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[Release] Arma & Overpoch Clothing 3.0 Updated.


Zupa

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If using admintools, change the code in defines to this.

 

///////////////////////////////////////////////////////////////////////////
/// Styles
///////////////////////////////////////////////////////////////////////////
 
// Control types
#define CT_STATIC           0
#define CT_BUTTON           1
#define CT_EDIT             2
#define CT_SLIDER           3
#define CT_COMBO            4
#define CT_LISTBOX          5
#define CT_TOOLBOX          6
#define CT_CHECKBOXES       7
#define CT_PROGRESS         8
#define CT_HTML             9
#define CT_STATIC_SKEW      10
#define CT_ACTIVETEXT       11
#define CT_TREE             12
#define CT_STRUCTURED_TEXT  13
#define CT_CONTEXT_MENU     14
#define CT_CONTROLS_GROUP   15
#define CT_SHORTCUTBUTTON   16
#define CT_XKEYDESC         40
#define CT_XBUTTON          41
#define CT_XLISTBOX         42
#define CT_XSLIDER          43
#define CT_XCOMBO           44
#define CT_ANIMATED_TEXTURE 45
#define CT_OBJECT           80
#define CT_OBJECT_ZOOM      81
#define CT_OBJECT_CONTAINER 82
#define CT_OBJECT_CONT_ANIM 83
#define CT_LINEBREAK        98
#define CT_USER             99
#define CT_MAP              100
#define CT_MAP_MAIN         101
#define CT_LISTNBOX         102
 
// Static styles
#define ST_POS            0x0F
#define ST_HPOS           0x03
#define ST_VPOS           0x0C
#define ST_LEFT           0x00
#define ST_RIGHT          0x01
#define ST_CENTER         0x02
#define ST_DOWN           0x04
#define ST_UP             0x08
#define ST_VCENTER        0x0C
 
#define ST_TYPE           0xF0
#define ST_SINGLE         0x00
#define ST_MULTI          0x10
#define ST_TITLE_BAR      0x20
#define ST_PICTURE        0x30
#define ST_FRAME          0x40
#define ST_BACKGROUND     0x50
#define ST_GROUP_BOX      0x60
#define ST_GROUP_BOX2     0x70
#define ST_HUD_BACKGROUND 0x80
#define ST_TILE_PICTURE   0x90
#define ST_WITH_RECT      0xA0
#define ST_LINE           0xB0
 
#define ST_SHADOW         0x100
#define ST_NO_RECT        0x200
#define ST_KEEP_ASPECT_RATIO  0x800
 
#define ST_TITLE          ST_TITLE_BAR + ST_CENTER
 
// Slider styles
#define SL_DIR            0x400
#define SL_VERT           0
#define SL_HORZ           0x400
 
#define SL_TEXTURES       0x10
 
// progress bar 
#define ST_VERTICAL       0x01
#define ST_HORIZONTAL     0
 
// Listbox styles
#define LB_TEXTURES       0x10
#define LB_MULTI          0x20
 
// Tree styles
#define TR_SHOWROOT       1
#define TR_AUTOCOLLAPSE   2
 
// MessageBox styles
#define MB_BUTTON_OK      1
#define MB_BUTTON_CANCEL  2
#define MB_BUTTON_USER    4
 
 
 
//////////////
 
 
 
 
 
class RscFrame
{
type = 0;
idc = -1;
style = 64;
shadow = 2;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,1};
font = "Zeppelin32";
sizeEx = 0.02;
text = "";
};
class RscProgressF
{
type = 8;
style = 0;
colorFrame[] = {1,1,1,1};
colorBar[] = {1,1,1,0.5};
texture = "#(argb,8,8,3)color(1,1,1,1)";
w = 1;
h = 0.02;
};
 
