Mattmad1234

Adding new Gas Masks

5 posts in this topic

I have the mod STALKER Equipment loaded on my server and I was wondering if there was anyway to get the gas masks included in this mod to work like the base Exile gas mask in radiation zones? If there is anyway to accomplish this please let me know, thanks!

Edited by Mattmad1234

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Hello @Mattmad1234,

It might be quite simple!

Find the class name for the Exile mask and replace it with the new mod's class name!  THAT IS IT!

Do note, you MIGHT have to do an overwrite and you WILL have to have this mod on all client's machines.  You can also, ADD the new mask to the original so that BOTH can be used.

It really is quite simple!  BASICALLY, it is a 'search and replace' task!

:)

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ExileClient_gui_gasMask_toggle.sqf

Spoiler

 


/**
 * ExileClient_gui_gasMask_toggle
 *
 * Exile Mod
 * exile.majormittens.co.uk
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
if (_this) then
{
    ExileClientGasMaskVisible = true;
    ExileLayerGasMask cutRsc ["RscExileGasMask", "PLAIN", 1, false];
}
else
{
    ExileClientGasMaskVisible = false;
    ExileLayerGasMask cutText ["", "PLAIN"];
};

exile\addons\exile_client.pbo -> config.bin

Spoiler

	class Exile_Headgear_GasMask: ItemCore {
		scope = 2;
		author = "Exile Mod Team";
		displayName = "Exile Gas Mask";
		descriptionShort = "No Armor";
		picture = "\exile_assets\texture\item\Exile_Clothing_Gasmask.paa";
		model = "\exile_assets\model\Exile_Clothing_Gasmask_World.p3d";
		hiddenSelections = {};
		hiddenSelectionsTextures = {};
		hiddenUnderwaterSelections = {};
		hiddenUnderwaterSelectionsTextures = {};
		weaponPoolAvailable = 1;
		simulation = "Weapon";
		optics = 0;
		useModelOptics = 0;

		class ItemInfo {
			hmdType = 0;
			mass = 60;
			modelOff = "\exile_assets\model\Exile_Clothing_Gasmask.p3d";
			type = 616;
			uniformModel = "\exile_assets\model\Exile_Clothing_Gasmask.p3d";
		};
	};

and


	class RscExileGasMask {
		idd = 24000;
		duration = 999999;
		fadein = 1;
		fadeout = 1;

		class controls {

			class Overlay: RscPicture {
				idc = -1;
				x = "safezoneX";
				y = "safezoneY";
				w = "safezoneW";
				h = "safezoneH";
				text = "\exile_assets\texture\ui\Exile_GasMask_ca.paa";
			};
		};
	};

 

 

not really sure if that helps, but thats where i've seen it

 

edit:

Exile\addons\exile_client\code\ExileClient_system_radiation_thread_update.sqf

Line:45

Spoiler

		if !("Exile_Headgear_GasMask" in (assignedItems player)) then 
		{
			player setDamage ((damage player) + _damage);
		};
	};

 

 

Edited by Zze

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I'm eventually going to dig into this code for what I am trying to do with Exile. I want several different masks to work. As well as have random radiation zones. I've just been so busy with real life business that I get no coding done. But plenty of ideas written down.

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