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Unsure if this will work but apparently this is a fix, as for what idk
Normally I'd be all for simple or super-simple if the measurable perf diff ain't 0 and there ain't a reason to not, but buildings (houses, for ex) must be destroyable under most circumstances.
"bin/config.bin/CfgWorlds.Sangin_Distirict_Helmand_Province" . Tried updating the map on the server, made sure jbad was loaded, nothing worked. I have a similar issue on Tanoa and i think the issue has something to do with the Apex dlc.
this animateSource ["Door_1",1]; closes door
this animateSource ["Door_1",0]; opens door
(jbad_satkontor_doeren)
I am trying to script it to open via a player interface outside the entrance, but it doesn't seem to properly identify the bunker door as an actual door.
I assume im missing something, but the editor interface for the door states doesn't work either.
Any feedback?
Any idea how I can fix it? I have run out of ideas
Jbad_wall_gate - No preview picture
Jbad_Entrance - No preview picture
Jbad_Terrace & Jbad_Terrace_R - Same preview picture despite differences
Jbad_Smallwall2 - Seems to be darker than the other walls of same sort. (Recalculate Normals could work)
Jbad_Dead - Geometry not working correctly (Move option not on the model just the pivot point location. (Middle of the object)
Jbad_Bridge_no10n - Seems to be a purple/blue bridge (Normal map as texture) Bridge is green on the Preview picture.
Jbad_bed_twin - Seems to be off the pivot point. (Not in the middle of the object)
Jbad_bed_single - Seems to be off the pivot point. (Not in the middle of the object)
Jbad_trailerbox - No texture on close LODs. (Trailer legs has texture but not the trailer and wheels) or (Recalculate Normals could work)
And then this one popped up No entry 'bin/config.bin/CfgLights.smallfirebarrel' .
i'll get it fixed for the next update..Thanks for the heads up