Yeah. You could also edit the extra_rc to hold a variable and have every click point to the same script, and use that variable to determine which skin to give. like this,
class Skin_Sniper1_DZ {
class Skin1 {
text = "Wear Ghillie suit";
script =...
Can't help much with the running, but you can just reroute the compiles for the player_zombieattack.sqf (located dayz_code < compiles ) and change this block of code to suite your needs
//diag_log ("Animation state: " +(_currentAnim));
_attackanimations =...
That part is necessary if you don't want admins to be moved away from the location, thing is, with the steam update getPlayerUID now receieves the steam ID. So you have to change it accordingly.
your setPos thing should work, problem with that is setDemage isn't a command (unsure if you misspelled on post or if that's in your actual code) so the engine would hit that and the script probably wouldnt run at all. setDamage or setDammage
if(!_isWreck) then {
PVDZE_obj_Delete = [_objectID,_objectUID,_activatingPlayer];
publicVariableServer "PVDZE_obj_Delete";
}; it looks like it might be something with this.
if you're using this for multiple skins, instead of having multiple sqf files for the player morph, you can use the right click option to set a variable to true then do
if (yourvariable == true) then {
[dayz_playerUID,dayz_characterID,"modelnamehere"] spawn player_humanityMorph;
};
if...
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