Mod disables/crashes dynamic simulation and DAC & UPSMON
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
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
};