| A | B | C | D | |
|---|---|---|---|---|
1 | Priority (0-10) | Status - Wishlist - Acknowledged - WIP - Resolved - Rejected | Feedbacktracker Link | Description |
2 | 10 | WIP | https://feedback.bistudio.com/T138862 | Multiplayer mod management - ServerMod parameter to run mods only on the server. These should also not be reported to steam - RequiredAddons to force clients to load a minimum of certain mods to be able to play on the server - Report the required mods to steam to allow the game launcher to subscribe to them on the workshop before attempting to join. - Server browser indication for that a server is modded and which mods the server is requiring ( Might also lay the groundwork for automatic in-game mod downloads when attempting to join from the server browser with a restart after downloading?) |
3 | 10 | (Resolved) | https://feedback.bistudio.com/T138863 | Model and config examples for game assests - Car, Weapon, Clothing, Item, Building, Animation, Fonts, Images Sample source files, details on the process required to import / setup the asset from nothing to completely working in-game |
4 | 10 | Resolved | https://feedback.bistudio.com/T138865 | Documentation for Workbench project and debugging setup |
5 | 10 | (Rejected) | https://feedback.bistudio.com/T138866 | Allow the reupload of edited game models to the workshop In order to add texture indices, animations, and functionalities such as doors, ladders and other interactions to existing models, they must be edited and reuploaded as part of the mod. The current policy prevents modders from using and re-uploading any of the game assets. If this can not generally be allowed to everyone, make it possible for selected individuals to obtain permission to do so. Maybe going as far as merging back changes that are not specific to the mod but would benefit the vanilla game files as well |
6 | 9 | Resolved | https://feedback.bistudio.com/T138868 | Allow the import of Arma 2 assets Modders could make use of all the old Arma 2 assets and add them to DayZ as CUP did it for Arma 3. |
7 | 9 | Acknowledged | https://feedback.bistudio.com/T137745 | Use Workbench when DayZ is on experimental branch |
8 | 8 | Acknowledged | https://feedback.bistudio.com/T138870 | Fix Workbench line numbers https://dl.dropboxusercontent.com/s/0by0arzsrpu23au/workbenchApp_2019-01-15_15-43-32.png |
9 | 8 | WIP | https://feedback.bistudio.com/T138871 | Enable Debugshapes for 3D in-game debugging and visualization in all public releases |
10 | 8 | WIP | https://feedback.bistudio.com/T138872 | Devmode parameter Add a parameter to bypass production restrictions - Allow unlimited filesize writing - Allow the creation of directories in $saves and $profiles - Disable limit on how many folders can be created per directory |
11 | 8 | Acknowledged | https://feedback.bistudio.com/T138874 | Extension support Add native extension support (DLL's) for servers and possibly clients (locked behind a startup parameter). A simple interface as it was available in Arma 3 is already enough. More complex interaction would be appreciated. Alternatively expose a CURL client to enscript to call whitelisted URLs defined in the server config/mod config, in order to allow communication with third-party services. |
12 | 8 | Resolved | https://feedback.bistudio.com/T136038 | Fix light source flickering When multiple light sources are active in the same scene, even on small amounts, they begin to flicker. It's rather common to have multiple light sources at night - Fires, torches, flashlights, car lights, roadflares often appear in the same scene exceeding the low limit. Any mod that introduces any kind of light source is pretty much unusable at night until this is fixed / the limit is increased. |
13 | 8 | Acknowledged | https://feedback.bistudio.com/T138876 | Ability to add custom vehicle (passenger) animations Configure animations for custom vehicles. Adding new animations or using existing ones without replacing the whole animation table for the game |
14 | 7 | WIP | https://feedback.bistudio.com/T138877 | Release the Doxygen documentation |
15 | 7 | Acknowledged | https://feedback.bistudio.com/T138879 | Fix Enscript scopes Variables are still not respecting their scopes, causing duplicate compiler errors. Currently, a variable name may only occur once per function, no matter if inside a scope or not |
16 | 7 | Wishlist | https://feedback.bistudio.com/T138881 | Scripted control over Animal/Infected/Human units - Control over the argressive state for infected - Full movement control -> Make the unit walk to certain positions and wait there - Ability to use the navmesh for movement of non-controlled server spawned players/units - OverrideRaise and OverrideAimChange does not work on custom entities (Not possible to make remote target to raise the gun and aim at targets == No Soldier AI) DayZ might not be a game for a full-scale smart soldier AI, but exposing a bit more control over the behavior the enscript allows to make some simply ai's. This could make roaming traders and cinematic path planning in the offline mode possible. |
17 | 7 | Rejected | https://feedback.bistudio.com/T138882 | A way to hide/delete current map objects |
18 | 7 | Acknowledged | https://feedback.bistudio.com/T138884 | Play Animations from script Play any animation (anm) on player or other enties using a script command Example: unit.PlayAnimation( string animation = "DZ\anims\anm\player\menu\unarmed\p_menu_unarmed_idleMain01.anm", bool loop = false) |
19 | 6 | Wishlist | https://feedback.bistudio.com/T138885 | Ternary operator Example: auto value = ( variable instance ) ? "something" : "somethingelse"; |
