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Woldren

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  1. Woldren

    Wolf stats

    Hi, I am trying to add a new Wolf, with a new class, but when i try to pack it with Addon Builder, it gives me an error "Some Imput after EndFile", could you take a look? class CfgPatches { class SGI_Wolf { units[]={"Animal_CanisLupus2_Mutated"}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "DZ_Animals" }; }; }; class CfgVehicles { class AnimalBase; //External class class Animal_CanisLupus2: AnimalBase { simulation = "dayzanimal"; scope = 0; model = "\DZ\animals\canis_lupus\canis_lupus.p3d"; displayName = "Bau Bau"; descriptionShort = "Bee Bee"; hiddenSelections = {"Camo", "CamoHair"}; DamageSphereAmmos = {"MeleeWolf"}; aiAgentTemplate = "Predators_Wolf"; injuryLevels = {1.000000, 0.500000, 0.200000, 0.000000}; class DamageSystem { class GlobalHealth { class Health { hitpoints = 10000; healthLabels = {1.000000, 0.700000, 0.500000, 0.300000, 0.000000}; }; class Blood { hitpoints = 50000; }; class Shock { hitpoints = 50000; }; }; class DamageZones { class Zone_Belly { canBleed = 0; class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 5000; transferToGlobalCoef = 1; }; class Shock { hitpoints = 5000; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 0.200000; Blood = 5; Shock = 0; }; class Projectile { Health = 0.330000; Blood = 5; Shock = 0; }; }; componentNames = {"Zone_Belly"}; transferToZonesNames = {}; transferToZonesCoefs = {}; fatalInjuryCoef = 0.250000; }; class Zone_Chest { canBleed = 0; class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 5000; transferToGlobalCoef = 1; }; class Shock { hitpoints = 5000; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 0.750000; Blood = 5; Shock = 0; }; class Projectile { Health = 1; Blood = 0; Shock = 0; }; }; componentNames = {"Zone_Chest"}; transferToZonesNames = {}; transferToZonesCoefs = {}; fatalInjuryCoef = 0.250000; }; class Zone_Head { canBleed = 0; class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 500; transferToGlobalCoef = 1; }; class Shock { hitpoints = 500; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 1; Blood = 0; Shock = 0; }; class Projectile { Health = 1; Blood = 0; Shock = 0; }; }; componentNames = {"Zone_Head"}; transferToZonesNames = {}; transferToZonesCoefs = {}; fatalInjuryCoef = 0.500000; }; class Zone_Legs_Front { class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 5000; transferToGlobalCoef = 1; }; class Shock { hitpoints = 5000; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 0.100000; Blood = 0; Shock = 0; }; class Projectile { Health = 0.100000; Blood = 0; Shock = 0; }; }; componentNames = {"Zone_Legs_Front"}; transferToZonesNames = {}; transferToZonesCoefs = {}; fatalInjuryCoef = 0.250000; }; class Zone_Legs_Back { canBleed = 0; class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 5000; transferToGlobalCoef = 1; }; class Shock { hitpoints = 5000; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 0.100000; Blood = 0; Shock = 0; }; class Projectile { Health = 0.100000; Blood = 0; Shock = 0; }; }; componentNames = {"Zone_Legs_Back"}; transferToZonesNames = {}; transferToZonesCoefs = {}; fatalInjuryCoef = 0.250000; }; class Zone_Neck { canBleed = 0; class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 5000; transferToGlobalCoef = 1; }; class Shock { hitpoints = 5000; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 0.750000; Blood = 5; Shock = 0; }; class Projectile { Health = 0.660000; Blood = 5; Shock = 0; }; }; componentNames = {"Zone_Neck"}; transferToZonesNames = {}; transferToZonesCoefs = {}; fatalInjuryCoef = 0.250000; }; class Zone_Pelvis { canBleed = 0; class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 5000; transferToGlobalCoef = 1; }; class Shock { hitpoints = 5000; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 0.250000; Blood = 0; Shock = 0; }; class Projectile { Health = 0.200000; Blood = 0; Shock = 0; }; }; componentNames = {"Zone_Pelvis"}; transferToZonesNames = {"Zone_Spine"}; transferToZonesCoefs = {0.500000}; fatalInjuryCoef = 0.250000; }; class Zone_Spine_Front { canBleed = 