dayz-motorbikes

Installation
SKILL.md

DayZ Motorbikes (Single-Track Vehicles) & 1.30 Vehicle Refactor

Preflight: rider posture (added 2026-09-28, LFDucati T99; B1 measured on the same day) [EXACT except where marked]. Chosen solely by GetAnimInstance() -> SetVehicleType (exp\scripts\scripts\4_World\Classes\UserActionsComponent\Actions\Interact\ActionGetInTransport.c:104-107) -> fixed state and column in Vehicles.agf (five nodes require literal VehicleType == 10 || VehicleType == 11: :1429, 1474, 1529, 1570, 2806). Neither the model nor the config moves the hands: they are fixed by the handlebar pose clip, and there is no foot IK. GP clip-ons with MOTO1/MOTO2 leave the hands ~40 cm above: custom clips are required. Survivor Animations MOTORCYCLE (16) = car driver body (Offroad Hatchback) with IK hands, 1.29 format graph (crashes 1.30). Corrects references/rider-animation.md:77: 1.29 graphs are TEXT ($AnimGraph 7), not binary. Approach without touching the graph: registered child .asi + SetAnimationInstanceByName, like surrendering (PlayerBase.c:2087-2088, DayZPlayerCfgBase.c:1532-1537): works with the motorbike stopped on dedicated server and local client (measured 2026-09-28, LFDucati B1, LL-530), and stopped and moving with custom clips (LFRider on the H2R, same day, LL-533..535): a DayZATool (ANIMSET5) clip put the stopped rider within 0.4 mm of its FK in those runs (later first-person probe runs saw the stopped head move by several cm between runs and looks: dayz-test-ingame references/session-findings.md, "H2R import (2026-10)"); steering clips are distributed across ±45° of REAL wheel angle on all motorbikes (Vehicles.agf:50, :1466), not at the limit of each one; transitions are exported as full whole-body posture (as additive differences they collapse the skeleton). With observers and in edge cases, untested. Common mod and toolchain: LFRider (not published). Recipe, pitfalls, and the pose in four pieces: references/rider-animation.md §Per-bike pose. Detail: LFDucati research notes (not published).

DayZ 1.30 Experimental (build 1.30.164014) introduces full native engine support for single-track vehicles via the engine simulation type simulation = "motorbike" (exp\bin\bin\config.cpp:1059, in-game bin\config.cpp). At the class architecture level, class Motorbike: Transport is a direct sibling of Car and Boat in native C++ (exp\scripts\scripts\3_Game\Vehicles\Motorbike.c:30, in-game scripts\3_Game\Vehicles\Motorbike.c), not a child of Car. In the game script layer, MotorbikeScript inherits directly from Motorbike (exp\scripts\scripts\4_World\Entities\Vehicles\MotorbikeScript.c:53, in-game scripts\4_World\Entities\Vehicles\MotorbikeScript.c), NOT from CarScript.

Installs
7
GitHub Stars
25
First Seen
Oct 5, 2026