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Overwatch Skins


Pavillin

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I'm trying to add as many of the skins from overwatch into my Overpoch server as possible. I'm aware zupa made a script that makes this process very easy but I want the skins to spawn as an item (clothing parcel) and not be an option via right click. I know only some have this item attached to them, but I don't know what ones do/don't spawn as an item. 

Any info on what skins are spawnable and how to add them would be great thanks.

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11 hours ago, seelenapparat said:

does not work. all the overwatch skins dont have an ingame item.

thats why zupa made the script he made.

one would need to make a custom addon which every player needs to download to make it work.

 

 

I don't understand why you would need to make a separate addon as people already have the overwatch files and they contain these skins as items. I'm just looking for a was to enable them. No reason downloading another addon if the same items are already being used in a loaded addon (overwatch)

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You can use the Overwatch skins in game, you just can't make the clothing parcels spawn. As has already been said, Zupa and a couple others have made scripts enabling people other than admin to wear them. But you can not make the parcels themselves spawnable.

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as I said, there is no item for them ingame. You can easily proof my statement yourself.

Go to the cfgmagazines configfiles and take a look, If you find a clothing item for any of the new clothings from overwatch, tell me.

New skins != New Clothing item

Thats why you would need to make a new addon, to give all the skins a physical ingameitem (which would be in cfgmagazines then)

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1 hour ago, creativv said:

i have parcels with mutliple options with maca's right click script .

i also have rewritten take clothes so that you can take these skins from dead body's

 

Thanks for the info about the skins, cleared up my view of them :) Would you mind sharing your script so I can get these skins flowing on my server? :rolleyes:

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in extra_rc.hpp :

