

Brennie Boi
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Brennie Boi started following Sid Debian
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Hey there! So I'm trying to extend an existing mod (ParagonGearReduced) so that I can add another item to the list. If say I retexture the blade part, and even copying the original RVMAT file completely will not allow it to be modified. Thing is this script in particular uses 2 parts of RVMAT in the original script, so I feel like it could be conflicting there. class DamageSystem { class GlobalHealth { class Health { hitpoints=6969; healthLevels[]={{1, {"ParagonGearREDUCED\Karambit\data\Karambit.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade.rvmat"}}, {0.7, {"ParagonGearREDUCED\Karambit\data\Karambit.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade.rvmat"}}, {0.51, {"ParagonGearREDUCED\Karambit\data\Karambit_damage.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade_damage.rvmat"}}, {0.3, {"ParagonGearREDUCED\Karambit\data\Karambit_damage.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade_damage.rvmat"}}, {0.01, {"ParagonGearREDUCED\Karambit\data\Karambit_destruct.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade_destruct.rvmat"}}}; }; }; }; This is how the original format for the RVMAT's look, and is implied in my script and will function properly. If I change it to mine, it'll break the RVMAT's completely, and cause the blade to never take on an RVMAT. Not getting any errors in appdata so I gotta learn how to set up a server for debugging. Would appreciate if anybody could simulate the same thing on their end. Here's an example of my RVMAT /////////////////////////////////////////////////////// // RVMAT Generated using DayZ Texture Baker // // █▀▀█ █░░█ █░░ █▀▀█ █▀▀▄ █░█ █▀▀█ █▀▀ █▀▀█ █▀▄▀█ // // █░░█ █▀▀█ █░░ █▄▄█ █░░█ █▀▄ █▄▄█ ░ █░░ █░░█ █░▀░█ // // █▀▀▀ ▀░░▀ ▀▀▀ ▀░░▀ ▀░░▀ ▀░▀ ▀░░▀ █ ▀▀▀ ▀▀▀▀ ▀░░░▀ // /////////////////////////////////////////////////////// #define _ARMA_ ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {1,1,1,1}; specular[] = { 1.0, 1.0, 1.0, 1 }; specularPower = 100.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class TexGen0 { uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class TexGen7 { uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage1 { texture = "CF_Karambit_OLD\data\Karambit1_NOHQ.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "CF_Karambit_OLD\data\Karambit1_AS.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "CF_Karambit_OLD\data\Karambit1_SMDI.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1.1,0.3)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 0 }; }; }; class Stage7 { texture = "dz\data\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage8 { texture = "CF_Karambit_OLD\data\Karambit1_EM.paa"; texGen = "0"; uvSource = "tex"; }; Here's an exmaple of the original ambient[]={1, 1, 1, 1}; diffuse[]={1, 1, 1, 1}; forcedDiffuse[]={0, 0, 0, 0}; emmisive[]={0, 0, 0, 1}; specular[]={0.1, 0.1, 0.1, 0.5}; specularPower=60; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="ParagonGearREDUCED\Karambit\data\Karambit_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1, 0, 0}; up[]={0, 1, 0}; dir[]={0, 0, 0}; pos[]={0, 0, 0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={1, 0, 0}; up[]={0, 1, 0}; dir[]={0, 0, 0}; pos[]={0, 0, 0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1, 0, 0}; up[]={0, 1, 0}; dir[]={0, 0, 0}; pos[]={0, 0, 0}; }; }; class Stage4 { texture="ParagonGearREDUCED\Karambit\data\Karambit_as.paa"; uvSource="tex"; class uvTransform { aside[]={1, 0, 0}; up[]={0, 1, 0}; dir[]={0, 0, 0}; pos[]={0, 0, 0}; }; }; class Stage5 { texture="ParagonGearREDUCED\Karambit\data\Karambit_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1, 0, 0}; up[]={0, 1, 0}; dir[]={0, 0, 0}; pos[]={0, 0, 0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.37,0.25)"; uvSource="none"; }; class Stage7 { texture="dz\data\data\env_land_co.paa"; useWorldEnvMap="true"; uvSource="tex"; class uvTransform { aside[]={1, 0, 0}; up[]={0, 1, 0}; dir[]={0, 0, 0}; pos[]={0, 0, 0}; }; };
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modded class ActionSkinningCB : ActionContinuousBaseCB { override void CreateActionComponent() { m_ActionData.m_ActionComponent = new CAContinuousTime( GetDefaultTime() ); } float GetDefaultTime() { string item_type = m_ActionData.m_MainItem.GetType(); switch(item_type) { case "CombatKnife": //Refers to whichever item you're using, I think most knives in the vanilla scripts extend toolbase so each one will have a spot in this script if you want to cut down the time. I.E., BoneKnife, KitchenKnife, Cleaver, CrudeMachete, FangeKnife, FireFighterAxe, etc. Here's a couple of examples return 5.0; // In seconds break; case "HuntingKnife": return 5.0; break; case "KitchenKnife": return 5.0; break; default: return UATimeSpent.SKIN; break } return -1; } } Note: Will not work if other mods are using the same script, for they will conflict. Using ToolBase as a case will also brick the script and cause infinite cutting times because there is no item_type for ToolBase. If anybody is familiar with overriding the original script I would be very thankful if you could share it so I could implement it on my server. I've tried a few ways but I'm not super familiar with coding.