Hallo
kurze Frage wo ändert man in der Altis Life 5.0 die Playerskins ?
Ist es die Init Cop oder Playerskins datei?
Hallo
kurze Frage wo ändert man in der Altis Life 5.0 die Playerskins ?
Ist es die Init Cop oder Playerskins datei?
fn_playerskins.sqf in der functions
Jo in der Datei steht es ja so drinne:
if (uniform player isEqualTo "U_Rangemaster") then {
_skinName = "textures\cop_uniform.jpg";
};
if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {
if (FETCH_CONST(life_coplevel) >= 1) then {
_skinName = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".jpg"] joinString "";
};
};
Hier ist dir Frage ob das nicht auch reicht:
if (uniform player isEqualTo "U_B_CombatUniform_mcam") then {
_skinName = "textures\Cop_uniform_2.jpg";
};
ja das reicht. Es ist halt so vorbereitet, dass du eine uniform je nach Cop lvl belegen kannst. So sparst du dir uniformen. Und kein Cop lvl 3 kann ne uniform vom lvl 5 anziehen bzw bekommt dann den skin drauf.
Ja die Sache ist das die Skins ingame nicht laden... Ich suche schon nach einem Fehler aber mir fällt eig. nichts falsches auf...
Frage wenn ich jetzt einen Rucksack einen Skin geben will wie muss ich das soweit umändern?
Du mußt das in der config_master auch aktivieren. meine playerskins sieht so aus und funktioniert Problemlos.
#include "..\..\script_macros.hpp"
/*
File: fn_playerSkins.sqf
Author: Daniel Stuart
Description:
Sets skins for players by their side and uniform.
*/
private ["_skinName"];
switch (playerSide) do {
case civilian: {
if (LIFE_SETTINGS(getNumber,"civ_skins") isEqualTo 1) then {
if (uniform player isEqualTo "U_B_CombatUniform_mcam") then {
player setObjectTextureGlobal [0, "textures\uniformen\nw_uniform.paa"]; //Nachtwölfe Uniform Langwarm
};
if (uniform player isEqualTo "U_C_Driver_3") then {
player setObjectTextureGlobal [0, "textures\uniformen\minion_kleidung.paa"]; //Minion Kleidung
};
if (uniform player isEqualTo "U_C_Poloshirt_stripped") then {
player setObjectTextureGlobal [0, "textures\uniformen\ot_tshirt.jpg"]; //OutLaw Island Shirt
};
if (uniform player isEqualTo "U_C_Poloshirt_tricolour") then {
player setObjectTextureGlobal [0, "textures\uniformen\jail_clothing.paa"]; //JVA Anzug
};
if (uniform player isEqualTo "U_B_CTRG_3") then {
player setObjectTextureGlobal [0, "textures\uniformen\nw_uniform.paa"]; //Nachtwölfe Uniform Kurzarm
};
if((backpack player) == "B_Bergen_mcamo") then {
(unitBackpack player) setObjectTextureGlobal [0, "textures\rucksack\nw_rucksack.paa"]; //Nachtwölfe Rucksack.
};
if((backpack player) == "B_BergenC_red") then {
(unitBackpack player) setObjectTextureGlobal [0, "textures\rucksack\minion_rucksack.paa"]; //Minion Rucksack.
};
/*
if (uniform player isEqualTo "U_C_Poloshirt_redwhite") then {
player setObjectTextureGlobal [0, "textures\uniformen\civilian_uniform_6.paa"];
};
if (uniform player isEqualTo "U_C_Commoner1_1") then {
player setObjectTextureGlobal [0, "textures\uniformen\civilian_uniform_7.paa"];
};
*/
};
};
case west: {
_skinName = "textures\uniformen\cop_uniform_1.paa";
if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {
if ((FETCH_CONST(life_coplevel) >= 1) && (FETCH_CONST(life_coplevel) != 5))then {
_skinName = ["textures\uniformen\cop_uniform_",(FETCH_CONST(life_coplevel)),".paa"] joinString "";
};
};
if (uniform player isEqualTo "U_Rangemaster") then {
//player setObjectTextureGlobal [0, _skinName];
player setObjectTextureGlobal [0, "textures\uniformen\cop_uniform.paa"];
};
if (uniform player isEqualTo "U_B_CombatUniform_mcam") then {
player setObjectTextureGlobal [0, _skinName];
};
if (uniform player isEqualTo "U_I_CombatUniform") then {
player setObjectTextureGlobal [0, "textures\uniformen\cop_uniform_5.paa"];
};
if((backpack player) == "B_FieldPack_cbr") then {
(unitBackpack player) setObjectTextureGlobal [0, ""];
};
if((backpack player) == "B_AssaultPack_cbr") then {
(unitBackpack player) setObjectTextureGlobal [0, ""];
};
if((backpack player) == "B_Kitbag_cbr") then {
(unitBackpack player) setObjectTextureGlobal [0, ""];
};
if((backpack player) == "B_Bergen_sgg") then {
(unitBackpack player) setObjectTextureGlobal [0, ""];
};
if((backpack player) == "B_Carryall_cbr") then {
(unitBackpack player) setObjectTextureGlobal [0, ""];
};
};
case independent: {
if (uniform player isEqualTo "U_BG_Guerilla2_1") then {
player setObjectTextureGlobal [0, "textures\uniformen\medic_uniform_1.paa"]; //Medic
};
if (uniform player isEqualTo "U_O_OfficerUniform_ocamo") then {
player setObjectTextureGlobal [0, "textures\uniformen\medic_uniform_2.paa"]; //Feuerwehr
};
if((backpack player) == "B_TacticalPack_blk") then {
(unitBackpack player) setObjectTextureGlobal [0, "textures\rucksack\medic_backpack.paa"];
};
};
};
Alles anzeigen
Könntet ihr mir mal das mit den Cop Level erklären ?
Ich habe 7 Ränge,
und 7 skins für diese kleidung: "U_B_CombatUniform_mcam_worn"
und mit cop level 1 soll man den skin krigen: "PoliceR1.paa"
... cop level 2 ... krigen: "PoliceR2.paa"
bis 7
Grüße
Hier so hab ich es bei mir gemacht.
class cop {
title = "STR_Shops_C_Police";
conditions = "";
side = "cop";
uniforms[] = {
{ "NONE", "Uniform Löschen", 0, "" },
{ "U_B_CombatUniform_mcam", "Police", 25, "call life_coplevel >= 2" },
{ "U_I_GhillieSuit", "",25, "call life_coplevel >= 31" },
{ "U_I_FullGhillie_ard", "",25, "call life_coplevel >= 31" },
{ "U_B_CTRG_Soldier_F", "SWAT Uniform",25, "call life_coplevel >= 31" }
};
Die Zahl am ende ist immer das Cop Level