class ExtraRc {
	class Skin_INS_Worker2_DZ { class changeskin1 { text = "Scientist2"; script = "[""Skin_gsc_scientist2"", ""Skin_INS_Worker2_DZ""] call player_wearClothes"; }; };
	class Skin_INS_Bardak_DZ { class changeskin1 { text = "Scientist1"; script = "[""Skin_gsc_scientist1"", ""Skin_INS_Bardak_DZ""] call player_wearClothes"; }; };
	class Skin_INS_Soldier_CO_DZ { class changeskin1 { text = "Trooper"; script = "[""Skin_gsc_military_head_grey_AT"", ""Skin_INS_Soldier_CO_DZ""] call player_wearClothes"; }; };
	class Skin_INS_Soldier_AR_DZ { class changeskin1 { text = "TrooperHelmet"; script = "[""Skin_gsc_military_helmet_wdl"", ""Skin_INS_Soldier_AR_DZ""] call player_wearClothes"; }; };
	class Skin_INS_Lopotev_DZ { class changeskin1 { text = "SAS1"; script = "[""Skin_SFSG_des_tl"", ""Skin_INS_Lopotev_DZ""] call player_wearClothes"; }; };
	class Skin_RU_Soldier_Crew_DZ { class changeskin1 { text = "DesertRanger"; script = "[""Skin_Desert_SOF_AC"", ""Skin_RU_Soldier_Crew_DZ""] call player_wearClothes"; }; };
	class Skin_TK_Commander_EP1_DZ { class changeskin1 { text = "DesertForce"; script = "[""Skin_Desert_SOF_AT"", ""Skin_TK_Commander_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_TK_Soldier_Sniper_EP1_DZ { class changeskin1 { text = "Leeroy"; script = "[""Skin_frb_mark"", ""Skin_TK_Soldier_Sniper_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_TK_Special_Forces_MG_EP1_DZ { class changeskin1 { text = "SpecForce1"; script = "[""Skin_frb_tl_mask"", ""Skin_TK_Special_Forces_MG_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_Soldier_TL_PMC_DZ { class changeskin1 { text = "SAS2"; script = "[""Skin_SFSG_mtp_tl"", ""Skin_Soldier_TL_PMC_DZ""] call player_wearClothes"; }; };
	class Skin_Soldier_Sniper_PMC_DZ { class changeskin1 { text = "SAS3"; script = "[""Skin_SFSG_wdl_tl"", ""Skin_Soldier_Sniper_PMC_DZ""] call player_wearClothes"; }; };
	class Skin_Graves_Light_DZ { class changeskin1 { text = "SpecOps"; script = "[""Skin_Mercenary_Default20b "", ""Skin_Graves_Light_DZ""] call player_wearClothes"; }; };
	class Skin_FR_Rodriguez_DZ { class changeskin1 { text = "Hacker2"; script = "[""Skin_SBH_Alpha_Soldier2"", ""Skin_FR_Rodriguez_DZ""] call player_wearClothes"; }; };
	class Skin_FR_OHara_DZ { class changeskin1 { text = "WoodSoldier"; script = "[""Skin_MVD_Soldier_AT"", ""Skin_FR_OHara_DZ""] call player_wearClothes"; }; };
	class Skin_Soldier_Bodyguard_AA12_PMC_DZ { class changeskin1 { text = "Gimp"; script = "[""Skin_Navy_SEAL_diver"", ""Skin_Soldier_Bodyguard_AA12_PMC_DZ""] call player_wearClothes"; }; };
	class Skin_Drake_Light_DZ { class changeskin1 { text = "Seal"; script = "[""Skin_Navy_SEAL_TL"", ""Skin_Drake_Light_DZ""] call player_wearClothes"; }; };
	class Skin_CZ_Special_Forces_GL_DES_EP1_DZ { class changeskin1 { text = "TheRussian"; script = "[""Skin_RU_Soldier2"", ""Skin_CZ_Special_Forces_GL_DES_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_TK_INS_Soldier_EP1_DZ { class changeskin1 { text = "Pilot"; script = "[""Skin_USMC_Soldier_Pilot"", ""Skin_TK_INS_Soldier_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_2_DZ { class changeskin1 { text = "StalkerNeutral"; script = "[""Skin_gsc_eco_stalker_head_neutral"", ""Skin_GUE_Soldier_2_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_CO_DZ { class changeskin1 { text = "StalkerUrban"; script = "[""Skin_gsc_eco_stalker_mask_camo"", ""Skin_GUE_Soldier_CO_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_Crew_DZ { class changeskin1 { text = "StalkerElite"; script = "[""Skin_gsc_eco_stalker_mask_duty"", ""Skin_GUE_Soldier_Crew_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_Sniper_DZ { class changeskin1 { text = "Stalker Camo"; script = "[""Skin_gsc_eco_stalker_mask_fred"", ""Skin_GUE_Soldier_Sniper_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_MG_DZ { class changeskin1 { text = "StalkerWood"; script = "[""Skin_gsc_eco_stalker_mask_neutral"", ""Skin_GUE_Soldier_MG_DZ""] call player_wearClothes"; }; };
	class Skin_Bandit2_DZ { class changeskin1 { text = "UrbanSoldier"; script = "[""Skin_US_Delta_Force_Marksman_EP1"", ""Skin_Bandit2_DZ""] call player_wearClothes"; }; };
	class Skin_Bandit1_DZ { class changeskin1 { text = "Alpha3"; script = "[""Skin_arma1_us_soldier_sabass"", ""Skin_Bandit1_DZ""] call player_wearClothes"; }; };
	class Skin_Rocker4_DZ { class changeskin1 { text = "Matt"; script = "[""Skin_SFSG_wdl_mrk"", ""Skin_Rocker4_DZ""] call player_wearClothes"; }; };
	class Skin_Rocker3_DZ { class changeskin1 { text = "Loner"; script = "[""Skin_gsc_eco_stalker_head_fred"", ""Skin_Rocker3_DZ""] call player_wearClothes"; }; };
	class Skin_Rocker2_DZ { class changeskin1 { text = "Scientist3"; script = "[""Skin_gsc_scientist1_head"", ""Skin_Rocker2_DZ""] call player_wearClothes"; }; };
	class Skin_Rocker1_DZ { class changeskin1 { text = "Scientist4"; script = "[""Skin_gsc_scientist2_head"", ""Skin_Rocker1_DZ""] call player_wearClothes"; }; };
	class Skin_Priest_DZ { class changeskin1 { text = "Frank"; script = "[""Skin_Desert_SOF_DA1a"", ""Skin_Priest_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Commander_DZ { class changeskin1 { text = "Samuel"; script = "[""Skin_Soldier_Bodyguard_M4_PMC"", ""Skin_GUE_Commander_DZ""] call player_wearClothes"; }; };
	class Skin_Ins_Soldier_GL_DZ { class changeskin1 { text = "Alpha1"; script = "[""Skin_UKSF_des_mrk"", ""Skin_Ins_Soldier_GL_DZ""] call player_wearClothes"; }; };
	class Skin_Pilot_EP1_DZ { class changeskin1 { text = "Alpha2"; script = "[""Skin_UKSF_des_mrk_l"", ""Skin_Pilot_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_Haris_Press_EP1_DZ { class changeskin1 { text = "Bravo1"; script = "[""Skin_UKSF_wdl_mrk_l"", ""Skin_Haris_Press_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_RU_Policeman_DZ { class changeskin1 { text = "Commando"; script = "[""Skin_UKSF_des_demo_l"", ""Skin_RU_Policeman_DZ""] call player_wearClothes"; }; };
	class Skin_Rocket_DZ { class changeskin1 { text = "Punisher"; script = "[""Skin_UN_CDF_Soldier_Officer_EP1"", ""Skin_Rocket_DZ""] call player_wearClothes"; }; };
	class Skin_Soldier1_DZ { class changeskin1 { text = "Jonse"; script = "[""Skin_UN_CDF_Soldier_EP1"", ""Skin_Soldier1_DZ""] call player_wearClothes"; }; };
	class Skin_Camo1_DZ { class changeskin1 { text = "WinterSoldier"; script = "[""Skin_Winter_SOF_DA1b"", ""Skin_Camo1_DZ""] call player_wearClothes"; }; };
	class Skin_Sniper1_DZ { class changeskin1 {	text = "WinterSniper"; 	script = "[""Skin_Winter_SOF_Marksman"", ""Skin_Sniper1_DZ""] call player_wearClothes"; }; 	};
};