 
/////////////
 
/*
class RscTextT
{
access = 0;
type = 0;
idc = -1;
colorBackground[] = {0,0,0,0};
colorText[] = {0.8784,0.8471,0.651,1};
text = "";
fixedWidth = 0;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0;
shadow = 2;
font = "Zeppelin32";
SizeEx = 0.03921;
};
*/
class RscEdit
{
access = 0;
type = 2;
x = 0;
y = 0;
h = 0.04;
w = 0.2;
colorBackground[] = {0,0,0,1};
colorText[] = {0.95,0.95,0.95,1};
colorSelection[] = {0.8784,0.8471,0.651,1};
autocomplete = "";
text = "";
size = 0.2;
style = "0x00 + 0x40";
font = "Zeppelin32";
shadow = 2;
sizeEx = 0.03921;
};
/*
class RscListBox
{
access = 0;
type = 5;
w = 0.4;
h = 0.4;
rowHeight = 0;
colorText[] = {0.8784,0.8471,0.651,1};
colorScrollbar[] = {0.95,0.95,0.95,1};
colorSelect[] = {0.95,0.95,0.95,1};
colorSelect2[] = {0.95,0.95,0.95,1};
colorSelectBackground[] = {0,0,0,1};
colorSelectBackground2[] = {0.8784,0.8471,0.651,1};
colorBackground[] = {0,0,0,1};
 
arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)";
arrowFull = "#(argb,8,8,3)color(1,1,1,1)";
class ScrollBar
{
color[] = {1,1,1,0.6};
colorActive[] = {1,1,1,1};
colorDisabled[] = {1,1,1,0.3};
shadow = 0;
thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa";
arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa";
arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa";
border = "\ca\ui\data\ui_border_scroll_ca.paa";
};
style = 16;
font = "Zeppelin32";
shadow = 2;
sizeEx = 0.03921;
color[] = {1,1,1,1};
period = 1.2;
maxHistoryDelay = 1;
autoScrollSpeed = -1;
autoScrollDelay = 5;
autoScrollRewind = 0;
};
class RscShortcutButton
{
type = 16;
x = 0.1;
y = 0.1;
class HitZone
{
left = 0.004;
top = 0.029;
right = 0.004;
bottom = 0.029;
};
class ShortcutPos
{
left = 0.0145;
top = 0.026;
w = 0.0392157;
h = 0.0522876;
};
class TextPos
{
left = 0.05;
top = 0.034;
right = 0.005;
bottom = 0.005;
};
shortcuts[] = {};
textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";
color[] = {0.8784,0.8471,0.651,1};
color2[] = {0.95,0.95,0.95,1};
colorDisabled[] = {1,1,1,0.25};
colorBackground[] = {1,1,1,1};
colorBackground2[] = {1,1,1,0.4};
class Attributes
{
font = "Zeppelin32";
color = "#E5E5E5";
align = "left";
shadow = "true";
};
idc = -1;
style = 0;
default = 0;
shadow = 2;
w = 0.183825;
h = 0.104575;
periodFocus = 1.2;
periodOver = 0.8;
animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa";
animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa";
animTextureOver = "\ca\ui\data\ui_button_over_ca.paa";
animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa";
animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa";
animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa";
period = 0.4;
font = "Zeppelin32";
size = 0.03921;
sizeEx = 0.03921;
text = "";
   soundPush[] = { "", 0, 1 };
soundEnter[] = { "", 0, 1 };
soundClick[] ={ "", 0, 1 };
soundEscape[] ={ "", 0, 1 };
sound[] ={ "", 0, 1 };
 
 
 
action = "";
class AttributesImage
{
font = "Zeppelin32";
color = "#E5E5E5";
align = "left";
};
};
*/
class RscStructuredText
{
access = 0;
type = 13;
idc = -1;
style = 0;
colorText[] = {0.8784,0.8471,0.651,1};
class Attributes
{
font = "Zeppelin32";
color = "#e0d8a6";
align = "center";
shadow = 1;
};
x = 0;
y = 0;
h = 0.035;
w = 0.1;
text = "";
size = 0.03921;
shadow = 2;
};

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If using admintools, change the code in defines to this.

