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Found 2 results

  1. This is How-to reskin/retexture vehicles. I do not take credit for any of the script. I just made a how-to because a few people asked for it. For advanced user: This was created after a lot of searching and at least 100 different ways of trial and error. It's unbelievably simple and I'm sure someone has posted this before but I hope it helps. Features: No noticeable server startup lag. Easy to install. Works on the fly for purchased vehicles. Works for dynamic vehicles. Works on server restarts. Tested with 7 custom vehicle skins setup on traders and dynamic, worked flawlessly and tested restarts too. Credits [VB]AWOL whose postethe proper way to do this. [VB]AWOL + Epoch Dev Team and EpochMod.com community for sharing awesome mods. Requirements Custom texture files that are known to work. Ability to edit sqf files PBO Manager Notepad++ Installation Step 1. Get some custom textures and put them in your mission folder somewhere. Write down the folder structure for future use. For my example textures are in the custom folder in my mission file. Step 2. Unpack your dayz_server pbo Step 3. open these three files: server_publishVehicle2.sqf, server_publishVehicle3.sqf, and server_monitor.sqf Step 4. In your server_monitor.sqf find this: _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { And ABOVE it put this if (_type == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; Change the Vehicle Classname and the texture pathing for your texture and vehicle. Keep adding more lines like this for each texture that you need. Step 5. Again in your server_monitor.sqf find this: // # END SPAWN OBJECTS # And below it put this: processInitCommands; Step 6. In server_publishVehicle2.sqf find this: } else { _object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; }; And BELOW it put this: if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; Notice the only difference is _class instead of _type. Again keep adding more lines like this for each texture that you need. Step 7. This Step is for BOTH: server_publishVehicle2.sqf AND server_publishVehicle3.sqf find this: publicVariable "PVDZE_veh_Init"; And BELOW it put this: processInitCommands; Step 8. Now in server_publishVehicle3.sqf find this: //Add weapons _objWpnTypes = _weapons select 0; _objWpnQty = _weapons select 1; And ABOVE it put this: if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; It's the same line from server_publishVehicle2.sqf with _class instead of _type. again repeat more lines exactly like this for more textures. Step 9. Save Changes and Repack PBO Congrats your done! Note: This could also be done by creating a function and then calling the function from each file, i think.... but I prefer to do it this way.
  2. Custom textures for player skins. This guide will show you how you can change textures on an excisting skins IF this skin supports the texture. In more detail, I will show you how to give admin a certain skin on command. You can use this for other ideas ( clan skins, event clothing, make fun of the admin skin?). Screenshots (My work): Screenshots (raymix): As you can see, you can make some nice stuff with custom texture The first one is build on a civilian model ( default ) and raymix uses a different one ( i dont know which one that is) NOW HOW DO I DO THIS 1) in your compiles.sqf add a public event handeler inside if (!isDedicated) then { add "PVOZ_adminSkin" addPublicVariableEventHandler { _obj = (_this select 1) select 0 ; _colour = (_this select 1) select 1; // this can also be a color or an image (color format = #(rgb,8,8,3)color(1,0,0,1) _obj setObjectTexture [0, _colour]; };(THIS ACTIVATES admin skin on all clients) 2) now in your init.sqf, add the following at the bottom { _adminated = _x getVariable ["adminated",0]; if( !isNil "_adminated" && _adminated != 0)then{ _x setObjectTexture [0, "gui\upg\admin.jpg"]; }; }forEach playableUnits; // if your antihack doesnt allow this use nearestObjects[player, ["Survivor2_DZ"],25000]; ( this will check all players if they have adminate active and reskin their skin) , THIS IS SO IF a client LOGS IN HE ALSO sees that the admin has adminskin on) 3) to activate , i'll show u how i do it in infistar I add a option "Suit up" above "teleport to player" add them to each level u want adminadd = adminadd + [" Suit UP",adminskinning,"0","0","0","1",[0,0.8,1,1]]; now look for admint2me = { and add ABOVE: ( change the image path to your image) adminskinning = { PVOZ_adminSkin = [player , "gui\upg\admin.jpg" ]; // (or color , "#(argb,1,1,1)color(0,0,0,1)" ) publicVariable "PVOZ_adminSkin"; player setObjectTexture [0, "gui\upg\admin.jpg"]; // (to also see it yourself) player setVariable["adminated",1,true]; }; To deavtivate your skin, just change into another skin! The skin image must be in your missions pbo IMPORTANT BATTLEYE Add the following exeptioon to publicvariable.txt in your battleye folder on line 2 or 1 ( depends how it is made) on the FIRST line that start with 5 add add the very end ( see there is a space between this and the last item) !="PVOZ_adminSkin" IMAGE SIZE: 1024px x 1024 px !! example images: (MINE, quickly made with limitted time ^^) raymix probably did this quite better https://www.dropbox.com/s/crd2qjk2zczj8kb/admin.jpg?dl=0 or CHANGE THIS TO 1024 x 1024 to work ( By Sukkaed)
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