 

in variables.sqf underneith AllPlayers add :

AllPlayers set [count AllPlayers, "gsc_scientist2"];
AllPlayers set [count AllPlayers, "gsc_scientist1"];
AllPlayers set [count AllPlayers, "gsc_military_head_grey_AT"];
AllPlayers set [count AllPlayers, "gsc_military_helmet_wdl"];
AllPlayers set [count AllPlayers, "SFSG_des_tl"];
AllPlayers set [count AllPlayers, "Desert_SOF_AC"];
AllPlayers set [count AllPlayers, "Desert_SOF_AT"];
AllPlayers set [count AllPlayers, "frb_mark"];
AllPlayers set [count AllPlayers, "frb_tl_mask"];
AllPlayers set [count AllPlayers, "SFSG_mtp_tl"];
AllPlayers set [count AllPlayers, "SFSG_wdl_tl"];
AllPlayers set [count AllPlayers, "Mercenary_Default20b"];
AllPlayers set [count AllPlayers, "SBH_Alpha_Soldier1"];
AllPlayers set [count AllPlayers, "SBH_Alpha_Soldier2"];
AllPlayers set [count AllPlayers, "MVD_Soldier_AT"];
AllPlayers set [count AllPlayers, "Navy_SEAL_diver"];
AllPlayers set [count AllPlayers, "Navy_SEAL_TL"];
AllPlayers set [count AllPlayers, "RU_Soldier2"];
AllPlayers set [count AllPlayers, "USMC_Soldier_Pilot"];
AllPlayers set [count AllPlayers, "SBH_Alpha_Soldier5"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_head_neutral"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_mask_camo"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_mask_duty"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_mask_fred"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_mask_neutral"];
AllPlayers set [count AllPlayers, "US_Delta_Force_Marksman_EP1"];
AllPlayers set [count AllPlayers, "arma1_us_soldier_sabass"];
AllPlayers set [count AllPlayers, "SFSG_wdl_mrk"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_head_fred"];
AllPlayers set [count AllPlayers, "gsc_scientist1_head"];
AllPlayers set [count AllPlayers, "gsc_scientist2_head"];
AllPlayers set [count AllPlayers, "Desert_SOF_DA1a"];
AllPlayers set [count AllPlayers, "FR_Commander"];
AllPlayers set [count AllPlayers, "Soldier_Bodyguard_M4_PMC"];
AllPlayers set [count AllPlayers, "UKSF_des_mrk"];
AllPlayers set [count AllPlayers, "UKSF_des_mrk_l"];
AllPlayers set [count AllPlayers, "UKSF_wdl_mrk_l"];
AllPlayers set [count AllPlayers, "UKSF_des_demo_l"];
AllPlayers set [count AllPlayers, "UN_CDF_Soldier_Officer_EP1"];
AllPlayers set [count AllPlayers, "UN_CDF_Soldier_EP1"];
AllPlayers set [count AllPlayers, "Winter_SOF_DA1b"];
AllPlayers set [count AllPlayers, "Winter_SOF_Marksman"];

