-
Content Count
8 -
Joined
-
Last visited
Everything posted by mr_donald_duck
-
Recent changes to Zombies after 1.25 complaints. Noticeable Changes .
mr_donald_duck replied to Astalonte's topic in General Discussion
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. -
Custom Textures always turn grey (even existing textures)
mr_donald_duck posted a topic in Troubleshooting
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* -
What's wrong with the alpha texture channel in 1.04 ???!!!???
mr_donald_duck replied to Staiff2's topic in Misc
Seems like they edited the model to not have arms anymore because they are hidden by the longsleeves. -
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*
-
[BUG] [quick help] Plank Stacks in sky (higher each restart)
mr_donald_duck posted a topic in Servers
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. -
[BUG] [quick help] Plank Stacks in sky (higher each restart)
mr_donald_duck replied to mr_donald_duck's topic in Servers
Still broken they are even higher now. -
[BUG] [quick help] Plank Stacks in sky (higher each restart)
mr_donald_duck replied to mr_donald_duck's topic in Servers
In which file is this located? Nevermind i got it I also enabled all other cars there will see how it turns out. -
[BUG] [quick help] Plank Stacks in sky (higher each restart)
mr_donald_duck replied to mr_donald_duck's topic in Servers
Does anyone know a short fix i can apply on my server?