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Assigning Gender to Skins


JasonTM

Question

I'm building a Namalsk server and I need to assign gender to the three skins Skin_Sniper1W_DZN, Skin_CamoWinterW_DZN, Skin_CamoWinter_DZN but I cannot see how to do it.

I added the skins to the arrays AllPlayers and DayZ_Male in custom variables but there is an extra step to assign gender to the skins.

I see in player_wearClothes.sqf there are these lines.

	 // Current sex of player skin        
        _currentSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex");
        // Sex of new skin
        _newSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "sex");

Is there a file called CfgSurvival.hpp that I have to edit. I can't find one.

There is a file in the CfgVehicles folder called Skins.hpp but I don't see any reference to gender.

Do I just add them in Skins.hpp?

 

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On 17/05/2017 at 1:30 AM, JasonTM said:

I'm building a Namalsk server and I need to assign gender to the three skins Skin_Sniper1W_DZN, Skin_CamoWinterW_DZN, Skin_CamoWinter_DZN but I cannot see how to do it.

I added the skins to the arrays AllPlayers and DayZ_Male in custom variables but there is an extra step to assign gender to the skins.

I see in player_wearClothes.sqf there are these lines.


	 // Current sex of player skin        
        _currentSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex");
        // Sex of new skin
        _newSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "sex");

Is there a file called CfgSurvival.hpp that I have to edit. I can't find one.

There is a file in the CfgVehicles folder called Skins.hpp but I don't see any reference to gender.

Do I just add them in Skins.hpp?

 

Are you still looking for this? i have the files buried somewhere

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add

#include "PATH\TO\YOUR\CfgArma.hpp"

to your description.ext

CfgArma.hpp

Spoiler


class CfgSurvival {
	class Inventory {
		class Default {
			RandomMagazines = 3;
			//weapons[] = {"Makarov"};
			//GuaranteedMagazines[] = {"ItemBandage","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","HandRoadFlare"};
			GuaranteedMagazines[] = {"ItemBandage","HandRoadFlare"};
			RandomPossibilitieMagazines[] = {"ItemBandage","ItemPainkiller"};
			backpackWeapon = "";
			//backpack = "DZ_Patrol_Pack_EP1";
		};
	};
	class Meat {
		class Default {
			yield = 2;
			//rawfoodtype = "FoodmeatRaw"; //This magazine does not exist
		};
		class Cow: Default {
			yield = 6;
			rawfoodtype = "FoodbeefRaw";
		};
		class Cow01: Cow {};
		class Cow02: Cow {};
		class Cow03: Cow {};
		class Cow04: Cow {};
		class Cow01_EP1: Cow {};
		class Goat: Default {
			yield = 4;
			rawfoodtype = "FoodgoatRaw";
		};
		class Goat01_EP1: Goat {};
		class Goat02_EP1: Goat {};
		class Sheep: Default {
			yield = 4;
			rawfoodtype = "FoodmuttonRaw";
		};
		class Sheep01_EP1: Sheep {};
		class Sheep02_EP1: Sheep {};
		class WildBoar: Default {
			yield = 4;
			rawfoodtype = "FoodbaconRaw";
		};
		class Hen: Default {
			yield = 2;
			rawfoodtype = "FoodchickenRaw";
		};
		class Cock: Hen {};
		class Fin: Default {
			rawfoodtype = "FoodDogRaw";
		};
		class Pastor: Fin {};
		class Rabbit: Default {
			yield = 2;
			rawfoodtype = "FoodrabbitRaw";
		};

