Sign files are from 26/06 and .pbo files are 07/06. Could this be it?
You get a Broken .pbo message in Addons Folder.
BR,
Skip
When I install CF I get a dta gui pbo missing error
Without CF there is no error and the server starts no problem
Is this because both files in the directory are named gui.pbo?
Can't compile 'game' script module! scripts/3_game/CommunityFramework/CommunityFramework.c(20): Bad type 'CF_XML'
Anyone else had this problem?
Hey there
I've been looking around on the web without being able to understand what's the matter
I so wanted to check you git but the error doesn't seem to be that popular..
Can you explain to me the issue and how to fix it please?
Thanks
This didn't always occur but does now. creating log file entries to shift through with no purpose
log level >= current log
level appear in the actual scripts/crash log.https://prnt.sc/p21ok6 (client start-crash screen)
Hi! We have RP server with 30+ mods. Allways beed using COT on it. Really great work!!!
After game update 1.05 COT started conflicting with some big mods like DayZ Tasty Collection (https://prnt.sc/p21vp4), RolePlayMod (https://prnt.sc/p21wkz). Can you help with this problem please? If you need more info or any assistance, just contact me through discord GoFireUp#3834. Will provide any assistance I can, because we can't start the server after this game update as mods keeps on conflicting and other mod developers just say: it works on my server so I will not update. Please help! Jelena
Hi, I got those entries a while now:
SCRIPT : [ERROR] Type Converter not found for type=int
SCRIPT : Get() JM/CF/Scripts/1_Core/communityframework\typeconverter\cf_typeconverter.c : 118
SCRIPT : Register() JM/CF/Scripts/3_Game/communityframework\network\cf_networkedvariables.c : 90
SCRIPT : RegisterNetSyncVariable() JM/CF/Scripts/3_Game/communityframework\module\cf_modulegame.c : 111
SCRIPT : OnInit() TraderPlus/scripts/3_Game/traderplussystemconfig\logger\traderplusloggermodule.c : 21
SCRIPT : Init() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecore.c : 40
SCRIPT : _Create() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 122
SCRIPT : _OnCreate() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 47
SCRIPT : CF_ModuleConstructor() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 11
SCRIPT : _Init() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 35
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\lifecycleevents\cf_lifecycleevents.c : 16
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c : 65
SCRIPT : DayZGame@426#1() JM/CF/Scripts/3_Game/communityframework\lifecycleevents\dayzgame.c : 9
SCRIPT : CreateGame() scripts/3_Game/game.c : 7
SCRIPT : CF_CreateGame() JM/CF/Scripts/3_Game/communityframework\communityframework.c : 4
SCRIPT : [ERROR] (TraderPlusLoggerModule<17ad39f0>) CF_NetworkedVariables<29229f10>::RegisterNetSyncVariable('networkSync_LogLevel') -> TypeConverter not found for type 'int'
SCRIPT : Register() JM/CF/Scripts/3_Game/communityframework\network\cf_networkedvariables.c : 94
SCRIPT : RegisterNetSyncVariable() JM/CF/Scripts/3_Game/communityframework\module\cf_modulegame.c : 111
SCRIPT : OnInit() TraderPlus/scripts/3_Game/traderplussystemconfig\logger\traderplusloggermodule.c : 21
SCRIPT : Init() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecore.c : 40
SCRIPT : _Create() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 122
SCRIPT : _OnCreate() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 47
SCRIPT : CF_ModuleConstructor() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 11
SCRIPT : _Init() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 35
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\lifecycleevents\cf_lifecycleevents.c : 16
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c : 65
SCRIPT : DayZGame@426#1() JM/CF/Scripts/3_Game/communityframework\lifecycleevents\dayzgame.c : 9
SCRIPT : CreateGame() scripts/3_Game/game.c : 7
SCRIPT : CF_CreateGame() JM/CF/Scripts/3_Game/communityframework\communityframework.c : 4
Return false / null / error code for all edge cases. All validation should be within the XML classes and not in the calling context where it is used.
JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c(79) Too many parameters for 'Invoke' cant compile error message.
Not sure if it is actually CF related but cant for the life work out whats going. Any help would be much apprecited.
The config file should be JSON. Could work like the MS approach where you only define what you want to override.
Each mod could contain a config.json with its settings in it. Maybe a config.cpp entry is needed for where the json can be found in the mod.
Maybe it makes more sense to define the settings purely via a config.cpp class as the mod author and JSON is only used for end-users.
