Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Skor

Member
  • Content Count

    4
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Skor

  • Rank
    Rookie
  1. Ok. I'm using that method to avoid any mod usage. I found another way to do it. Thx anyway. I will post the code here later.
  2. Thx for your answer. Yes i read your post on Biki. Example 1. is not working ; How will you put the name of the .paa in the variable _texture in example 2. ? I'm trying your post on Biki right now in a .sqf - what do you think? player addEventHandler ["Take", { (getObjectTextures player + [uniformContainer player getVariable "texture"]) params ["_texUniform", "_texInsignia", "_texCustom"]; if (isNil "_texCustom") exitWith {}; if (_texUniform == _texCustom) exitWith {}; player setObjectTextureGlobal [0, _texCustom]; false }]; _texture = ""texture.paa""; player setObjectTextureGlobal [0, _texture]; uniformContainer player setVariable ["texture", _texture, true]; I call it from the ini.sqf - Is that correct? execVM "texture.sqf";
  3. That is a problem for a lot of guys. I found myself not able to change a texture of a simple CSAT O_Soldier_F (playable). My file is called "texture.paa" and in the INIT field i put: this setObjectTextureGlobal [0, "texture.paa"] and it's not working on our Dedicated Multiplayer Server. I tested it on local with the command: setObjectTexture [0, "texture.paa"] and its working perfectly. It would be so useful if someone could write for the community an entire .sqf/fcn able to apply a texture on an existing Uniform on Spawn and being able also to maintain it on respawn (JIP). A nice guy named Soul. tried this: waitUntil {uiSleep 0.1; alive player}; player setObjectTextureGlobal [0, "texture.paa"]; on InitPlayerLocal.sqf and on PlayerRespawn.sqf. I quickly tested it and I have a custom uniform applied when I join a MP game. Of course you could put a heap of error checking in the script also if needed. EG, make sure it's the right uniform class, correct player side, etc etc etc... but I'll let you do that if needed. -soul." Wasn't working so he added: "A quick test in 3DEN MP after disabling cba or taskforceradio from your mission file... when I spawn in or respawn, I am equipped with the custom uniform (unsure if this will replicate in a DEDI MP environment... as I am unable to test). If you use/trigger the VAS system whilst wearing the custom uniform, after exiting, you will have the default uniform again (no custom skin), so you will need to script a uniform check after exiting the VAS. if initPlayerLocal.sqf doesn't seem to work in DEDI MP, try using the init.sqf with a "if (hasInterface) then { <check and apply custom uniform texture here> };" check maybe? (without my own testing/debugging/scripting, I'm unsure if it will work... and I don't really have the time to either). So depending on how you equip players with uniforms, you need to put in code checks so that the applied custom uniform texture is consistent... CLIENT INIT, check uniform, if it matches the uniform class, equip player with custom uniform texture (global). TAKE EVENT HANDLER, check uniform, if it matches the uniform class, equip player with custom uniform texture (global). ON RESPAWN, check uniform, if it matches the uniform class, equip player with custom uniform texture (global). VAS, after exiting, check uniform, if it matches the uniform class, equip player with custom uniform texture (global). etc. Good luck in getting it functioning as needed." Another nice guy ghos7bear tried to help saying: "Reason is probably paths, i'd suggest just executing setObjectTexture on all clients." Can you help and I will spread the solution everywhere.
  4. Squad name: A|o|K - Age of Kill Timezone/location: GMT+1 and GMT+12 Gamemode preference (eg coop or pvp): Tactical TvT Contact email: See Website or teamspeak ts3.ageofkill.com Website address: http://ageofkill.com Short description: Serious TvT gamers training for tactical shooters competitions, including Arma 3. Language: english, french, spanish
×