	};
	class Skins {
		class Default {
			sex = "male";
			playerModel = "Survivor2_DZ";
		};
		class Skin_Survivor2_DZ: Default {
			sex = "male";
			playerModel = "Survivor2_DZ";
		};
		class Skin_Sniper1_DZ: Default {
			sex = "male";
			playerModel = "Sniper1_DZ";
		};
		class Skin_Camo1_DZ: Default {
			sex = "male";
			playerModel = "Camo1_DZ";
		};
		class Skin_Rocket_DZ: Default {
			sex = "male";
			playerModel = "Rocket_DZ";
		};
		class Skin_Soldier1_DZ: Default {
			sex = "male";
			playerModel = "Soldier1_DZ";
		};
		class Skin_RU_Policeman_DZ: Default {
			sex = "male";
			playerModel = "RU_Policeman_DZ";
		};
		class Skin_Pilot_EP1_DZ: Default {
			sex = "male";
			playerModel = "Pilot_EP1_DZ";
		};
		class Skin_Haris_Press_EP1_DZ: Default {
			sex = "male";
			playerModel = "Haris_Press_EP1_DZ";
		};
		class Skin_Ins_Soldier_GL_DZ: Default {
			sex = "male";
			playerModel = "Ins_Soldier_GL_DZ";
		};
		class Skin_GUE_Commander_DZ: Default {
			sex = "male";
			playerModel = "GUE_Commander_DZ";
		};
		class Skin_Functionary1_EP1_DZ: Default {
			sex = "male";
			playerModel = "Functionary1_EP1_DZ";
		};
		class Skin_Priest_DZ: Default {
			sex = "male";
			playerModel = "Priest_DZ";
		};
		class Skin_Rocker1_DZ: Default {
			sex = "male";
			playerModel = "Rocker1_DZ";
		};
		class Skin_Rocker2_DZ: Default {
			sex = "male";
			playerModel = "Rocker2_DZ";
		};
		class Skin_Rocker3_DZ: Default {
			sex = "male";
			playerModel = "Rocker3_DZ";
		};
		class Skin_Rocker4_DZ: Default {
			sex = "male";
			playerModel = "Rocker4_DZ";
		};
		class Skin_Bandit1_DZ: Default {
			sex = "male";
			playerModel = "Bandit1_DZ";
		};
		class Skin_Bandit2_DZ: Default {
			sex = "male";
			playerModel = "Bandit2_DZ";
		};
		class Skin_GUE_Soldier_MG_DZ: Default {
			sex = "male";
			playerModel = "GUE_Soldier_MG_DZ";
		};
		class Skin_GUE_Soldier_Sniper_DZ: Default {
			sex = "male";
			playerModel = "GUE_Soldier_Sniper_DZ";
		};
		class Skin_GUE_Soldier_Crew_DZ: Default {
			sex = "male";
			playerModel = "GUE_Soldier_Crew_DZ";
		};
		class Skin_GUE_Soldier_CO_DZ: Default {
			sex = "male";
			playerModel = "GUE_Soldier_CO_DZ";
		};
		class Skin_GUE_Soldier_2_DZ: Default {
			sex = "male";
			playerModel = "GUE_Soldier_2_DZ";
		};
		class Skin_BanditW1_DZ: Default {
			sex = "female";
			playerModel = "BanditW1_DZ";
		};
		class Skin_BanditW2_DZ: Default {
			sex = "female";
			playerModel = "BanditW2_DZ";
		};
		class Skin_SurvivorW2_DZ: Default {
			sex = "female";
			playerModel = "SurvivorW2_DZ";
		};
		class Skin_SurvivorWpink_DZ: Default {
			sex = "female";
			playerModel = "SurvivorWpink_DZ";
		};
		/*
		class Skin_SurvivorWsequisha_DZ: Default {
			sex = "female";
			playerModel = "SurvivorWsequisha_DZ";
		};
		class Skin_SurvivorWsequishaD_DZ: Default {
			sex = "female";
			playerModel = "SurvivorWsequishaD_DZ";
		};
		*/
		class Skin_SurvivorWcombat_DZ: Default {
			sex = "female";
			playerModel = "SurvivorWcombat_DZ";
		};
		class Skin_SurvivorWdesert_DZ: Default {
			sex = "female";
			playerModel = "SurvivorWdesert_DZ";
		};
		class Skin_SurvivorWurban_DZ: Default {
			sex = "female";
			playerModel = "SurvivorWurban_DZ";
		};
		class Skin_SurvivorW3_DZ: Default {
			sex = "female";
			playerModel = "SurvivorW3_DZ";
		};
		class Skin_Soldier_TL_PMC_DZ: Default {
			sex = "male";
			playerModel = "Soldier_TL_PMC_DZ";
		};
		