 

///////////////////////////////////////////////////////////////////////////
/// Styles
///////////////////////////////////////////////////////////////////////////
 
// Control types
#define CT_STATIC           0
#define CT_BUTTON           1
#define CT_EDIT             2
#define CT_SLIDER           3
#define CT_COMBO            4
#define CT_LISTBOX          5
#define CT_TOOLBOX          6
#define CT_CHECKBOXES       7
#define CT_PROGRESS         8
#define CT_HTML             9
#define CT_STATIC_SKEW      10
#define CT_ACTIVETEXT       11
#define CT_TREE             12
#define CT_STRUCTURED_TEXT  13
#define CT_CONTEXT_MENU     14
#define CT_CONTROLS_GROUP   15
#define CT_SHORTCUTBUTTON   16
#define CT_XKEYDESC         40
#define CT_XBUTTON          41
#define CT_XLISTBOX         42
#define CT_XSLIDER          43
#define CT_XCOMBO           44
#define CT_ANIMATED_TEXTURE 45
#define CT_OBJECT           80
#define CT_OBJECT_ZOOM      81
#define CT_OBJECT_CONTAINER 82
#define CT_OBJECT_CONT_ANIM 83
#define CT_LINEBREAK        98
#define CT_USER             99
#define CT_MAP              100
#define CT_MAP_MAIN         101
#define CT_LISTNBOX         102
 
// Static styles
#define ST_POS            0x0F
#define ST_HPOS           0x03
#define ST_VPOS           0x0C
#define ST_LEFT           0x00
#define ST_RIGHT          0x01
#define ST_CENTER         0x02
#define ST_DOWN           0x04
#define ST_UP             0x08
#define ST_VCENTER        0x0C
 
#define ST_TYPE           0xF0
#define ST_SINGLE         0x00
#define ST_MULTI          0x10
#define ST_TITLE_BAR      0x20
#define ST_PICTURE        0x30
#define ST_FRAME          0x40
#define ST_BACKGROUND     0x50
#define ST_GROUP_BOX      0x60
#define ST_GROUP_BOX2     0x70
#define ST_HUD_BACKGROUND 0x80
#define ST_TILE_PICTURE   0x90
#define ST_WITH_RECT      0xA0
#define ST_LINE           0xB0
 
#define ST_SHADOW         0x100
#define ST_NO_RECT        0x200
#define ST_KEEP_ASPECT_RATIO  0x800
 
#define ST_TITLE          ST_TITLE_BAR + ST_CENTER
 
// Slider styles
#define SL_DIR            0x400
#define SL_VERT           0
#define SL_HORZ           0x400
 
#define SL_TEXTURES       0x10
 
// progress bar 
#define ST_VERTICAL       0x01
#define ST_HORIZONTAL     0
 
// Listbox styles
#define LB_TEXTURES       0x10
#define LB_MULTI          0x20
 
// Tree styles
#define TR_SHOWROOT       1
#define TR_AUTOCOLLAPSE   2
 
// MessageBox styles
#define MB_BUTTON_OK      1
#define MB_BUTTON_CANCEL  2
#define MB_BUTTON_USER    4
 
 
 
//////////////
 
 
 
 
 
class RscFrame
{
type = 0;
idc = -1;
style = 64;
shadow = 2;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,1};
font = "Zeppelin32";
sizeEx = 0.02;
text = "";
};
class RscProgressF
{
type = 8;
style = 0;
colorFrame[] = {1,1,1,1};
colorBar[] = {1,1,1,0.5};
texture = "#(argb,8,8,3)color(1,1,1,1)";
w = 1;
h = 0.02;
};
 
 
/////////////
 
/*
class RscTextT
{
access = 0;
type = 0;
idc = -1;
colorBackground[] = {0,0,0,0};
colorText[] = {0.8784,0.8471,0.651,1};
text = "";
fixedWidth = 0;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0;
shadow = 2;
font = "Zeppelin32";
SizeEx = 0.03921;
};
*/
class RscEdit
{
access = 0;
type = 2;
x = 0;
y = 0;
h = 0.04;
w = 0.2;
colorBackground[] = {0,0,0,1};
colorText[] = {0.95,0.95,0.95,1};
colorSelection[] = {0.8784,0.8471,0.651,1};
autocomplete = "";
text = "";
size = 0.2;
style = "0x00 + 0x40";
font = "Zeppelin32";
shadow = 2;
sizeEx = 0.03921;
};
/*
class RscListBox
{
access = 0;
type = 5;
w = 0.4;
h = 0.4;
rowHeight = 0;
colorText[] = {0.8784,0.8471,0.651,1};
colorScrollbar[] = {0.95,0.95,0.95,1};
colorSelect[] = {0.95,0.95,0.95,1};
colorSelect2[] = {0.95,0.95,0.95,1};
colorSelectBackground[] = {0,0,0,1};
colorSelectBackground2[] = {0.8784,0.8471,0.651,1};
colorBackground[] = {0,0,0,1};
 
arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)";
arrowFull = "#(argb,8,8,3)color(1,1,1,1)";
class ScrollBar
{
color[] = {1,1,1,0.6};
colorActive[] = {1,1,1,1};
colorDisabled[] = {1,1,1,0.3};
shadow = 0;
thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa";
arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa";
arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa";
border = "\ca\ui\data\ui_border_scroll_ca.paa";
};
style = 16;
font = "Zeppelin32";
shadow = 2;
sizeEx = 0.03921;
color[] = {1,1,1,1};
period = 1.2;
maxHistoryDelay = 1;
autoScrollSpeed = -1;
autoScrollDelay = 5;
autoScrollRewind = 0;
};
class RscShortcutButton
{
type = 16;
x = 0.1;
y = 0.1;
class HitZone
{
left = 0.004;
top = 0.029;
right = 0.004;
bottom = 0.029;
};
class ShortcutPos
{
left = 0.0145;
top = 0.026;
w = 0.0392157;
h = 0.0522876;
};
class TextPos
{
left = 0.05;
top = 0.034;
right = 0.005;
bottom = 0.005;
};
shortcuts[] = {};
textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";
color[] = {0.8784,0.8471,0.651,1};
color2[] = {0.95,0.95,0.95,1};
colorDisabled[] = {1,1,1,0.25};
colorBackground[] = {1,1,1,1};
colorBackground2[] = {1,1,1,0.4};
class Attributes
{
font = "Zeppelin32";
color = "#E5E5E5";
align = "left";
shadow = "true";
};
idc = -1;
style = 0;
default = 0;
shadow = 2;
w = 0.183825;
h = 0.104575;
periodFocus = 1.2;
periodOver = 0.8;
animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa";
animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa";
animTextureOver = "\ca\ui\data\ui_button_over_ca.paa";
animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa";
animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa";
animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa";
period = 0.4;
font = "Zeppelin32";
size = 0.03921;
sizeEx = 0.03921;
text = "";
   soundPush[] = { "", 0, 1 };
soundEnter[] = { "", 0, 1 };
soundClick[] ={ "", 0, 1 };
soundEscape[] ={ "", 0, 1 };
sound[] ={ "", 0, 1 };
 
 
 
action = "";
class AttributesImage
{
font = "Zeppelin32";
color = "#E5E5E5";
align = "left";
};
};
*/
class RscStructuredText
{
access = 0;
type = 13;
idc = -1;
style = 0;
colorText[] = {0.8784,0.8471,0.651,1};
class Attributes
{
font = "Zeppelin32";
color = "#e0d8a6";
align = "center";
shadow = 1;
};
x = 0;
y = 0;
h = 0.035;
w = 0.1;
text = "";
size = 0.03921;
shadow = 2;
};

 

Which defines are you talking about? I already have a defines and a hw in my root mission folder because i already have zupa's gold coins. am i changing the defines he provided in the mod files or the defines I allready have in my mission? I'm confused. Also after installing this all players get wait for host and cannot join. I've triple checked my installation and i followed it exactly and still everyone gets "wait for host" issues.

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Which defines are you talking about? I already have a defines and a hw in my root mission folder because i already have zupa's gold coins. am i changing the defines he provided in the mod files or the defines I allready have in my mission? I'm confused. Also after installing this all players get wait for host and cannot join. I've triple checked my installation and i followed it exactly and still everyone gets "wait for host" issues.

 

 

Ok, what I did was open up all the hpp files from all of my addon scripts,  and this new defines from zupa.    Open them all in Notepad ++ and work with zupas defines.hpp for Overpoch clothing and scroll to the bottom to each class defined.  Search for each one in all open documents.  if one shows up on another script, then just comment that part out on this new defines.  Do that for each class and you will weed out the duplicates and fix the error. 

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What do you mean by "variables.sqf" im having a real hard time trying to install this, can anyone help ?