Possible issues:
Today after logging in I've noticed all the safe zones that I've made with the buildings from your pack are not there....(?) is there update coming or are you aware of this I don't know if it's your mod or maybe a dependency that you need BF Maybe but there's no updates out and you're not the only pack that I'm having a problem with. I've also log into offline mode load up my saved buildings in end zones and they're not working there either
If module events modify data we pass back into moddable events like OnClientNewEvent
and the event args are forcefully deleted they can null other mods data.
e.g. player = args.Player
We need a better way to not cause memory leaks but also not delete data somewhere. Strong ref / autoptr management and not deleting manually or having a rolling instance
Installed the update 11th October the last update, and now the server is starting to tell me "ALL" my mods is causing errors. All mods where working fine untill the last update 11th of October.
s. title
Add a parameter so that on the first boot, CF does not attempt to load any persistency data. This way server owners can migrate to using it without breaking their existing data.
I am trying to register a simple int variable and got this error in log :
CF_NetworkedVariables<f3cf4220>::RegisterNetSyncVariable('networkSync_LogLevel') -> TypeConverter not found for type 'int'
SCRIPT : Register() JM/CF/Scripts/3_Game/communityframework\network\cf_networkedvariables.c : 94
SCRIPT : RegisterNetSyncVariable() JM/CF/Scripts/3_Game/communityframework\module\cf_modulegame.c : 111
SCRIPT : OnInit() TutorialLogging/scripts/3_Game/tutorialloggingmodule.c : 24
SCRIPT : Init() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecore.c : 40
SCRIPT : _Create() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 122
SCRIPT : _OnCreate() JM/CF/Scripts/1_Core/communityframework\module\cf_modulecoremanager.c : 47
SCRIPT : CF_ModuleConstructor() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 11
SCRIPT : _Init() JM/CF/Scripts/3_Game/communityframework\module\cf_moduleconstructor.c : 39
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\lifecycleevents\cf_lifecycleevents.c : 12
SCRIPT : Invoke() JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c : 79
SCRIPT : DayZGame@412#1() JM/CF/Scripts/3_Game/communityframework\lifecycleevents\dayzgame.c : 9
SCRIPT : CreateGame() scripts/3_Game/game.c : 7
SCRIPT : CF_CreateGame() JM/CF/Scripts/3_Game/communityframework\communityframework.c : 4
my variable is register in OnInit as it is indicated:
override void OnInit()
{
super.OnInit();
RegisterNetSyncVariable("networkSync_LogLevel");
EnableUpdate();
EnableMissionStart();
}
Is there an issue with the type RegisterNetSyncVariable for a Module ?
Remove the class Expression
from the ExpressionVM code after giving a deprecation notice.
With DayZ having fixed ghostIcon can we now deprecate the modGhostIcon thing we did and remove it in the not-so-distant future?
SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<Object>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<bool>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<Widget>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<Observable>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<int>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<ScriptedViewBase>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<float>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<vector>.Cast' for safe down-casting SCRIPT (W): @"JM/CF/Scripts/3_Game/communityframework\mvc\typeconverter.c,115": Unsafe down-casting, use 'Param1<string>.Cast' for safe down-casting
Add helper class with static functions for:
deploy.bat just deleted all of my steam games, and probably some other things aswell
Log C:\SERVICES\ni1369531_1_SHARE\ftproot\dayzstandalone\config\script_2021-05-08_02-26-52.log started at 08.05. 02:27:04
SCRIPT : Registered 258 temporary action enum(s), UAN==258
SCRIPT (E): @"JM/CF/Scripts/3_Game/communityframework\communityframework.c,20": Bad type 'CF_XML'
SCRIPT (E): @"JM/CF/Scripts/3_Game/communityframework\communityframework.c,20": Unknown type 'CF_XML'
SCRIPT (E): Can't compile "Game" script module!
JM/CF/Scripts/3_Game/communityframework\communityframework.c(20): Bad type 'CF_XML'
Can you please rename your key/Key/Keys folder to 'keys' - as per Bohemia's advice: https://community.bistudio.com/wiki/DayZ:Modding_Basics#Packing_the_Mod
Using the standard folder name lets the Linux find the file correctly and makes it easier for people building automation tools.
Server claims to have an extra file that is defines.pbo, which does exist both in the server code and in my personal files. However it refuses to let me join due to this issue and is refusing any solutions
Please backport CfgMods changes released in Steam Workshop version to GitHub :)
It's due to a change in this commit: 25f7b20
Reverting the commit fixes the problem.
Ever since the 1.20 update I've been getting this error upon logging in. I've already tried the fix of deleting the dta folder and .exe files, then verifying my install via steam. Still getting the same error after.
I tried updating my server after the CF and it is not working. Error! App '223350' state is 0x202 after update job.
The * 16
in the above line shouldn't be there (in the previous line it's correct).
Some stones are not detected as a static map object. Fix in object manager
Right now because of the preparations for feature/modstorage
CF attempts to read our data even when it was installed for the first time. When the server had existing mods / vanilla data these are then destroyed.
