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ofp2

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Everything posted by ofp2

  1. so from all the addons you uploaded , this two is your work ?
  2. Yeah its all legit , i don`t understand how it can happen ? you think they made mistake maybe and didn`t recognise all your work ?
  3. seems he decided they were wrong :) https://steamcommunity.com/sharedfiles/filedetails/?id=1569701866
  4. ofp2

    Getting assets into the Game? (DIY Grenade)

    sorry not at this moment i am trying to learn it also , seems this animation thing going to be quite some process , unless you can assing in config.cpp a named selection like leftahandanim ="handle"
  5. because you used original car parts and modified them after unbinarised them seen as the wheels fit well and the Hood ? because you used other peoples models and didn`t credit them ? even tho some where share alike like the pipe axe its bad practices ? shame you had good addons but i think maybe to get "I am First" maybe you forgot some rules and manners ? What next when people release Horse and Guns etc , you just take and rename as "FV_Mine ??
  6. ofp2

    Particles

    Particles , are they hardcoded in the dta root or can we extend them ? I am talking about the partilces.c in particular that defines the muzzle flashes etc . seems you can add some Def in the mod.cpp to point out where scripts will be adennded but it doesnt seem to work and i wondered like early Arma series if this dta folder is hard coded and undefinable ? Insert other media
  7. ofp2

    Particles

    yeah i managed to alter the existing but cant seem to create a new class in the weapon particles for new muzzle effect
  8. Hi Addon Builder isnt Binarising p3ds any longer , i unpacked the Pbo after binarising and the p3d is unbinarsied anybody else experience this ? to reproduce > pack addon drop resulting .pbo into bankrev.exe open p3d in Objectbuilder and isnt binarised
  9. ofp2

    Addonbuilder not binarising p3ds

    Hi , Thaks for offer , it seems if you use namespace P;\ofp2\object you need to put in path to project folder P:\ or it will only copy the p3d and not binarise it also it seems the list of files to copy directly is inadequately filled also from default thanks.
  10. ofp2

    Getting assets into the Game? (DIY Grenade)

    I think mines are in , maybe make IED for now ?
  11. ofp2

    Getting assets into the Game? (DIY Grenade)

    Grenades and all thrown projectiles have been taken out of the current list and are not critical for 1.0 iirc so the class won't be of any use now
  12. ofp2

    DayZ - DeerIsle (Map)

    Ah cheers ,, becuase you use origial cp_ prefix it will work but i used my prefix and now its broken , in Arma 3 using cp_ meant origianl chernarus would break and change to new maybe in new engine its not so , i will go back also to cp_ i think . Cheers for info
  13. ofp2

    DayZ - DeerIsle (Map)

    Hi I notice your clutter is working but i recently lost all mine in the Tools update fiasco . I wonder are you using Chernarus ground texture and so it is working because same names or are they custom texture with new names and config ? Cheers in advance
  14. ofp2

    V3S

    They are no longer Configged /Removed so the class wont exist , for now its only hatchback . you can make config for personal server and clients though , however not sure how future proof that will be with such a dynamic Beta status and experimental and stable merging etc.
  15. ofp2

    i have two question

    not in offline mission on experimental it doesnt :)
  16. ofp2

    Dayz standalone Scripting tutorial series

    Whilst it maybe tempting to go for the most ergonomic /better /someone else options on how you approach this , i believe the way you are doing it is best for "Telling the story" and thus for teaching . people could post here about the bits that can be added like the car parts missing like oil, brake fluid , radiator etc . but your videos are best being concise and linear like they are so far . cheers much appreciated
  17. ofp2

    i have two question

    I can confirm the new update broke escape , unfortunately i think troubleshooting is confined to Discord and Tracker so not sure when acknowledgement or fix will be with us
  18. Binarise now taking hours rather than minutes in latest iteration (started 2 iterations ago) When Packing a terrain the Binarise exe is now taking an average of 1.5 hours in comparison to 15 minutes previously , i recall this happened in the Arma3 version of the tools , could we get a fix or reversion please ? CHeers
  19. I hear ya , its not so bad when the terrain is done and you can seperate the config and make chanegs there without rebinarising the WRP , but this new problem is a mirror of Arma 3 tool development , right after the Binmake ruiles where changed , Binarise exe no longer can read its own files like p3d etc , clutter has gone and well 1.5 hours per Packing .
  20. ofp2

    DayZ roads .rvmat

    Show us then and no copy pasta lengths :)
  21. ofp2

    Dayz standalone Scripting tutorial series

    Really enjoying these , you are leaving just enough out to get me thinking on my own which is great :) ( talking about adding coolant and hood etc and finding class names etc )
  22. ofp2

    DayZ roads .rvmat

    there is a road tool but the pieces cant be added yet as they are binarised , maybe they can be swapped for Odol versions from arma 3 ? otherwise roads have to be placed like buildings /walls one by one and use snapto tool on
  23. ofp2

    CLutter gone in latest build

    Hi Anyone else lost their clutter in latest iteration of tools when world is loaded in game ? Worked in last iteration but now doesn`t work config and textures unaltered from when it was working in last iteration
  24. ofp2

    Modding Support and Tools, Initial Release

    Hi is there Anyway we can get a backdated revision on that , seems it has created a new lengthy binarise process and no longer fetches the p3d to Temp and applies to the terrain where clutter and such is concerned cheers
  25. ofp2

    No Sat Image and wrong floor textures in buldozer

    Glad it helped :) Edit Now we just need to sort flickering models and road tool fixing and we can start to think about making a terrain :)
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