 

If you do not already have a custom variable.sqf pulled from your client side pbo,  then create one and add the code listed on post 1.    In your mission init, point to your custom variable.sqf below the epoch one.  

 

My init looks like this, my custom variables.sqf is in my custom folder in my mission pbo 

call compile preprocessFileLineNumbers "custom\variables.sqf";

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i followed his steps and works perfect for me. Very clear instructions.

here is my variables part

disableSerialization;

//Model Variables
Bandit1_DZ =     "Bandit1_DZ";
Bandit2_DZ =     "Bandit2_DZ";
BanditW1_DZ =     "BanditW1_DZ";
BanditW2_DZ =     "BanditW2_DZ";
Survivor1_DZ =     "Survivor2_DZ";
Survivor2_DZ =     "Survivor2_DZ";
SurvivorW2_DZ = "SurvivorW2_DZ";
SurvivorW3_DZ = "SurvivorW2_DZ";
Sniper1_DZ =     "Sniper1_DZ";
Camo1_DZ =         "Camo1_DZ";
Soldier1_DZ =     "Soldier1_DZ";
Rocket_DZ =     "Rocket_DZ";

AllPlayers = ["Survivor2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ","SurvivorW2_DZ","Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","Soldier_Crew_PMC","Sniper1_DZ","Camo1_DZ","Soldier1_DZ","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ"];
// Arma 2
Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"];
Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"];
Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"];
Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"];
Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"];
Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"];
Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","GER_Soldier_TL_EP1"];
Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"];
Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"];
Clothing10 = ["Survivor2_DZ"];
Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL","Mercenary_Default20b","Mercenary_Default20c","Mercenary_Default20d"]; // Abit of Overpoch in here

