Skin System
Setup Work: HighWipe recommendedTypes.xml RequiredStableπΊπΈ/π¬π§
Changelogs:
Version 4.0.14 - stable25.02.2025 23:06
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fixed a crash in the client scriptlog related to call queue
Version 4.0.13 - stable19.02.2025 16:14
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final fixes for flags loosing their skin after being attached
Version 4.0.12 - stable19.02.2025 14:17
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items attached to others would loose their texture after changing HP level
Version 4.0.11 - stable19.02.2025 11:16
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items would no longer show skins after restart (skins are still saved, so updating will bring them all back)
- items would loose their skin when bein damaged
Version 4.0.10 - stable18.02.2025 15:57
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moved all changes from Experimental to stable
More...
Features
Dynamic Skin System
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Configure items to apply custom skins without having to create new items -
Skins will automatically be applied when the user has the permission to use it -
Attachments can also be configured to be repainted automatically -
Setup Textures and Materials for each Skin -
Add Skins to groups to easily give players access to a whole list of Skins -
Make skins available for all players by assigning it to no permission group -
Compatible with Advanced Groups to apply skins to all group members -
Setup Repaint Workbenches at Traders or spawn them in the world or sell them at the Trader for the players base
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Items, which don't have hidden Selections setup in the config.cpp or even in their model cannot be retextured. if there are selections defined in the p3d file, but not in the config.cpp, you can make it work by adding the entries to the config.cpp if you know how to do that. -
Items, which overwrite hidden Selections in their DamageSystem healthLevels will overwrite everything entered in the healthLevels as soon as the item is no longer pristine. This is not a problem for most items since you only change the texture and not the Rvmat and most of the times the rvmat is overwritten by the health levels, but this can become a problem if you need to have a special rvmat for the items and it's overwritten.
Swap Skin System
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Simpler, but less flexible skin system -
Items can be swapped to basically any other item -
Items will keep the health, attachments and cargo. So players will not loose any items when swapping and also cannot exploit the system to repair items -
Weapons can be swapped seemlessly, by keeping the bullets in the chamber and properly attaching magazines back to the new weapon if possible -
All items, that don't fit the new item will be put in the players inventory or on the ground when the inventory doesn't have space