		class Skin_Soldier_Sniper_PMC_DZ: Default {
			sex = "male";
			playerModel = "Soldier_Sniper_PMC_DZ";
		};
		
		class Skin_Soldier_Bodyguard_AA12_PMC_DZ: Default {
			sex = "male";
			playerModel = "Soldier_Bodyguard_AA12_PMC_DZ";
		};
		class Skin_FR_OHara_DZ: Default
		{
			sex = "male";
			playerModel = "FR_OHara_DZ";
		};
		class Skin_FR_Rodriguez_DZ: Default
		{
			sex = "male";
			playerModel = "FR_Rodriguez_DZ";
		};
		class Skin_CZ_Soldier_Sniper_EP1_DZ: Default
		{
			sex = "male";
			playerModel = "CZ_Soldier_Sniper_EP1_DZ";
		};
		class Skin_Graves_Light_DZ: Default
		{
			sex = "male";
			playerModel = "Graves_Light_DZ";
		};	
		class Skin_Drake_Light_DZ: Default {
			sex = "male";
			playerModel = "Drake_Light_DZ";
		};		
		class Skin_CZ_Special_Forces_GL_DES_EP1_DZ: Default {
			sex = "male";
			playerModel = "CZ_Special_Forces_GL_DES_EP1_DZ";
		};
		