// Overwatch

//Hero
Clothing12 = ["Drake_Light_DZ","arma1_us_soldier_sabass","arma1_us_soldier_sabmark","arma1_us_soldier_sabot","frb_tl","frb_tl_mask","frb_gl","frb_gl_mask","frb_mg","frb_mg_mask","frb_mark","frb_mark_mask","frb_stealth_tl","frb_stealth_rifleman","frb_stealth_sabot","frb_stealth_mark"];
Clothing13 = ["Soldier_Sniper_PMC_DZ","SBH_Alpha_Soldier1","SBH_Alpha_Soldier2","SBH_Alpha_Soldier3","SBH_Alpha_Soldier4","SBH_Alpha_Soldier5","SBH_Alpha_Soldier6","SBH_Alpha_Soldier7","SBH_Alpha_Soldier8","SBH_Alpha_Soldier9","SBH_Alpha_Soldier10","SBH_Alpha_Soldier11","SBH_Alpha_Soldier12"];
Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"];
Clothing15 = ["Camo1_DZ","US_Delta_Force_TL_EP1","US_Delta_Force_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Marksman_EP1","US_Delta_Force_Air_Controller_EP1"];
Clothing16 = ["Rocket_DZ","SFSG_des_tl","SFSG_des_op","SFSG_des_ar","SFSG_des_med","SFSG_des_demo","SFSG_des_mrk","SFSG_des_jtac","SFSG_mtp_tl","SFSG_mtp_op","SFSG_mtp_ar","SFSG_mtp_med","SFSG_mtp_demo","SFSG_mtp_mrk","SFSG_mtp_jtac","SFSG_wdl_tl","SFSG_wdl_op","SFSG_wdl_ar","SFSG_wdl_med","SFSG_wdl_demo","SFSG_wdl_mrk","SFSG_wdl_jtac","SFSG_mtpw_tl","SFSG_mtpw_op","SFSG_mtpw_ar","SFSG_mtpw_med","SFSG_mtpw_demo","SFSG_mtpw_mrk","SFSG_mtpw_jtac"];
Clothing17 = ["Sniper1_DZ","Navy_SEAL_TL","Navy_SEAL_GL","Navy_SEAL_MG","Navy_SEAL_AT","Navy_SEAL_Medic","Navy_SEAL_Marksman","Navy_SEAL_diver","Navy_SEAL_diver_medic","Navy_SEAL_diver_land","Navy_SEAL_AC","Navy_SEAL_ACa","Navy_SEAL_ACb","Navy_SEAL_Shotgun","Navy_SEAL_Sabot","Navy_SEAL_SD"];
Clothing18 = ["Soldier_TL_PMC_DZ","G_WDL_Mercenary_Default0","G_WDL_Mercenary_Default1","G_WDL_Mercenary_Default2","G_WDL_Mercenary_Default3","G_WDL_Mercenary_Default4","G_WDL_Mercenary_Default5","G_WDL_Mercenary_Default6","G_WDL_Mercenary_Default7","G_WDL_Mercenary_Default8","G_WDL_Mercenary_Default9","G_WDL_Mercenary_Default10","G_WDL_Mercenary_Default11","G_WDL_Mercenary_Default12","G_WDL_Mercenary_Default13","G_WDL_Mercenary_Default14","G_WDL_Mercenary_Default15","G_WDL_Mercenary_Default16"];
Clothing19 = ["GUE_Soldier_Sniper_DZ","UKSF_des_tl","UKSF_des_op","UKSF_des_ar","UKSF_des_med","UKSF_des_demo","UKSF_des_mrk","UKSF_des_jtac","UKSF_wdl_tl","UKSF_wdl_op","UKSF_wdl_ar","UKSF_wdl_med","UKSF_wdl_demo","UKSF_wdl_mrk","UKSF_wdl_jtac","UKSF_des_tl_l","UKSF_des_op_l","UKSF_des_ar_l","UKSF_des_med_l","UKSF_des_demo_l","UKSF_des_mrk_l","UKSF_des_jtac_l","UKSF_wdl_tl_l","UKSF_wdl_op_l","UKSF_wdl_ar_l","UKSF_wdl_med_l","UKSF_wdl_demo_l","UKSF_wdl_mrk_l","UKSF_wdl_jtac_l"];
Clothing20 = ["TK_INS_Warlord_EP1_DZ","gsc_military_helmet_wdl","gsc_military_helmet_wdl_AT","gsc_military_helmet_grey_AT","gsc_military_helmet_wdlSNP","gsc_military_helmet_greySNP","gsc_military_helmet_grey","gsc_military_head_grey","gsc_military_head_greySNP","gsc_military_head_wdlSNP","gsc_military_head_wdl","gsc_military_head_wdl_AT","gsc_military_head_grey_AT","gsc_scientist1","gsc_scientist1_head","gsc_scientist2","gsc_scientist2_head","gsc_eco_stalker_mask_fred","gsc_eco_stalker_head_fred","gsc_eco_stalker_mask_camo","gsc_eco_stalker_head_camo1","gsc_cloth_loner_head","gsc_eco_stalker_mask_duty","gsc_eco_stalker_head_duty","gsc_eco_stalker_mask_neutral","gsc_eco_stalker_head_neutral","nof_fsk_tl","nof_fsk_marksman","nof_fsk_grenadier","nof_fsk_heavy","nof_fsk_corpsman","MVD_Soldier"];
//Bandit