then create a file called skins.hpp and put this in it :

class skins {
	class Default {
		sex = "male";
		playerModel = "Survivor2_DZ";
		displayName = "Skin";
		package = "Skin_Sniper1_DZ";
	};
	class Skin_gsc_scientist2 : Default { 
		sex = "male";
		playerModel = "gsc_scientist2";
		displayName = "Scientist2";
		package = "Skin_INS_Worker2_DZ";
	};
	class Skin_gsc_scientist1 : Default { 
		sex = "male";
		playerModel = "gsc_scientist1";
		displayName = "Scientist1";
		package = "Skin_INS_Bardak_DZ";
	};
	class Skin_gsc_military_head_grey_AT : Default { 
		sex = "male";
		playerModel = "gsc_military_head_grey_AT";
		displayName = "Trooper";
		package = "Skin_INS_Soldier_CO_DZ";
	};
	class Skin_gsc_military_helmet_wdl : Default { 
		sex = "male";
		playerModel = "gsc_military_helmet_wdl";
		displayName = "TrooperHelmet";
		package = "Skin_INS_Soldier_AR_DZ";
	};
	class Skin_SFSG_des_tl : Default { 
		sex = "male";
		playerModel = "SFSG_des_tl";
		displayName = "SAS1";
		package = "Skin_INS_Lopotev_DZ";
	};
	class Skin_Desert_SOF_AC : Default { 
		sex = "male";
		playerModel = "Desert_SOF_AC";
		displayName = "DesertRanger";
		package = "Skin_RU_Soldier_Crew_DZ";
	};
	class Skin_Desert_SOF_AT : Default { 
		sex = "male";
		playerModel = "Desert_SOF_AT";
		displayName = "DesertForce";
		package = "Skin_TK_Commander_EP1_DZ";
	};
	class Skin_frb_mark : Default { 
		sex = "male";
		playerModel = "frb_mark";
		displayName = "Leeroy";
		package = "Skin_TK_Soldier_Sniper_EP1_DZ";
	};
	class Skin_frb_tl_mask : Default { 
		sex = "male";
		playerModel = "frb_tl_mask";
		displayName = "SpecForce1";
		package = "Skin_TK_Special_Forces_MG_EP1_DZ";
	};
	class Skin_SFSG_mtp_tl : Default { 
		sex = "male";
		playerModel = "SFSG_mtp_tl";
		displayName = "SAS2";
		package = "Skin_Soldier_TL_PMC_DZ";
	};
	class Skin_SFSG_wdl_tl : Default {
		sex = "male";
		playerModel = "SFSG_wdl_tl";
		displayName = "SAS3";
		package = "Skin_Soldier_Sniper_PMC_DZ";
	};
	class Skin_Mercenary_Default20b : Default { 
		sex = "male";
		playerModel = "Mercenary_Default20b";
		displayName = "SpecOps";
		package = "Skin_Graves_Light_DZ";
	};
	class Skin_SBH_Alpha_Soldier1 : Default { 
		sex = "male";
		playerModel = "SBH_Alpha_Soldier1";
		displayName = "Hacker1";
		package = "Skin_CZ_Soldier_Sniper_EP1_DZ";
	};
	class Skin_SBH_Alpha_Soldier2 : Default { 
		sex = "male";
		playerModel = "SBH_Alpha_Soldier2";
		displayName = "Hacker2";
		package = "Skin_FR_Rodriguez_DZ";
	};
	class Skin_MVD_Soldier_AT : Default { 
		sex = "male";
		playerModel = "MVD_Soldier_AT";
		displayName = "WoodSoldier";
		package = "Skin_FR_OHara_DZ";
	};
	class Skin_Navy_SEAL_diver : Default { 
		sex = "male";
		playerModel = "Navy_SEAL_diver";
		displayName = "Gimp";
		package = "Skin_Soldier_Bodyguard_AA12_PMC_DZ";
	};
	class Skin_Navy_SEAL_TL : Default { 
		sex = "male";
		playerModel = "Navy_SEAL_TL";
		displayName = "Seal";
		package = "Skin_Drake_Light_DZ";
	};
	class Skin_RU_Soldier2 : Default { 
		sex = "male";
		playerModel = "RU_Soldier2";
		displayName = "TheRussian";
		package = "Skin_CZ_Special_Forces_GL_DES_EP1_DZ";
	};
	class Skin_USMC_Soldier_Pilot : Default { 
		sex = "male";
		playerModel = "USMC_Soldier_Pilot";
		displayName = "Pilot";
		package = "Skin_TK_INS_Soldier_EP1_DZ";
	};
	class Skin_SBH_Alpha_Soldier5 : Default { 
		sex = "male";
		playerModel = "SBH_Alpha_Soldier5";
		displayName = "Jak";
		package = "Skin_TK_INS_Warlord_EP1_DZ";
	};
	class Skin_gsc_eco_stalker_head_neutral : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_head_neutral";
		displayName = "StalkerNeutral";
		package = "Skin_GUE_Soldier_2_DZ";
	};
