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Создаем свой серверный мод. [DayZ 1.4 to Discontined]
123new опубликовал тему в Версия 1.0 и выше,
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Увеличение карты х2
vitacite опубликовал тему в Картостроение,
Доброго времени суток комрады. После успешного портирования карты 2048 на 2048 ProvingGrounds, решил исполнить свою "детскую мечту" и сделать ее большой ;)))) С этой целью для начала я решил увеличить ее в два раза...-
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Всем привет, ситуация следующая. Сделал нагрудный ремень для навеса на него оружия, Config.cpp и model.cfg прописал, в модели тоже все обозначил, пробовал по своему старому способу и по фидовскому, по итогу имею шлак который ВРОДЕ как привязан к кости, повторяет движения, но он не находится на самом персонаже.. Может ли кто подсказать , может я не так делаю или может что-то забыл дописать.. Пробовал привязывать свой класснейм к игровому, пробовал привязывать его просто к Clothing, везде пытался делать разные варианты и подходы, без толку...
Конфиги и скриншоты скину тут, может реально где ошибка..
Config.cpp
class CfgPatches { class LSD_equipment { units[] = {"lsd_Sling"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"DZ_Data", "DZ_Characters", "DZ_Characters_Backpacks", "DZ_Weapons_Firearms"}; }; }; class CfgVehicles { class Clothing; // External class reference class lsd_Sling : Clothing { scope = 2; displayName = "$STR_shoulderbeltname"; descriptionShort = "$STR_shoulderbeltshort"; model = "\LSD_equipment\other_equip\ShoulderBelt\lsd_sling_g.p3d"; vehicleClass = "Clothing"; simulation = "clothing"; itemsCargoSize[] = {}; inventorySlot = "Shoulder"; attachments[] = {"Shoulder"}; itemInfo[] = {"Clothing", "Back"}; itemSize[] = {3, 3}; weight = 20; lootCategory = "Crafted"; lootTag[] = {"Civilian"}; class DamageSystem { class GlobalHealth { class Health { hitpoints = 100; healthLevels[] = {{1, {"DZ\characters\belts\data\belt_leather_beige.rvmat"}}, {0.7, {}}, {0.5, {"DZ\characters\belts\data\belt_leather_beige_damage.rvmat"}}, {0.3, {}}, {0, {"DZ\characters\belts\data\belt_leather_beige_destruct.rvmat"}}}; }; }; }; class ClothingTypes { male = "\LSD_equipment\other_equip\ShoulderBelt\lsd_sling_f.p3d"; female = "\LSD_equipment\other_equip\ShoulderBelt\lsd_sling_f.p3d"; }; }; }; class CfgNonAIVehicles { class ProxyAttachment; class ProxyProxy_Weapon : ProxyAttachment { scope = 2; inventorySlot = "Shoulder"; model = "\LSD_equipment\proxy\proxy_weapon.p3d"; }; };
Model.cfg
class cfgSkeletons { class DayzTemporarySkeleton { skeletonInherit = ""; isDiscrete = 0; SkeletonBones[]= { "pelvis" ,"", "launcher" ,"pelvis", "weapon" ,"pelvis", "propweaponbody" ,"weapon", "propweaponslide" ,"propweaponbody", "propweaponmag" ,"propweaponbody", "propweapon01" ,"propweaponbody", "propweapon02" ,"propweaponbody", "propweapon03" ,"propweaponbody", "propweapon04" ,"propweaponbody", "propweapon05" ,"propweaponbody", "propweapon06" ,"propweaponbody", "propweapon07" ,"propweaponbody", "propweapon08" ,"propweaponbody", "propweapon09" ,"propweaponbody", "propweapon10" ,"propweaponbody", "lefthipextra" ,"pelvis", "righthipextra" ,"pelvis", "propbeltleft" ,"pelvis", "propbeltright" ,"pelvis", "propbeltcenter" ,"pelvis", "turningaxis" ,"pelvis", "propbackpackmain" ,"pelvis", "propbackpacktop" ,"propbackpackmain", "propbackpackextra" ,"propbackpackmain", "propbackpackleft" ,"propbackpackmain", "propbackpackright" ,"propbackpackmain", "spine" ,"pelvis", "spine1" ,"spine", "proprifleunderarm" ,"spine1", "spine2" ,"spine1", "proprifleback" ,"spine2", "propvestleft" ,"spine2", "propvestright" ,"spine2", "propvestfront" ,"spine2", "propvestlower" ,"propvestfront", "spine3" ,"spine2", "propvestupper" ,"spine3", "propvestback" ,"spine3", "neck" ,"spine3", "neck1" ,"neck", "head" ,"neck1", "prophelmet" ,"head", "prophelmetvisor" ,"prophelmet", "propmouth" ,"head", "propmask" ,"head", "propglasses" ,"head", "prophelmetchin" ,"head", "propcamera1st" ,"head", "headcutscene" ,"head", "eyeleft" ,"head", "eyeright" ,"head", "face_browfrontleft" ,"head", "face_browfrontright" ,"head", "face_browmiddle" ,"head", "face_browsideleft" ,"head", "face_browsideright" ,"head", "face_cornerleft" ,"head", "face_cornerright" ,"head", "face_eyelidlowerleft" ,"head", "face_eyelidlowerright" ,"head", "face_eyelids" ,"head", "face_eyelidupperleft" ,"head", "face_eyelidupperright" ,"head", "face_forehead" ,"head", "face_cheekfrontleft" ,"head", "face_cheekfrontright" ,"head", "face_cheeksideleft" ,"head", "face_cheeksideright" ,"head", "face_cheekupperleft" ,"head", "face_cheekupperright" ,"head", "face_chin" ,"head", "face_chopleft" ,"head", "face_chopright" ,"head", "face_jawbone" ,"head", "face_jowl" ,"head", "face_liplowerleft" ,"head", "face_liplowermiddle" ,"head", "face_liplowerright" ,"head", "face_lipupperleft" ,"head", "face_lipuppermiddle" ,"head", "face_lipupperright" ,"head", "face_nostrilleft" ,"head", "face_nostrilright" ,"head", "face_tongue" ,"head", "beard" ,"head", "hair" ,"head", "leftshoulder" ,"spine3", "leftarm" ,"leftshoulder", "leftarmextra" ,"leftarm", "leftarmroll" ,"leftarm", "leftelbowextra" ,"leftarmroll", "leftforearm" ,"leftarmroll", "leftforearmextra" ,"leftforearm", "leftforearmroll" ,"leftforearm", "leftwristextra" ,"leftforearmroll", "lefthand" ,"leftforearmroll", "prophandl" ,"lefthand", "lefthandring" ,"lefthand", "lefthandring1" ,"lefthandring", "lefthandring2" ,"lefthandring1", "lefthandring3" ,"lefthandring2", "lefthandpinky1" ,"lefthandring", "lefthandpinky2" ,"lefthandpinky1", "lefthandpinky3" ,"lefthandpinky2", "lefthandmiddle1" ,"lefthand", "lefthandmiddle2" ,"lefthandmiddle1", "lefthandmiddle3" ,"lefthandmiddle2", "lefthandindex1" ,"lefthand", "lefthandindex2" ,"lefthandindex1", "lefthandindex3" ,"lefthandindex2", "lefthandthumb1" ,"lefthand", "lefthandthumb2" ,"lefthandthumb1", "lefthandthumb3" ,"lefthandthumb2", "rightshoulder" ,"spine3", "rightarm" ,"rightshoulder", "rightarmextra" ,"rightarm", "rightarmroll" ,"rightarm", "rightelbowextra" ,"rightarmroll", "rightforearm" ,"rightarmroll", "rightforearmextra" ,"rightforearm", "rightforearmroll" ,"rightforearm", "rightwristextra" ,"rightforearmroll", "righthand" ,"rightforearmroll", "prophandr" ,"righthand", "righthandring" ,"righthand", "righthandring1" ,"righthandring", "righthandring2" ,"righthandring1", "righthandring3" ,"righthandring2", "righthandpinky1" ,"righthandring", "righthandpinky2" ,"righthandpinky1", "righthandpinky3" ,"righthandpinky2", "righthandmiddle1" ,"righthand", "righthandmiddle2" ,"righthandmiddle1", "righthandmiddle3" ,"righthandmiddle2", "righthandindex1" ,"righthand", "righthandindex2" ,"righthandindex1", "righthandindex3" ,"righthandindex2", "righthandthumb1" ,"righthand", "righthandthumb2" ,"righthandthumb1", "righthandthumb3" ,"righthandthumb2", "leftupleg" ,"pelvis", "leftuplegroll" ,"leftupleg", "propthighleft" ,"leftupleg", "leftkneeextra" ,"propthighleft", "leftleg" ,"propthighleft", "leftlegroll" ,"leftleg", "leftfoot" ,"leftlegroll", "lefttoebase" ,"leftfoot", "rightupleg" ,"pelvis", "rightuplegroll" ,"rightupleg", "propthighright" ,"rightupleg", "rightkneeextra" ,"propthighright", "rightleg" ,"propthighright", "rightlegroll" ,"rightleg", "rightfoot" ,"rightlegroll", "righttoebase" ,"rightfoot", "camera" ,"", "righthand_dummy" ,"" }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class lsd_sling_f:Default { skeletonName="DayzTemporarySkeleton"; sections[]= { "zbytek" }; }; class lsd_sling_f:Default { skeletonName="DayzTemporarySkeleton"; sections[]= { "zbytek" }; }; };
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Это если вписывать все кости на предмет как они должны быть
А это если на всю модель указать лишь одну кость, она не искривляется, но при этом в надетом состоянии просто мотыляется позади...
Если скриншоты плохие будут, перезалью....
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