20 | 6 | Wishlist | https://feedback.bistudio.com/T138886 | Manipulate sound controllers from script Currently (1.02) you can only specify a value for a sound controller variable (such as rpm, speed used for the cars) using the SoundObjectBuilder instance before playing the sound. Once the sound is playing you can not adjust the variables anymore. Though the car class has a OnSound event for this, this concept should apply to other types of objects or also sounds that are entirely just played from script with no connection to any object. Suggestion: Add the SetVariable interface featured in SoundObjectBuilder to the AbstractWave class |
21 | 6 | Wishlist | https://feedback.bistudio.com/T138887 | Developer tools for the debug release Enable as many functions/tools locked behind #define DEVELOPER as possible |
22 | 6 | Wishlist | https://feedback.bistudio.com/T138889 | Game version defines for enscript Example: #define GAME_VERSION_1_0_2_0123123 Defines are needed because otherwise at compile time nonexisting functions etc would throw an error. This is used for making a mod work on experimental/other branches and maybe design it backward compatible |
23 | 6 | Resolved | https://feedback.bistudio.com/T138891 | File patching does not work for mods since the CfgMods change from mod.cpp to config.cpp |
24 | 6 | WIP | https://feedback.bistudio.com/T138893 | Improved AddChild / RemoveChild support for players - Adding collision detection for when a player is attached as a child (Feature/Bug) - Have players return to the global world space after being detached. (Bug) |
25 | 5 | Wishlist | https://feedback.bistudio.com/T137246 | Get proxy instance when using GetObjectsAtPosition or GetObjectsAtPosition3D |
26 | 5 | Wishlist | https://feedback.bistudio.com/T138894 | Abbility to attach particles to a fired bullet Required to create weapons like flaregun or launchers |
27 | 5 | Wishlist | https://feedback.bistudio.com/T138895 | Workbench to support code formatting and an option to use spaces instead of tabs |
28 | 5 | Acknowledged | https://feedback.bistudio.com/T137211 | Model.cfg animations for weapons |
29 | 4 | Wishlist | https://feedback.bistudio.com/T138897 | Modded class from mission file Note: Might not be possible because of the load order. Yet if possible it would make mission scripting more powerful. |
30 | 4 | Resolved | https://feedback.bistudio.com/T138898 | Ability to render widgets over the map widget |
31 | 4 | Wishlist | https://feedback.bistudio.com/T138899 | Ability to set priority of widgets in code Including bringing a widget to front/back |
32 | 4 | Wishlist | https://feedback.bistudio.com/T138896 | Ability to prevent input action on all keys (if the event handler for the widget determines so) when an EditBoxWidget is in focus. |
33 | 4 | Wishlist | https://feedback.bistudio.com/T138892 | In-game Code/Script executer (Like Arma 3s Debug Console) |
34 | 4 | Wishlist | https://feedback.bistudio.com/T138890 | Play sounds through the VOIP system ... on the server to the clients at a position without requiring it to be packaged in a mod. For example, the server can read from an ogg and just send that audio to the client either as an in-game source (possibilities for radio's if near a PAS or Personal Radio) or for the client to handle. |
35 | 4 | Wishlist | https://feedback.bistudio.com/T138888 | Play sound on all clients in an area from the server side Play the sound using one function called from server instead of doing playsound code for client for every time you want to play sound. The sound resource would be loaded locally through the client mod / game files in this case. |
36 | 3 | Wishlist | https://feedback.bistudio.com/T138883 | A way to check if an Object was spawned by Script, CLE (normal items) or if it was an event (heli crash, police car, including the actual object, not just loot). |
37 | 3 | Wishlist | https://feedback.bistudio.com/T138880 | Add hiddenSelections to as many models as possible to allow the them to be re-skinned just via config <-- example: road signs |
38 | 3 | Wishlist | https://feedback.bistudio.com/T138878 | UI editor to support custom resolutions |
39 | 2 | Wishlist | https://feedback.bistudio.com/T138875 | Better debugging for when you access an index which is outside of the array. Currently just crashes the game with no prompt. |
40 | 2 | Wishlist | https://feedback.bistudio.com/T138873 | Remove data duplication check from workbench https://media.discordapp.net/attachments/534550068431290378/562868749728874497/unknown.png |
41 | 2 | Wishlist | https://feedback.bistudio.com/T138869 | Ability to update player position while the player is moving without interuptting the player animation |
42 | 2 | Wishlist | https://feedback.bistudio.com/T138867 | Object flag for future deletion A way to flag an object to be deleted soon (After restart/When there is no players near) like its done when a car is ruined |
43 | 1 | Wishlist | https://feedback.bistudio.com/T138864 | Dynamic magazine models https://cdn.discordapp.com/attachments/514166060317016079/556676192271466518/unknown.png - We can't currently display dynamic mags (i.e 60 round mag in a weapon, but shows 30 round mag instead) for custom models. |
44 | 1 | Wishlist | https://feedback.bistudio.com/T137261 | Widget Issues Allow iframes (as well as other things) inside of HTMLWidgets! Fix the Video Widet, causes a crash-to-desktop with no errors when used. |
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46 | This list was compiled using suggestions from | Arkensor, Thurston, Jacob_Mango, Grim, Mov3ax, Baroness, Not A Banana, DaOne and GrosTon1 | ||
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