• Tracker

    Spaces
    Browse
    Statistics
  • /
  • /Experimental Feedback
  • /DZEXP-192
Back
1

Local NPC´s use T Pos[1.30]

CharacterAnimation
1

State

Assigned
Issue key
DZEXP-192
Access
Public
Space
DayZ
Project
Experimental Feedback
Creator
thebuster
Created
Sep 25, 2026
Views
52
Platform
PC Steam
What happened?

I spawn local NPC to save server performance. But since Version 1.30.0 they are in T-Pos and Arms will not be close to Body.
In Version before you can spawn an NPC local and the Arms will be close to Body.

I did several tests to bring them back to "normal" Pose, but there is no possibility for that i found.

Reproduction steps

Steps to reproduce

  1. Start a dedicated server with vanilla Chernarus and join with a client.

  2. On the client (multiplayer, not in the main menu), run:

    vector pos = <position near the player>;
    PlayerBase npc = PlayerBase.Cast(g_Game.CreateObject("SurvivorM_Jose", pos, true, false, false));
    npc.SetPosition(pos);
    npc.SetOrientation(Vector(0, 0, 0));
    
  3. Look at the character.

Exact build version (optional)
1.30.164014
Where did it happen?
Community
Is it modded?
No
Expected result

Expected result: The character stands in the idle pose with the arms at its sides, as in 1.29.
Actual result: The character stays in the bind pose with the arms spread and never animates.


Variants tested, all still in bind pose:

Variant Result

CreateObject(type, pos, true, false, false) (local, no AI, no physics)bind pose

same, without ClearEventMask(EntityEvent.ALL) afterwardsbind pose

CreateObject(type, pos, true, false, true) (with physics)bind pose

CreateObject(type, pos, true, true, true) (with init_ai)bind pose

CreateObjectEx(type, pos, ECE_LOCAL | ECE_CREATEPHYSICS | ECE_INITAI | ECE_SETUP)bind pose

+ StartCommand_Move() after 2 sbind pose

+ GetItemAccessor().OnItemInHandsChanged(true) after 2 sbind pose

+ RefreshHandAnimationState() immediately and after 500 msbind pose

+ SetAnimationInstanceByName("dz/anims/workspaces/player/player_main/player_main.asi", 0) immediately / after 2 sbind pose

+ DisableSimulation(false)

+ SetAnimationInstanceByName(...)bind pose

+ GetItemAccessor().EnableAutoAnimInstUpdateOnHandsChange(true)

+ OnItemInHandsChanged(true, true) after 2 sbind pose

init_ai + SetAnimationInstanceByName(...) + StartCommand_Move()bind pose


Control test (works):
The same class spawned by the server with g_Game.CreateObject("SurvivorM_Jose", pos, false, false, true) is shown on the client in the correct idle pose.

Notes

  • The script side of character initialization (PlayerBase, DayZPlayerImplement, Human, intro scene) shows no change between 1.29 and 1.30 that would explain this. The regression therefore appears to be engine-side: a locally created Human on a multiplayer client is apparently no longer simulated or animated.

  • New 1.30 script APIs such as Human.SetAnimationInstanceByName and HumanItemAccessor.EnableAutoAnimInstUpdateOnHandsChange do not restore the animation.

  • Not tested: the retail DayZ_x64.exe client.

Impact: Every mod that uses client-side NPCs for performance reasons (traders, quest givers, decorative characters) shows them in T-pose in 1.30. The only workaround is spawning them server-side, which costs server performance and network traffic.

Reactions

Activity

    5 days ago
  • thebuster
    created issue5 days ago
  • thebuster
    changed title toLocal NPC´s use T Pos[1.30]4 days ago
  • thebuster
    changed4 days ago
  • thebuster
    changed4 days ago
  • about 15 hours ago
  • l909
    changed state to
    AWAITING INTERNAL TESTING
    about 15 hours ago
  • l909
    changed state to
    ASSIGNED
    about 15 hours ago

You are not signed in. Please sign in to see more details and to reply.

State

Assigned
Issue key
DZEXP-192
Access
Public
Space
DayZ
Project
Experimental Feedback
Creator
thebuster
Created
Sep 25, 2026
Views
52