		class Skin_TK_INS_Soldier_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_INS_Soldier_EP1_DZ";
		};	
		class Skin_TK_INS_Warlord_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_INS_Warlord_EP1_DZ";
		};	
		class Skin_TK_Special_Forces_MG_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_Special_Forces_MG_EP1_DZ";
		};
		class Skin_TK_Soldier_Sniper_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_Soldier_Sniper_EP1_DZ";
		};
		class Skin_TK_Commander_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_Commander_EP1_DZ";
		};
		class Skin_RU_Soldier_Crew_DZ: Default {
			sex = "male";
			playerModel = "RU_Soldier_Crew_DZ";
		};
		class Skin_INS_Lopotev_DZ: Default {
			sex = "male";
			playerModel = "INS_Lopotev_DZ";
		};
		class Skin_INS_Soldier_AR_DZ: Default {
			sex = "male";
			playerModel = "INS_Soldier_AR_DZ";
		};		
		class Skin_INS_Soldier_CO_DZ: Default {
			sex = "male";
			playerModel = "INS_Soldier_CO_DZ";
		};
		class Skin_INS_Bardak_DZ: Default {
			sex = "male";
			playerModel = "INS_Bardak_DZ";
		};
		class Skin_INS_Worker2_DZ: Default {
			sex = "male";
			playerModel = "INS_Worker2_DZ";
		};
		//new Epoch 1.06
		class Skin_USMC_Soldier_Officer_DZ: Default {
			sex = "male";
			playerModel = "USMC_Soldier_Officer_DZ";
		};
		class Skin_USMC_Soldier_MG_DZ: Default {
			sex = "male";
			playerModel = "USMC_Soldier_MG_DZ";
		};
		class Skin_USMC_Soldier_Pilot_DZ: Default {
			sex = "male";
			playerModel = "USMC_Soldier_Pilot_DZ";
		};
		class Skin_FR_TL_DZ: Default {
			sex = "male";
			playerModel = "FR_TL_DZ";
		};
		class Skin_FR_R_DZ: Default {
			sex = "male";
			playerModel = "FR_R_DZ";
		};
		class Skin_FR_Marksman_DZ: Default {
			sex = "male";
			playerModel = "FR_Marksman_DZ";
		};
		class Skin_FR_Assault_R_DZ: Default {
			sex = "male";
			playerModel = "FR_Assault_R_DZ";
		};
		class Skin_RU_Soldier_DZ: Default {
			sex = "male";
			playerModel = "RU_Soldier_DZ";
		};
		class Skin_RU_Soldier_Officer_DZ: Default {
			sex = "male";
			playerModel = "RU_Soldier_Officer_DZ";
		};
		class Skin_RUS_Soldier1_DZ: Default {
			sex = "male";
			playerModel = "RUS_Soldier1_DZ";
		};
		class Skin_RUS_Commander_DZ: Default {
			sex = "male";
			playerModel = "RUS_Commander_DZ";
		};
		class Skin_MVD_Soldier_DZ: Default {
			sex = "male";
			playerModel = "MVD_Soldier_DZ";
		};
		class Skin_Ins_Soldier_2_DZ: Default {
			sex = "male";
			playerModel = "Ins_Soldier_2_DZ";
		};
		class Skin_Ins_Commander_DZ: Default {
			sex = "male";
			playerModel = "Ins_Commander_DZ";
		};
		class Skin_Ins_Soldier_Crew_DZ: Default {
			sex = "male";
			playerModel = "Ins_Soldier_Crew_DZ";
		};
		class Skin_CDF_Soldier_DZ: Default {
			sex = "male";
			playerModel = "CDF_Soldier_DZ";
		};
		class Skin_Doctor_DZ: Default {
			sex = "male";
			playerModel = "Doctor_DZ";
		};
		class Skin_Assistant_DZ: Default {
			sex = "male";
			playerModel = "Assistant_DZ";
		};
		class Skin_Worker1_DZ: Default {
			sex = "male";
			playerModel = "Worker1_DZ";
		};
		class Skin_Worker3_DZ: Default {
			sex = "male";
			playerModel = "Worker3_DZ";
		};
		class Skin_Worker4_DZ: Default {
			sex = "male";
			playerModel = "Worker4_DZ";
		};
		class Skin_TK_CIV_Takistani01_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_CIV_Takistani01_EP1_DZ";
		};
		class Skin_TK_CIV_Takistani03_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_CIV_Takistani03_EP1_DZ";
		};
		class Skin_TK_CIV_Takistani04_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_CIV_Takistani04_EP1_DZ";
		};
		class Skin_TK_CIV_Takistani06_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_CIV_Takistani06_EP1_DZ";
		};
		class Skin_TK_INS_Soldier_AR_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_INS_Soldier_AR_EP1_DZ";
		};
		class Skin_TK_GUE_Soldier_EP1_DZ: Default {
			sex = "male";
			playerModel = "TK_GUE_Soldier_EP1_DZ";
		};
		class Skin_CZ_Soldier_SL_DES_EP1_DZ: Default {
			sex = "male";
			playerModel = "CZ_Soldier_SL_DES_EP1_DZ";
		};
		class Skin_US_Soldier_EP1_DZ: Default {
			sex = "male";
			playerModel = "US_Soldier_EP1_DZ";
		};
		class Skin_UN_CDF_Soldier_Guard_EP1_DZ: Default {
			sex = "male";
			playerModel = "UN_CDF_Soldier_Guard_EP1_DZ";
		};
		class Skin_UN_CDF_Soldier_EP1_DZ: Default {
			sex = "male";
			playerModel = "UN_CDF_Soldier_EP1_DZ";
		};
		class Skin_GER_Soldier_TL_EP1_DZ: Default {
			sex = "male";
			playerModel = "GER_Soldier_TL_EP1_DZ";
		};
		class Skin_BAF_Soldier_Officer_MTP_DZ: Default {
			sex = "male";
			playerModel = "BAF_Soldier_Officer_MTP_DZ";
		};
		class Skin_BAF_Soldier_N_MTP_DZ: Default {
			sex = "male";
			playerModel = "BAF_Soldier_N_MTP_DZ";
		};
		class Skin_FR_Sapper_DZ: Default {
			sex = "male";
			playerModel = "FR_Sapper_DZ";
		};
		class Skin_CamoWinter_DZN: Default {
			sex = "male";
			playerModel = "CamoWinter_DZN";
		};
		class Skin_CamoWinterW_DZN: Default {
			sex = "male";
			playerModel = "CamoWinterW_DZN";
		};
		class Skin_Sniper1W_DZN: Default {
			sex = "male";
			playerModel = "Sniper1W_DZN";
		};		
	};
};

