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DiGiTALY -TC-

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Posts posted by DiGiTALY -TC-

  1. Well, not exactly. Going through the tutorial it didn't really cross my mind that I ought to of been smart and used the most current .xml files and it does't really say anywhere in the custom content tutorials that it be best to use references from the patch bundle.

    As for the weapon tutorial however...there are a few hints to older .xml files being used and displayed.

    Here's one example of this.

    weapon_data.xml used in the tutorial

     <weapon_data unit="ak74" name="ak74" weapon_id="42" inventory_slot="primary" gui_unit="ak74" weight="3.5" length="80" stability="1" price="120" damage="2" player_weapon="1" grenade="0" cal="556" wizby="2">
    
    
    <stats caliber="5.56 x 45 mm" rpm="750" velocity="870 m/s" firemodes="SA FA" capacity="60" info="info_ak74" />  
    
    
    <bar_stats accuracy="0.6" stability="0.6" weight="3.5" impact="0.6" />
    And the identical lines from the 1.3 weapon_data.xml
    <weapon_data disabled_by="disable_heavy_rifle" unit="scar_light" name="scar_light" weapon_id="12" inventory_slot="primary" gui_unit="scar_l" weight="3.5" length="80" stability="1" price="120" damage="2" player_weapon="1" grenade="0" cal="556" wizby="2">
    
    		<stats caliber="5.56 x 45 mm" rpm="750" velocity="870 m/s" firemodes="SA FA" capacity="30" info="info_scar_light" />	
    
    		<bar_stats accuracy="0.6" stability="0.6" weight="3.5" impact="0.6" />

    There is a fair bit of a difference in there with the weapon_data disabled_by="disable_heavy_rifle" part, something I'm guessing would be enough to cause a crash when trying to use this in [GR]-COOP.

    this is taken from the weapon tutorial I wrote:

    We are using the local folder method. Refer to previous tutorials for info about the extraction of files from *.bundle (just remember to use files from the patch.bundle when they are available)

    I suggest you to unbundle all the files from the quick.bundle in a dir and then those from patch.bundle in the same dir (overwrite when asked) so you will have all files up to date ready to be copy-pasted into your mod folders.

    and the tutorial was made before the beta (to be included in the beta..) so I've used the most up to date files I had

  2. During a fall, a cat can reflexively twist its body and right itself using its acute sense of balance and flexibility. [15] This is known as the cat's "righting reflex." It always rights itself in the same way, provided it has the time to do so during a fall. Thus, high (multi-story) falls can be less dangerous to them than those of only a few meters. Many cases are known of cats falling from substantial heights (5 to 10 stories) and surviving almost unscathed.

    I would be quite confident :thumbsup: she's a Wintertidh after all :D

  3. This has only recently been noted but sometimes when people spawn on the steps by the back of the lighthouse they can`t get up the steps..It is just physically impossible to get to the top..

    Has anyone else seen this.

    yup

    (btw if you go down a few steps you can climb it again, or at least this is what happened to me)

  4. Is it just me, or is the file in the character tutorial just a duplicate of the HUD icon tutorial? This is from the latest patch.

    Love the Delta "look" soldier btw, now we're talking! :thumbsup:

    yup I have the same problem..but the max file is enough to start a few tests...I even wonder if grin knows about this? was it reported?

    that chr was just a test cause I had problems finding good references..

    then I saw BHD movie a few times and now I know what to change but don't have enough free time to start working on it seriously :(

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