	class Skin_gsc_eco_stalker_mask_camo : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_mask_camo";
		displayName = "StalkerUrban";
		package = "Skin_GUE_Soldier_CO_DZ";
	};
	class Skin_gsc_eco_stalker_mask_duty : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_mask_duty";
		displayName = "StalkerElite";
		package = "Skin_GUE_Soldier_Crew_DZ";
	};
	class Skin_gsc_eco_stalker_mask_fred : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_mask_fred";
		displayName = "Stalker Camo";
		package = "Skin_GUE_Soldier_Sniper_DZ";
	};
	class Skin_gsc_eco_stalker_mask_neutral : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_mask_neutral";
		displayName = "StalkerWood";
		package = "Skin_GUE_Soldier_MG_DZ";
	};
	class Skin_US_Delta_Force_Marksman_EP1 : Default { 
		sex = "male";
		playerModel = "US_Delta_Force_Marksman_EP1";
		displayName = "UrbanSoldier";
		package = "Skin_Bandit2_DZ";
	};
	class Skin_arma1_us_soldier_sabass : Default { 
		sex = "male";
		playerModel = "arma1_us_soldier_sabass";
		displayName = "Alpha3";
		package = "Skin_Bandit1_DZ";
	};
	class Skin_SFSG_wdl_mrk : Default { 
		sex = "male";
		playerModel = "SFSG_wdl_mrk";
		displayName = "Matt";
		package = "Skin_Rocker4_DZ";
	};
	class Skin_gsc_eco_stalker_head_fred : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_head_fred";
		displayName = "Loner";
		package = "Skin_Rocker3_DZ";
	};
	class Skin_gsc_scientist1_head : Default { 
		sex = "male";
		playerModel = "gsc_scientist1_head";
		displayName = "Scientist3";
		package = "Skin_Rocker2_DZ";
	};
	class Skin_gsc_scientist2_head : Default { 
		sex = "male";
		playerModel = "gsc_scientist2_head";
		displayName = "Scientist4";
		package = "Skin_Rocker1_DZ";
	};
	class Skin_Desert_SOF_DA1a : Default { 
		sex = "male";
		playerModel = "Desert_SOF_DA1a";
		displayName = "Frank";
		package = "Skin_Priest_DZ";
	};
	class Skin_Soldier_Bodyguard_M4_PMC : Default { 
		sex = "male";
		playerModel = "Soldier_Bodyguard_M4_PMC";
		displayName = "Samuel";
		package = "Skin_GUE_Commander_DZ";
	};
	class Skin_UKSF_des_mrk : Default { 
		sex = "male";
		playerModel = "UKSF_des_mrk";
		displayName = "Alpha1";
		package = "Skin_Ins_Soldier_GL_DZ";
	};
	class Skin_UKSF_des_mrk_l : Default { 
		sex = "male";
		playerModel = "UKSF_des_mrk_l";
		displayName = "Alpha2";
		package = "Skin_Pilot_EP1_DZ";
	};
	class Skin_UKSF_wdl_mrk_l : Default { 
		sex = "male";
		playerModel = "UKSF_wdl_mrk_l";
		displayName = "Bravo1";
		package = "Skin_Haris_Press_EP1_DZ";
	};
	class Skin_UKSF_des_demo_l : Default { 
		sex = "male";
		playerModel = "UKSF_des_demo_l";
		displayName = "Commando";
		package = "Skin_RU_Policeman_DZ";
	};
	class Skin_UN_CDF_Soldier_Officer_EP1 : Default { 
		sex = "male";
		playerModel = "UN_CDF_Soldier_Officer_EP1";
		displayName = "Punisher";
		package = "Skin_Rocket_DZ";
	};
	class Skin_UN_CDF_Soldier_EP1 : Default { 
		sex = "male";
		playerModel = "UN_CDF_Soldier_EP1";
		displayName = "Jonse";
		package = "Skin_Soldier1_DZ";
	};
	class Skin_Winter_SOF_DA1b : Default { 
		sex = "male";
		playerModel = "Winter_SOF_DA1b";
		displayName = "WinterSoldier";
		package = "Skin_Camo1_DZ";
	};
	class Skin_Winter_SOF_Marksman : Default { 
		sex = "male";
		playerModel = "Winter_SOF_Marksman";
		displayName = "WinterSniper";
		package = "Skin_Sniper1_DZ";
	};
	class Skin_Sniper_City : Default { 
		sex = "male";
		playerModel = "Sniper_City";
		displayName = "Urban ghillie suit";
		package = "Skin_Sniper1_DZ";
	};
	class Skin_Sniper_Snow : Default { 
		sex = "male";
		playerModel = "Sniper_Snow";
		displayName = "Snow ghillie suit";
		package = "Skin_Sniper1_DZ";
	};
};

