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mr_donald_duck

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Everything posted by mr_donald_duck

  1. I've tested the AI behaviour in a similar way, it is not only Zeds but also Animals clipping through walls. Depending on the situation, they will either clip through a window or if not given enough space, will "climb" the wall as if it is one big step and be placed on the roof. Can be replicated by spawning a large AI like a Bear or a Moose, if he follows you into a house, with little walkable space (Upper Floor of Chernarus Pub), he will 50/50 phase through a wall.
  2. Hello there, I made a texture for a can ingame but once i spawn it its texture is grey. I converted it to .paa and tried different folder structures but it always turns into a grey can. Anyone knows why this happens? I found out that no matter which texture i use (Even existing .paa from dayz itself) once i build the addon the texture is gray. It looks like this: The texture is supposed to be this: My config file: class CfgPatches { class DM_FOOD { units[]= { "DONFOOD_CAN_BLUEBERRY", "DONFOOD_CAN_TEST" }; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "DZ_Data" }; }; }; class CfgVehicles { class Inventory_Base; class Edible_Base: Inventory_Base { ContinuousActions[]={101,105}; InteractActions[]={}; varTemperatureMax=100; }; class BakedBeansCan: Edible_Base { }; class BakedBeansCan_Opened: Edible_Base { class Nutrition { fullnessIndex=1.5; energy=90; water=100; nutritionalIndex=1; toxicity=0; }; }; class DONFOOD_CAN_BLUEBERRY: BakedBeansCan { scope=2; displayName="Can of Blueberrys"; descriptionShort="Rego Blueberrys imported from the USA."; hiddenSelectionsTextures[]= { "dm_food\data\df\df_can_blueberry.paa", "dm_food\data\df\df_can_blueberry.paa", "dm_food\data\df\df_can_blueberry.paa" }; }; class DONFOOD_CAN_BLUEBERRY_Opened: BakedBeansCan_Opened { scope=2; displayName="Can of Blueberrys"; descriptionShort="Rego Blueberrys imported from the USA."; hiddenSelectionsTextures[]= { "dm_food\data\df\df_can_blueberry.paa", "dm_food\data\df\df_can_blueberry.paa", "dm_food\data\df\df_can_blueberry.paa" }; }; }; *Edited*
  3. mr_donald_duck

    What's wrong with the alpha texture channel in 1.04 ???!!!???

    Seems like they edited the model to not have arms anymore because they are hidden by the longsleeves.
  4. mr_donald_duck

    Custom Textures turn grey +Screenshot [Bug]

    Hello there, I made a texture for a can ingame but once i spawn it its texture is grey. I converted it to .paa and tried different folder structures but it always turns into a grey can. Anyone knows why this happens? I found out that no matter which texture i use (Even existing .paa from dayz itself) once i build the addon the texture is gray. It looks like this: The texture is supposed to be this: My config file: class CfgPatches { class DM_FOOD { units[]= { "DONFOOD_CAN_BLUEBERRY", "DONFOOD_CAN_TEST" }; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "DZ_Data" }; }; }; class CfgVehicles { class Inventory_Base; class Edible_Base: Inventory_Base { ContinuousActions[]={101,105}; InteractActions[]={}; varTemperatureMax=100; }; class BakedBeansCan: Edible_Base { }; class BakedBeansCan_Opened: Edible_Base { class Nutrition { fullnessIndex=1.5; energy=90; water=100; nutritionalIndex=1; toxicity=0; }; }; class DONFOOD_CAN_BLUEBERRY: BakedBeansCan { scope=2; displayName="Can of Blueberrys"; descriptionShort="Rego Blueberrys imported from the USA."; hiddenSelectionsTextures[]= { "dm_food\data\df\df_can_blueberry.paa", "dm_food\data\df\df_can_blueberry.paa", "dm_food\data\df\df_can_blueberry.paa" }; }; class DONFOOD_CAN_BLUEBERRY_Opened: BakedBeansCan_Opened { scope=2; displayName="Can of Blueberrys"; descriptionShort="Rego Blueberrys imported from the USA."; hiddenSelectionsTextures[]= { "dm_food\data\df\df_can_blueberry.paa", "dm_food\data\df\df_can_blueberry.paa", "dm_food\data\df\df_can_blueberry.paa" }; }; }; *Edited*
  5. After each restart the plank stacks start getting higher in the sky which makes them unuseable at every location. Noticed this on many servers and on my own. Is there a way i can reset there location without resetting other loot/base parts? People on my server are not able to make a base because of this.
  6. mr_donald_duck

    [BUG] [quick help] Plank Stacks in sky (higher each restart)

    Still broken they are even higher now.
  7. mr_donald_duck

    [BUG] [quick help] Plank Stacks in sky (higher each restart)

    In which file is this located? Nevermind i got it I also enabled all other cars there will see how it turns out.
  8. mr_donald_duck

    [BUG] [quick help] Plank Stacks in sky (higher each restart)

    Does anyone know a short fix i can apply on my server?
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