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Elk

has undefined 'Hit_...' material! Cannot play impact effect.

стыкался кто-то с таким?
что это за метериал и куда его в модели указывать?
сами rvmat в модели указаны.

при стрельбе по вещи во такое от каждой пули в crash.log


 

[::EvaluateImpactEffect] :: [ERROR] :: Object 'NAME' with model file: NAME.p3d has undefined 'Hit_...' material! Cannot play impact effect.
Function: 'EvaluateImpactEffect'
Stack trace:
scripts/3_Game/impacteffects.c:177
scripts/3_Game/impacteffects.c:137
scripts/3_Game/dayzgame.c:3400

Runtime mode
CLI params: mission E:\SteamLibrary\steamapps\common\DayZ\Missions\DayZCommunityOfflineMode.ChernarusPlus mod E:\server\@mod2 

 

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уже пробовал грубейше костылить, по типу в impacteffects в EvaluateImpactEffect если нет материала тупо задавать материал земли и выполнять дальше функцию, но оно всеравно ругается)

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Что-то плохо костылил, у меня получилось.
У меня с какого-то мода машин была Hit_Glass_Thin вот как я это исправил


 

modded class ImpactMaterials
{
	static int GLASS_THIN 						= RegisterSurface("Hit_Glass_Thin");
}


modded class DayZGame extends CGame
{
	override void FirearmEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal,
		 vector exitPos, vector inSpeed, vector outSpeed, bool isWater, bool deflected, string ammoType)
	{
		if (surface == "Hit_Glass_Thin")
			surface = "Hit_Glass";
		super.FirearmEffects(source, directHit, componentIndex, surface, pos, surfNormal, exitPos, inSpeed, outSpeed, isWater, deflected, ammoType);
	}
}

 

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3 часа назад, Archon7th сказал:

Что-то плохо костылил, у меня получилось.
У меня с какого-то мода машин была Hit_Glass_Thin вот как я это исправил


 

modded class ImpactMaterials { static int GLASS_THIN = RegisterSurface("Hit_Glass_Thin"); } modded class DayZGame extends CGame { override void FirearmEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, vector exitPos, vector inSpeed, vector outSpeed, bool isWater, bool deflected, string ammoType) { if (surface == "Hit_Glass_Thin") surface = "Hit_Glass"; super.FirearmEffects(source, directHit, componentIndex, surface, pos, surfNormal, exitPos, inSpeed, outSpeed, isWater, deflected, ammoType); } }


modded class ImpactMaterials
{
	static int GLASS_THIN 						= RegisterSurface("Hit_Glass_Thin");
}


modded class DayZGame extends CGame
{
	override void FirearmEffects(Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal,
		 vector exitPos, vector inSpeed, vector outSpeed, bool isWater, bool deflected, string ammoType)
	{
		if (surface == "Hit_Glass_Thin")
			surface = "Hit_Glass";
		super.FirearmEffects(source, directHit, componentIndex, surface, pos, surfNormal, exitPos, inSpeed, outSpeed, isWater, deflected, ammoType);
	}
}

 

modded class ImpactMaterials 
{ 
	static int GLASS_THIN = RegisterSurface("Hit_Glass_Thin"); 
}

я не написал..
да и у тебя известно что за материал, а у меня так и пишет "Hit_..."

 

Edited by Elk (see edit history)

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