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class Bandit_Ti : Soldier_Crew_PMC {
displayName = "Bandit (Masked)";
model = "\Ca\characters2\opforins\Ins_Lopotev";
portrait = "\bb_mercs_desert\faces\Terrorist3_co";
identityTypes[] = {"Terrorist"};
side = 1;
hiddenSelectionsTextures[] = {"\ca\characters2\civil\citizen\data\Citizen_v4_co.paa"};
weapons[] = {"Throw","Put"};
backpack = "";
magazines[] = {};
respawnWeapons[] = {"Throw","Put"};
respawnMagazines[] = {};
weaponSlots = "1 + 4 + 12* 256 + 2* 4096 + 2 + 8* 16 + 12*131072";
canHideBodies = 1;
class Wounds {
tex[] = {};
mat[] = {"ca\characters\data\hhl.rvmat", "ca\characters\data\us_hhl_wound1.rvmat", "ca\characters\data\us_hhl_wound2.rvmat", "ca\characters2\OpforIns\data\ins_lopotev.rvmat", "ca\characters2\OpforIns\data\W1_ins_lopotev.RVmat", "ca\characters2\OpforIns\data\W2_ins_lopotev.RVmat"};
};
};
there is a fix for it give me a few and ill look for the post for you!
the answer to your question is actually on the first page of this thread... shin kicker actualy said you have to inherit the base class from the dayz models....
Thank you!
I read that but I'm not 100% sure how that works (I am pretty new at this). The way I understood is that I'd have to modify dayz_code and make all my clients/players download my version of it. I'm trying to avoid this for obvious reasons--am I able to transplant the classes into the mission file or some other workaround?
(For example, I bypassed dynamic weather by putting it into the mission file and executing it from there.)