 

 

In your custom compiles find

player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";

replace with

player_wearClothes = compile preprocessFileLineNumbers "PATH\TO\YOUR\player_wearClothes.sqf";

 

player_wearClothes.sqf

Spoiler

if (dayz_lastClothesChange + 5 > diag_tickTime) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_lastClothesChange = diag_tickTime;

// Make sure no other players are nearby
_playerNear = {isPlayer _x} count (([player] call FNC_GetPos) nearEntities ["CAManBase",12]) > 1;
if (_playerNear) exitWith {localize "STR_EPOCH_PLAYER_84" call dayz_rollingMessages;};

if (_this in DZE_RestrictSkins) exitWith { format[localize "str_epoch_player_315",_this] call dayz_rollingMessages; };
if (dayz_actionInProgress) exitWith {localize "str_epoch_player_83" call dayz_rollingMessages;};
dayz_actionInProgress = true;
/*
_item call player_wearClothes;
Added Female skin changes - DayZ Epoch - vbawol
*/
private ["_item","_onLadder","_hasclothesitem","_config","_text","_isFemale","_myModel","_humanity","_isBandit","_isHero",
"_itemNew","_model","_skinToArray","_finalArray","_skinToModel","_morphHandle"];

_item = _this;
call gear_ui_init;

_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {localize "str_player_21" call dayz_rollingMessages; dayz_actionInProgress = false;};

_hasclothesitem = _this in magazines player;
_config = configFile >> "CfgMagazines";
_text = getText (_config >> _item >> "displayName");

if (!_hasclothesitem) exitWith {format[localize "str_player_31",_text,localize "str_player_31_wear"] call dayz_rollingMessages; dayz_actionInProgress = false;};

if (vehicle player != player) exitWith {localize "str_player_fail_wear1" call dayz_rollingMessages; dayz_actionInProgress = false;};
//if (!isNull (unitBackpack player)) exitWith {dayz_actionInProgress = false; localize "STR_EPOCH_ACTIONS_9" call dayz_rollingMessages;};
if ("CSGAS" in (magazines player)) exitWith {dayz_actionInProgress = false; localize "STR_EPOCH_ACTIONS_10" call dayz_rollingMessages;};

_myModel = (typeOf player);
_humanity = player getVariable ["humanity",0];
_isBandit = _humanity < -2000;
_isHero = _humanity > 5000;
_itemNew = "Skin_" + _myModel;
_morphHandle = nil;

if ( (isClass(_config >> _itemNew)) ) then {
	if ( (isClass(_config >> _item)) ) then {
		// Current sex of player skin
		
		_currentSex = getText (missionconfigFile  >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex");
		// Sex of new skin
		_newSex = getText (missionconfigFile  >> "CfgSurvival" >> "Skins" >> _item >> "sex");
		//diag_log ("Debug Clothes: sex In: " + str(_currentSex) + " Out: " + str(_newSex));

		if(_currentSex == _newSex) then {
			// Get model name from config
			_model = getText (missionconfigFile  >> "CfgSurvival" >> "Skins" >> _item >> "playerModel");
			if (_model != _myModel) then {
				if(([player,_item] call BIS_fnc_invRemove) == 1) then {
					player addMagazine _itemNew;
					_morphHandle = [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
				};
			} else {
				localize "str_player_fail_wear3" call dayz_rollingMessages;
			};
		} else {
			localize "str_epoch_player_86" call dayz_rollingMessages;
		};
	};
};

if (isNil "_morphHandle") then {
	// Don't set if humanity morph is still in progress (done at bottom of humanityMorph)
	dayz_actionInProgress = false;
};

 

 

If you need any other namalsk stuff let me know I've got most of it working except blowouts registering players in buildings. its abit too strong xD

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Well I'll be damned. The file is called CfgArma.hpp. Thanks so much for that. I had no idea that was the file that contained CfgSurvival and thanks for the modded player_wearClothes.sqf as well.