in discription.ext at bottom add skins.hpp

#include "yourpath\skins.hpp"

then comes player_wearClothes.sqf if you dont have a custom then get it out of dayz_code and change the path in compiles .

private ["_item","_skinpkg","_onLadder","_hasclothesitem","_config","_newConfig","_text","_myModel","_itemNew","_currentSex","_newSex","_model"];
DZE_ActionInProgress = false;
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_83") , "PLAIN DOWN"] };
DZE_ActionInProgress = true;
if (typeName _this == "ARRAY") then {
	_item = _this select 0;
	_skinpkg = _this select 1;
} else {
	_item = _this;
	_skinpkg = _this;
};
call gear_ui_init;
closeDialog 1;

if (!isNil "SkinChangeInProgress") exitWith {
	DZE_ActionInProgress = false;
	cutText ['You have already changed your skin, please log to lobby and back to change your skin again!', 'PLAIN'];
};

_onLadder =	(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_player_21") , "PLAIN DOWN"]};
_config = configFile >> "CfgMagazines";
if (!isClass (_config >> _item)) then {
	_config = missionConfigFile >> "Skins";
};
_hasclothesitem = _skinpkg in magazines player;
if (!isClass (_config >> _item)) exitWith {DZE_ActionInProgress = false; cutText ["Can not find skin...", "PLAIN DOWN"]};
_text = getText (_config >> _item >> "displayName");
if (!_hasclothesitem) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"wear"] , "PLAIN DOWN"]};
if (vehicle player != player) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_85"), "PLAIN DOWN"]};
if (!isNull (unitBackpack player)) exitWith { 
DZE_ActionInProgress = false; 
systemchat "Drop your backpack in order to change clothes";
};
if ("CSGAS" in (magazines player)) exitWith { DZE_ActionInProgress = false; cutText [(localize "STR_EPOCH_ACTIONS_10"), "PLAIN DOWN"] };
_myModel = (typeOf player);
_itemNew = "Skin_" + _myModel;
_newConfig = if (!isClass(configFile >> "CfgMagazines" >> _itemNew)) then {
	(missionConfigFile >> "Skins")
} else {
	(configFile >> "CfgMagazines")
};
if (!isClass (_newConfig >> _itemNew)) exitWith {DZE_ActionInProgress = false; cutText ["Can not find new skin...", "PLAIN DOWN"]};
_currentSex = if (isClass(configFile >> "CfgSurvival" >> "Skins" >> _itemNew)) then {
	getText (configFile >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex")
} else {
	getText (missionConfigFile >> "Skins" >> _itemNew >> "sex")
};
_newSex = if (isClass(configFile >> "CfgSurvival" >> "Skins" >> _item)) then {
	getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "sex")
} else {
	getText (missionConfigFile >> "Skins" >> _item >> "sex")
};
if(_currentSex != _newSex) exitWith {
	cutText [(localize "str_epoch_player_86"), "PLAIN DOWN"];
};
_model = if (isClass(configFile >> "CfgSurvival" >> "Skins" >> _item)) then {
	getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "playerModel")
} else {
	getText (missionConfigFile >> "Skins" >> _item >> "playerModel")
};
if (_model != _myModel) then {
	if(([player,_skinpkg] call BIS_fnc_invRemove) == 1) then {
		if (!isClass(configFile >> "CfgMagazines" >> _itemNew)) then {
			player addMagazine getText(missionConfigFile >> "Skins" >> _itemNew >> "package");
		} else {
			player addMagazine _itemNew;
		};
		[dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
	};
};
DZE_ActionInProgress = false;