Clothing21 = ["Bandit1_DZ","Winter_SOF_Sabot","Winter_SOF_MG","Winter_SOF_TL","Winter_SOF_Medic","Winter_SOF_Marksman","Winter_SOF_GL","Winter_SOF_AT","Winter_SOF_AC","Winter_SOF_DA1","Winter_SOF_DA1a","Winter_SOF_DA1b","Winter_SOF_DA1c","Winter_OPFOR1","Winter_OPFOR2","Winter_OPFOR3","Winter_OPFOR4","Winter_OPFOR5","Winter_OPFOR6","Winter_OPFOR7","Winter_OPFOR8","Winter_OPFOR9","Winter_OPFOR10","EWinter_OPFOR1","EWinter_OPFOR2","EWinter_OPFOR3","EWinter_OPFOR4","EWinter_OPFOR5","EWinter_OPFOR6","EWinter_OPFOR7","EWinter_OPFOR8","EWinter_OPFOR9","EWinter_OPFOR10"];
Clothing22 = ["Bandit2_DZ","Gangsta_merc1","Gangsta_merc2","Gangsta_merc3","Gangsta_merc4","Gangsta_merc5","Gangsta_merc6","Gangsta_merc7","Gangsta_merc8","Gangsta_merc9","Gangsta_merc10","EGangsta_merc1","EGangsta_merc2","EGangsta_merc3","EGangsta_merc4","EGangsta_merc5","EGangsta_merc6","EGangsta_merc7","EGangsta_merc8","EGangsta_merc9","EGangsta_merc10","Taliban1","Taliban2","Taliban3","Taliban4","Taliban5","Taliban6","Taliban7","Taliban8","Taliban9","Taliban10","Taliban11","Taliban12","ETaliban1","ETaliban2","ETaliban3","ETaliban4","ETaliban5","ETaliban6","ETaliban7","ETaliban8","ETaliban9","ETaliban10","ETaliban11","ETaliban12","Terrorist1","Terrorist2","Terrorist3","Terrorist4","Terrorist5","Terrorist6","Terrorist7","Terrorist8","Terrorist9","Terrorist10","Terrorist11","Terrorist12","ETerrorist1","ETerrorist2","ETerrorist3","ETerrorist4","ETerrorist5","ETerrorist6","ETerrorist7","ETerrorist8","ETerrorist9","ETerrorist10","ETerrorist11","ETerrorist12"];
Clothing23 = ["BanditW1_DZ"]; // DIrty Women
Clothing24 = ["BanditW2_DZ"]; // DIrty Women
Clothing25 = ["GUE_Commander_DZ","US_Army_Soldier_Light","US_Army_Soldier_GL","US_Army_Soldier2","US_Army_Soldier_Officer","US_Army_Soldier_SL","US_Army_Soldier_TL","US_Army_Soldier_LAT","US_Army_Soldier_AT","US_Army_Soldier_HAT","US_Army_Soldier_AA","US_Army_Soldier_Medic","US_Army_Soldier_AR","US_Army_Soldier_MG","US_Army_SoldierS_SniperH","US_Army_SoldierM_Marksman","US_Army_SoldierS"];
Clothing26 = ["GUE_Soldier_2_DZ","Desert_SOF_TL","Desert_SOF_GL","Desert_SOF_MG","Desert_SOF_AT","Desert_SOF_Medic","Desert_SOF_Marksman","Desert_SOF_AC","Desert_SOF_Shotgun","Desert_SOF_Sabot","Desert_SOF_DA1","Desert_SOF_DA1a","Desert_SOF_DA1b","Desert_SOF_DA2","WDL_Mercenary_Default0","WDL_Mercenary_Default1","WDL_Mercenary_Default2","WDL_Mercenary_Default3","WDL_Mercenary_Default4","WDL_Mercenary_Default5","WDL_Mercenary_Default5a","G_WDL_Mercenary_Default5a","WDL_Mercenary_Default6","WDL_Mercenary_Default7","WDL_Mercenary_Default8","WDL_Mercenary_Default9","WDL_Mercenary_Default10","WDL_Mercenary_Default11","WDL_Mercenary_Default12","WDL_Mercenary_Default13","WDL_Mercenary_Default14","WDL_Mercenary_Default15","WDL_Mercenary_Default16"];
Clothing27 = ["GUE_Soldier_CO_DZ","G_Mercenary_Default9a","G_Mercenary_Default9b","Mercenary_Default10","Mercenary_Default11","Mercenary_Default12","Mercenary_Default13","Mercenary_Default14","Mercenary_Default15","Mercenary_Default16","Mercenary_Default17","Mercenary_Default18","Mercenary_Default19","Mercenary_Default19a","G_Mercenary_Default19a","Mercenary_Default20","Mercenary_Default22","Mercenary_Default23","Mercenary_Default24","Mercenary_Default25","Mercenary_Default26","Mercenary_Default27","Mercenary_Default28","G_Mercenary_Default0","G_Mercenary_Default1","G_Mercenary_Default2","G_Mercenary_Default3","G_Mercenary_Default4","G_Mercenary_Default5","G_Mercenary_Default6","G_Mercenary_Default7","G_Mercenary_Default8","G_Mercenary_Default9","G_Mercenary_Default10","G_Mercenary_Default11","G_Mercenary_Default12","G_Mercenary_Default13","G_Mercenary_Default14","G_Mercenary_Default15","G_Mercenary_Default16","G_Mercenary_Default17","G_Mercenary_Default18","G_Mercenary_Default19","G_Mercenary_Default20","G_Mercenary_Default20b","G_Mercenary_Default21","G_Mercenary_Default22","G_Mercenary_Default23","G_Mercenary_Default24","G_Mercenary_Default25","G_Mercenary_Default26","G_Mercenary_Default27","G_Mercenary_Default28"];

AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11 + Clothing12 + Clothing13 + Clothing14 + Clothing15 + Clothing16 + Clothing17 + Clothing18 + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ;

MeleeWeapons = ["MeleeFishingPole","MeleeCrowbar","MeleeBaseBallBatNails","MeleeBaseBallBatBarbed","MeleeBaseBallBat","Crossbow_DZ","MeleeSledge","MeleeMachete","MeleeHatchet_DZE"];

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Nevermind Zupa you were right about the variables from the above post by Starvin. We got it working soon after I fixed a mistake in the init. I was wondering if you could show me how to remove the backpack check from the script? 

if (str _unittype == str _unittype)then{
		if (Global_Price call player_checkItems) then {
			_removed = Global_Price call player_removeItems;
		
			if (!isNull (unitBackpack player)) then {
	
			cutText ["You cannot change your Skin while wearing a backpack", "PLAIN"];
				}else{
					if (player hasWeapon "ItemCompass") then {
						_hasCompass = true;
					};

					if (player hasWeapon "ItemRadio") then {
						_hasRadio = true;
					};

						if (player hasWeapon "ItemGPS") then {
							_hasGPS = true;
						};

						if (player hasWeapon "ItemWatch") then {
							_hasWatch = true;
						};

						if (player hasWeapon "ItemMap") then {
							_hasMap = true;
							
						};

I believe that is the backpack check right? I tried to figure it out using the chameleon skins file to go by since it doesn't have the check but i got lost. Any help would be appreciated!

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So I can just remove that line and it won't check for backpack anymore?

if (str _unittype == str _unittype)then{
		if (Global_Price call player_checkItems) then {
			_removed = Global_Price call player_removeItems;

				}else{
					if (player hasWeapon "ItemCompass") then {
						_hasCompass = true;
					};

					if (player hasWeapon "ItemRadio") then {
						_hasRadio = true;
					};

						if (player hasWeapon "ItemGPS") then {
							_hasGPS = true;
						};

						if (player hasWeapon "ItemWatch") then {
							_hasWatch = true;
						};

						if (player hasWeapon "ItemMap") then {
							_hasMap = true;
							
						};
						

It would look like this?

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Any help with the backpack check would be nice Zupa. I know you're busy releasing awesome things like door management and all but that backpack thing is drivin me nuts.

 

You would have to take in mind the following:

 

Since we are using skins that are not default in epoch, they will use arma configuration. 

 

An this conifguration give items and backpacks as default loadout to certain skins. 

 

So your backpack would get overwritten.

 

I COULD solve this by coding some extra files in there.

 

Thats for the 3.0 release then ^^

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it there a way to fix this issue that some Skins are invisible for AI.

 

(tested with shb_soldier skins and stalker skins on wicked ai 1.6, 1.7 and 2.1.4)

 

thanks for the script

regards

Dew

I was just wondering on the status of this fix before I implement on my servers as I use WAI 1.6 and 2.1.4 . My players are screaming for the chance at wearing Overpoch skins  and tired of only the admins getting to look fly.

 

P.S. Great mods and great job in bringing these to the community Zupa :D

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client rpt error:

if (!_hasclothesitem) exitWith { DZE_ActionIn>
  Error position: <_hasclothesitem) exitWith { DZE_ActionIn>
  Error Undefined variable in expression: _hasclothesitem
File mpmissions\__CUR_MP.Chernarus\scripts\zupaskins\GetMen.sqf, line 66
Duplicate weapon ItemMap detected for US_Delta_Force_AR_EP1
Duplicate weapon ItemCompass detected for US_Delta_Force_AR_EP1
Duplicate weapon ItemRadio detected for US_Delta_Force_AR_EP1
Error in expression < = configFile >> "CfgMagazines";

GetMen.sqf line:

//_hasclothesitem = _this in magazines player;

_config = configFile >> "CfgMagazines";


if (!_hasclothesitem) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"wear"] , "PLAIN DOWN"]};

Any reason why you commented out the variable?

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