The proposed solution is a local information file (in appdata or maybe even $mission so it can use the existing persistence folders!) that stores the persistence IDs of all the objects CF has modified in OnSave, so we know its safe to let CF handle the OnLoad.
For existing servers that have CF installed @Jacob-Mango and I think that we can only do this bugfix together with a dayz version change to use the face that the persistence version can be used a switch to see if our system would be in place or not.
desc. tba
PBO error again after the update
JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c(79): Too many parameters for 'Invoke'
I get the same error on both my servers upon launch, not sure if its related to cf or not, any help would be much apprecited.
Hi,
Can you help me with this step please ?
`To use the framework with your mod you would want to add the mod to the config.cpp of your scripts PBO.
e.g.
class CfgPatches
{
class ...
{
...
requiredAddons[]=
{
"RPC_Scripts",
...
};
};
};`
I'm tried to install the ( DayZ-Expansion-Notifications )
But have an error like ( CallType error ) :/
I you have a bbit time to explain how to install the DayZ-Expansion-Notifications with RPCFramework that will be great :)
Regards
Hello,
Some players on our server have this kind of problem, do you know why?
There are two moments when they crash:
They usually crash between 3 and 6 times in a row.
Mods: C:\Program Files (x86)\Steam\steamapps\common\DayZ\!dzsal\@CF
Version 1.22.156718
Fault address: CBB92B80 00:CBB92B80 Unknown module
file: __cur_mp
world: namalsk
Prev. code bytes: 52 49 63 C1 48 8B 51 70 48 6B C8 58 4A 8B 04 C2
Fault code bytes: 8B 44 08 50 C3 B8 FF FF FF FF C3 CC CC CC CC CC
=======================================================
Hello, we are having an issue with the CF mod after we have updated to 1.20:
Can't compile "GameLib" script module!
JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c(83): Too many parameters for 'Invoke' method
CF was working before patch. We have also tested on a test server with just CF and got the same error. Can you please have a look into this? Thanks
From #74
It would be nice if we could connect logging to a log sink which is either scripts.log or rpt, or a custom file, or whatever else someone might make, like an HTTP logger.
I understand that this is an experimental branch, but sooner or later it will become stable.
Actually the log itself:
SCRIPT`` (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c,21": FIX-ME: func is only supported in proto methods
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c,30": FIX-ME: func is only supported in proto methods
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_multieventsubscriber.c,16": FIX-ME: func is only supported in proto methods
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,16": FIX-ME: func is only supported in proto methods
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c,27": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\cf_eventhandler.c,36": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,28": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,28": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,29": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,29": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,30": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,30": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,31": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,31": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,32": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,32": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,33": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,33": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,34": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,34": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,35": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,35": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,36": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_eventsubscriber.c,36": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_multieventsubscriber.c,21": FIX-ME: Failed to create callback
SCRIPT (W): @"JM/CF/Scripts/2_GameLib/communityframework\eventhandler\attributes\cf_multieventsubscriber.c,22": FIX-ME: Failed to create callback
SCRIPT : Registered 320 temporary action enum(s), UAN==320
SCRIPT : ... Backlit Effects Enabled
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,151": Possible variable name conflict 'url'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,172": Possible variable name conflict 'url'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,180": Possible variable name conflict 'url'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\jmselectedobjects.c,121": Possible variable name conflict 'objects'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,19": Possible variable name conflict 'username'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,19": Possible variable name conflict 'avatar_url'
SCRIPT (W): @"JM/COT/Scripts/4_World/communityonlinetools\classes\webhook\jmwebhookdiscordmessage.c,19": Possible variable name conflict 'content'
SCRIPT (W): @"JM/COT/Scripts/5_Mission/communityonlinetools\modules\esp\jmespmeta.c,239": Possible variable name conflict 'player'
WIN-R9MK9FQUS30, 13.02 2023 15:34:00
Can't compile "Engine" script module!
DayZExpansion/Core/Scripts/1_Core/dayzexpansion_core\cf_trace.c(120): Unknown type 'CF_Log'
Runtime mode
CLI params: config D:\TCAFiles\Users\dakotag\9449404\Config.cfg ip 181.215.243.153 port 2302 mod @DaBs Framework;@Community-Online-Tools;@DayZ-Expansion-Licensed;@DayZ-Expansion-Bundle;@zomberry Admin Tools;@redFalcon Flight System Heliz;@equipment System;@gorez;@drippy Sneakers;@LastDayZ_Radios servermod profiles D:\TCAFiles\Users\dakotag\9449404\SC name SC BEpath D:\TCAFiles\Users\dakotag\9449404\SC\Battleye noFilePatching limitFPS 0
My serever is locked now......
Replace/Remove the class __Stack
from ExpressionVM after #56 has been merged into development that offers the replacement.
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