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ofp2
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Everything posted by ofp2
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so from all the addons you uploaded , this two is your work ?
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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 ?
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seems he decided they were wrong :) https://steamcommunity.com/sharedfiles/filedetails/?id=1569701866
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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"
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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 ??
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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
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yeah i managed to alter the existing but cant seem to create a new class in the weapon particles for new muzzle effect
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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
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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.
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I think mines are in , maybe make IED for now ?
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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
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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
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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
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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.
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not in offline mission on experimental it doesnt :)
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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
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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
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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
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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 .
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Show us then and no copy pasta lengths :)
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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 )
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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
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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
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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
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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 :)