0; class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 5000; transferToGlobalCoef = 1; }; class Shock { hitpoints = 5000; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 0.750000; Blood = 1; Shock = 0; }; class Projectile { Health = 0.660000; Blood = 1; Shock = 0; }; }; componentNames = {"Zone_Spine_Front"}; transferToZonesNames = {}; transferToZonesCoefs = {}; fatalInjuryCoef = 0.250000; }; class Zone_Spine_Back { canBleed = 0; class Health { hitpoints = 100; transferToGlobalCoef = 1; }; class Blood { hitpoints = 5000; transferToGlobalCoef = 1; }; class Shock { hitpoints = 5000; transferToGlobalCoef = 0; }; class ArmorType { class Melee { Health = 0.250000; Blood = 1; Shock = 0; }; class Projectile { Health = 0.330000; Blood = 1; Shock = 0; }; }; componentNames = {"Zone_Spine_Back"}; transferToZonesNames = {}; transferToZonesCoefs = {}; fatalInjuryCoef = 0.250000; }; }; }; class Skinning { class ObtainedSteaks { item = "WolfSteakMeat"; count = 10; quantityMinMaxCoef = {0.500000, 1}; }; class ObtainedPelt { item = "WolfPelt"; count = 1; quantityCoef = 1; transferToolDamageCoef = 1; }; class ObtainedGuts { item = "Guts"; count = 2; quantityMinMaxCoef = {0.500000, 1}; }; class ObtainedLard { item = "Lard"; count = 1; quantityMinMaxCoef = {0.500000, 1}; }; class ObtainedBones { item = "Bone"; count = 1; quantityMinMaxCoef = {0.700000, 1}; transferToolDamageCoef = 1; }; }; class enfanimsys { meshObject = "dz\animals\canis_lupus\Data\canis_lupus_skeleton.xob"; graphname = "dz\animals\animations\!graph_files\Wolf\Wolf_Graph.agr"; defaultinstance = "dz\animals\animations\!graph_files\Wolf\Wolf_AnimInstance.asi"; startnode = "AlignToTerrain_Rot"; skeletonName = "canis_lupus_skeleton.xob"; }; class AnimEvents { class Steps { class Walk1 { soundLookupTable = "PawMediumWalk_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 1; }; class Walk2 { soundLookupTable = "PawMediumWalk_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 2; }; class Walk3 { soundLookupTable = "PawMediumWalk_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 3; }; class Walk4 { soundLookupTable = "PawMediumWalk_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 4; }; class Run1 { soundLookupTable = "PawMediumRun_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 5; }; class Run2 { soundLookupTable = "PawMediumRun_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 6; }; class Run3 { soundLookupTable = "PawMediumRun_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 7; }; class Run4 { soundLookupTable = "PawMediumRun_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 8; }; class Bodyfall { soundLookupTable = "PawMediumBodyfall_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 11; }; class Settle { soundLookupTable = "PawMediumSettle_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 12; }; class Rest2standA { soundLookupTable = "PawMediumRest2standA_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 13; }; class Rest2standB { soundLookupTable = "PawMediumRest2standB_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 14; }; class Stand2restA { soundLookupTable = "PawMediumStand2restA_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 15; }; class Stand2restB { soundLookupTable = "PawMediumStand2restB_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 16; }; class Stand2restC { soundLookupTable = "PawMediumStand2restC_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 17; }; class Jump { soundLookupTable = "PawMediumJump_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 18; }; class Impact { soundLookupTable = "PawMediumImpact_LookupTable"; noise = "WolfStepNoise"; effectSet = {"WolfStepEffect1", "WolfStepEffect2"}; id = 19; }; }; class Sounds { class WolfBark { soundSet = "WolfBark_SoundSet"; noise = "WolfRoarNoise"; id = 1; }; class WolfBark_1 { soundSet = "WolfBark_SoundSet"; noise = "WolfRoarNoise"; id = 61; }; class WolfBark_2 { soundSet = "WolfBark_SoundSet"; noise = "WolfRoarNoise"; id = 71; }; class WolfBark2 { soundSet = "WolfBark2_SoundSet"; noise = "WolfRoarNoise"; id = 2; }; class WolfBark3 { soundSet = "WolfBark3_SoundSet"; noise = "WolfRoarNoise"; id = 3; }; class WolfBreath { soundSet = "WolfBreath_SoundSet"; noise = "WolfRoarNoise"; id = 4; }; class WolfGroans { soundSet = "WolfGroans_SoundSet"; noise = "WolfRoarNoise"; id = 5; }; class WolfGrowl_A { soundSet = "WolfGrowl_A_SoundSet"; noise = "WolfRoarNoise"; id = 6; }; class WolfGrowl_B { soundSet = "WolfGrowl_B_SoundSet"; noise = "WolfRoarNoise"; id = 7; }; class WolfGrowl { soundSet = "WolfGrowl_A_SoundSet"; noise = "WolfRoarNoise"; id = 8; }; class WolfPant { soundSet = "WolfPant_SoundSet"; noise = "WolfRoarNoise"; id = 9; }; class WolfPantShort { soundSet = "WolfPantShort_SoundSet"; noise = "WolfRoarNoise"; id = 10; }; class WolfPantLong { soundSet = "WolfPantShort_SoundSet"; noise = "WolfRoarNoise"; id = 18; }; class WolfSnarl { soundSet = "WolfSnarl_SoundSet"; noise = "WolfRoarNoise"; id = 11; }; class WolfSnarlShort { soundSet = "WolfSnarlShort_SoundSet"; noise = "WolfRoarNoise"; id = 12; }; class WolfWhimper { soundSet = "WolfWhimper_SoundSet"; noise = "WolfRoarNoise"; id = 13; }; class WolfYelp { soundSet = "WolfYelp_SoundSet"; noise = "WolfRoarNoise"; id = 14; }; class WolfYawn { soundSet = "WolfYelp_SoundSet"; noise = "WolfRoarNoise"; id = 15; }; class WolfDeath { soundSet = "WolfDeath_SoundSet"; noise = "WolfRoarNoise"; id = 20; }; class WolfHowl { soundSet = "WolfHowl_SoundSet"; noise = "WolfRoarNoise"; id = 16; }; class WolfHowls { soundSet = "WolfHowls_SoundSet"; noise = "WolfRoarNoise"; id = 17; }; }; class Damages { class Bite { damage = "WolfBiteDamage"; id = 1; }; class BiteLow { damage = "WolfLowBiteDamage"; id = 2; }; }; }; class CommandMoveSettings { useSpeedMapping = 1; movementSpeedMapping = {0.000000, 0.250000, 0.500000, 1.200000, 4.500000, 12.200000}; }; class CommandLookAtSettings { lookAtFilterTimeout = 0.500000; lookAtFilterSpeed = 1.570000; }; }; class Animal_CanisLupus2_Mutated: Animal_CanisLupus2 { scope = 2; hiddenSelectionsTextures = {"lupo\data\wolf_mutated_co.paa", "lupo\data\fur_alpha.paa"}; }; }; enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxisy = 2, destructno = 0, stabilizedinaxesboth = 3, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }
  2. Hi! I am trying to add a new food in game, but if I use this script, it doesn't work. I can see the item in game, but the texture is always the Sewing Kit's texture. It is like the program doesn't recognize the part " hiddenSelectionsTextures[]=" This is the script I am using: class CfgPatches { class SGI_NewFood { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "DZ_Gear_Food", "DZ_Data" }; }; }; class cfgVehicles { class PowderedMilk; class Food1: PowderedMilk { scope = 2; displayName = "Food1"; descriptionShort = "Food1"; model = "\food\food.p3d"; rotationFlags = 17; weight = 1000; hiddenSelectionsTextures[]= {"food\data\food_co.paa"}; class Nutrition { fullnessIndex = 2.500000; energy = 1000; water = 2.500000; nutritionalIndex = 1; toxicity = 0; }; class AnimEvents { class SoundWeapon { class openTunaCan { soundSet = "openTunaCan_SoundSet"; id = 204; }; class Eating_Loop { soundSet = "Eating_loop_Soundset"; id = 888; }; class Eating_TakeFood { soundSet = "Eating_TakeFood_Soundset"; id = 889; }; class Eating_Fruit1 { soundSet = "Eating_Fruit_Soundset"; id = 890; }; class Eating_Fruit2 { soundSet = "Eating_Fruit_Soundset"; id = 891; }; class Eating_Fruit3 { soundSet = "Eating_Fruit_Soundset"; id = 892; }; class Eating_BoxOpen { soundSet = "Eating_BoxOpen_Soundset"; id = 893; }; class Eating_BoxShake { soundSet = "Eating_BoxShake_Soundset"; id = 894; }; class Eating_BoxEnd { soundSet = "Eating_BoxEnd_Soundset"; id = 895; }; }; }; }; }; enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxisy = 2, destructno = 0, stabilizedinaxesboth = 3, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }
  3. Woldren

    Underwear

    Hi guys. Is there a way to change the underwear? I know it is not a dress, so I can't give my players a preset, but I was wondering if there is a way to change the underwear of survivor_01, survivor_02 ecc, so that, when you spawn, you'll have a custom underwear. If it is not possible, Is there a way to set the armband so that it can no longer be removed from the arm?
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