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masterfirewall

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Everything posted by masterfirewall

  1. Hello! I am starting to learn how to mod and wanted to try to have the chest armor updated dynamically. I am sure this can be done server-side, but I was curious if it can pull the player UID within a chest rig mod. So the UID is grabbed by the mod on equip; after grabbing the UID it checks against a preset array of UIDs and determines which patch to put on their armor. Basically, I want to avoid having ten million sets of chest armor to update when a significant change hits my unit. This was my latest attempt at what I am trying to do but it is failing to convert from .cpp to .bin. I do have actual UIDs within the allowedUID array, I removed them to post the code. class cfgWeapons { class UIDCheck { allowedUID = ["UID1","UID2", "UID3"]; if (getPlayerUID player in allowedUID) then { chest_patch = "MOD_NAME\data\ins\Base_USMC_Patch.paa"; systemChat "Your loadout has been added"; } else { chest_patch = "MOD_NAME\data\ins\USMC_ID_16_Corpsman.paa"; } }; //Continues as normal
  2. Hello! I am starting to learn how to mod and wanted to try to have the chest armor updated dynamically. I am sure this can be done server-side, but I was curious if it can pull the player UID within a chest rig mod. So the UID is grabbed by the mod on equip; after grabbing the UID it checks against a preset array of UIDs and determines which patch to put on their armor. Basically, I want to avoid having ten million sets of chest armor to update when a significant change hits my unit. within the hiddenSelectionsTextures for my testing vest I just have the variable but it does not seem to pass the patch.paa path from the _chest_path if statement condition Thank you!
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