Last there is player_takeClothers.sqf :

// By Zabn 2014
private["_isEpoch","_itemNew","_onLadder","_config","_skin","_body","_okSkin","_clothesTaken","_itemNewName","_result","_animState","_takeClothesUsageTime","_started","_finished","_takeClothesUseTime"];

if (!isNil "DZE_ActionInProgress") then { // check if this is dayz epoch
	if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.
};

_body = (_this select 3) select 0;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {cutText ["You can't perform this action while on a ladder!" , "PLAIN DOWN"]};

if (vehicle player != player) exitWith {cutText ["You may not take clothes while in a vehicle", "PLAIN DOWN"]};

player removeAction s_player_clothes;
s_player_clothes = -1;

_skin = (typeOf _body);

_itemNew = _skin;

switch (_itemNew) do {
	case "Survivor3_DZ": {
		_itemNew = "Survivor2_DZ";
	};
	case "Bandit1_DZ": {
		_itemNew = "Survivor2_DZ";
	};
};

_itemNew = "Skin_" + _itemNew;
_config = configFile >> "CfgMagazines" >> _itemNew;
_okSkin = isClass _config;

if (!_okSkin) then {
	_config = missionConfigFile >> "Skins" >> _itemNew;
	_okSkin = isClass _config;
	_itemNew = getText(_config >> "package");
};

_takeClothesUseTime = 6;

r_interrupt = false; 
r_doLoop = true; 
_takeClothesUsageTime = time;
_animState = animationState player;
_started = false;
_finished = false;

if(_okSkin) then {
	_clothesTaken = _body getVariable["clothesTaken",false];
	if(!_clothesTaken) then {
		while {r_doLoop} do {
			private ["_isMedic"];
			
			_clothesTaken = _body getVariable["clothesTaken",false];
			_animState = animationState player;
			_isMedic = ["medic",_animState] call fnc_inString;
			if(_clothesTaken) then { 
				r_doLoop = false; 
			};
			if (_isMedic) then {
				_started = true;
			};
			if(!_isMedic && !r_interrupt && (time - _takeClothesUsageTime) < _takeClothesUseTime) then {
				player playActionNow "Medic"; 
				_isMedic = true;
			};
			if (_started && !_isMedic && (time - _takeClothesUsageTime) > _takeClothesUseTime) then {
				r_doLoop = false; 
				_finished = true;
			};
			if (r_interrupt) then {
				r_doLoop = false; 
			};
			sleep 0.1;
		};
		r_doLoop = false; 

		if(_finished) then {
			_itemNewName = getText (_config >> "displayName");
			_result = [player,_itemNew] call BIS_fnc_invAdd;
			if (_result) then {
				_body setVariable["clothesTaken",true,true];
				cutText [format["One %1 has been added to your inventory!",_itemNewName], "PLAIN DOWN"];
			} else {
				cutText [format["You didn't have enough room to store a %1 :(",_itemNewName], "PLAIN DOWN"];
			};
		} else {
			if(_clothesTaken) then { 
				player switchMove "";
				player playActionNow "stop";
				cutText ["This Skin has already been taken!", "PLAIN DOWN"];
			} else {
				r_interrupt = false;
				player switchMove "";
				player playActionNow "stop";
				cutText [format["You have interrupted taking clothes!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
			};
		};
	} else {
		cutText ["This Skin has already been taken!", "PLAIN DOWN"];
	};
};

Credits go to maca , zabn and some others since its all bits and pieces from several people .

Hope i didnt forget anything

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Thanks for this I'll try it out!

On another note I do have another question that would relate to overwatch skins. There's a couple skins that have a custom .paa file (the custom ghillie suits) is there any known way to add those skins to a right click?

Ghillie Suit .paa location in Overwatch folder:

@DayzOverwatch\Addons\ghillies_new.pbo

 

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