I have the blowouts working and when I am in a building without an APSI I get knocked out but I don't lose any blood. Is that your case as well? I'll run it right now and see if the RPT reports me as being in a building.

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@JasonTM i cant understand so well what you need (its not your fault, is about my bad english) in anycase i guess oldma´ already help you.. but maybe you can use it to something..i was using it to pregnant womans.. so the code recognize when a skins is woman and when not.

_recognize_as_woman = [
//cherno
//"BanditW1_DZ",
//"SurvivorW2_DZ",
//"BanditW2_DZ"

//namlk
Skin_Sniper1W_DZN,
Skin_CamoWinterW_DZN, 
Skin_CamoWinter_DZN
];

if (typeOf player in _recognize_as_woman) then {
//
}else{
//
};

 

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@juandayzThe file that @oldmatechoc posted is the one that is used to determine the gender of clothes. The warm clothes classnames included with Namalsk have to be added to the file so male players can wear them.

		class Skin_CamoWinter_DZN: Default {
			sex = "male";
			playerModel = "CamoWinter_DZN";
		};
		class Skin_CamoWinterW_DZN: Default {
			sex = "male";
			playerModel = "CamoWinterW_DZN";
		};
		class Skin_Sniper1W_DZN: Default {
			sex = "male";
			playerModel = "Sniper1W_DZN";
		};		

 

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Just now, JasonTM said:

The file that @oldmatechoc posted is the one that is used to determine the gender of clothes. The warm clothes classnames included with Namalsk have to be added to the file so male players can wear them.


		class Skin_CamoWinter_DZN: Default {
			sex = "male";
			playerModel = "CamoWinter_DZN";
		};
		class Skin_CamoWinterW_DZN: Default {
			sex = "male";
			playerModel = "CamoWinterW_DZN";
		};
		class Skin_Sniper1W_DZN: Default {
			sex = "male";
			playerModel = "Sniper1W_DZN";
		};		

 

and added to all clothes in variables so they save over restarts

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2 minutes ago, oldmatechoc said:

@JasonTM yeah, the blowouts arent suppose to affect you when in buildings. the new fn_isInsideBuilding has to be merged with the blowout one

I think I still have an old 1.0.5.1 Namalsk server on my LAN server. I'll test that sometime this week and see if the same thing happens.

BTW, I also noticed that there is an error in the client RPT.

Error in expression <{
_jednotka = AllUnits select _c;
if (!(_jednotka hasWeapon "APSI") && (Alive _j>
  Error position: <_jednotka hasWeapon "APSI") && (Alive _j>
  Error Undefined variable in expression: _jednotka
File nst\ns_modules\blowout\module\blowout_client.sqf, line 77

I think that variable should have been declared as private. It doesn't appear to break anything but having RPT errors is annoying.

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On 5/20/2017 at 3:29 PM, JasonTM said:

I think I still have an old 1.0.5.1 Namalsk server on my LAN server. I'll test that sometime this week and see if the same thing happens.

BTW, I also noticed that there is an error in the client RPT.


Error in expression <{
_jednotka = AllUnits select _c;
if (!(_jednotka hasWeapon "APSI") && (Alive _j>
  Error position: <_jednotka hasWeapon "APSI") && (Alive _j>
  Error Undefined variable in expression: _jednotka
File nst\ns_modules\blowout\module\blowout_client.sqf, line 77

I think that variable should have been declared as private. It doesn't appear to break anything but having RPT errors is annoying.

Did you ever figure that one out. I'm doing my best to get a clean client log but this one is getting to me even when its just a passive error it bugs me so much. Iv already pulled the files over to my mission to play about with it.

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