Change mutant texture path

This allows customizing when namalsk is loaded. Also add some more bloodsucker classes so server admins can set them an individual texture.
This commit is contained in:
A Man
2021-08-26 15:54:28 +02:00
parent 03dc01dfa4
commit 2cb77d8a7a
4 changed files with 59 additions and 3 deletions

View File

@@ -130,4 +130,32 @@ class z_bloodsucker : Zed_Base {
memoryPoint = "rfemur"; memoryPoint = "rfemur";
}; };
}; };
};
class z_bloodsucker2: z_bloodsucker {
displayName = $STR_ZNAME_BLOODSUCKER2;
};
class z_bloodsucker3: z_bloodsucker {
displayName = $STR_ZNAME_BLOODSUCKER3;
};
class z_bloodsucker4: z_bloodsucker {
displayName = $STR_ZNAME_BLOODSUCKER4;
};
class z_bloodsucker5: z_bloodsucker {
displayName = $STR_ZNAME_BLOODSUCKER5;
};
class z_bloodsucker6: z_bloodsucker {
displayName = $STR_ZNAME_BLOODSUCKER6;
};
class z_bloodsucker7: z_bloodsucker {
displayName = $STR_ZNAME_BLOODSUCKER7;
};
class z_bloodsucker8: z_bloodsucker {
displayName = $STR_ZNAME_BLOODSUCKER8;
}; };

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@@ -24,7 +24,7 @@ local _cantSee = false;
if (_isMutant) then { if (_isMutant) then {
if (_dist <= 5) then { if (_dist <= 5) then {
local _skin = _x getVariable ["mutantSkin", "act_krovosos_new1"]; // Set textures locally on each client to prevent issues with RESec local _skin = _x getVariable ["mutantSkin", "act_krovosos_new1"]; // Set textures locally on each client to prevent issues with RESec
_x setObjectTexture [0, format["\nst\ns_mutants\blood\%1.paa",_skin]]; _x setObjectTexture [0, format["\dayz_epoch_c\skins\bloodsucker\%1.paa",_skin]];
} else { } else {
_x setObjectTexture [0, ""]; _x setObjectTexture [0, ""];
local _sound = ["bloodgrowl0","bloodgrowl2","bloodgrowl3","bloodgrowl4","bloodforest1","bloodforest2","bloodforest3","bloodforest4"] call BIS_fnc_selectRandom; local _sound = ["bloodgrowl0","bloodgrowl2","bloodgrowl3","bloodgrowl4","bloodforest1","bloodforest2","bloodforest3","bloodforest4"] call BIS_fnc_selectRandom;

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@@ -14420,7 +14420,35 @@
<Key ID="STR_ZNAME_BLOODSUCKER"> <Key ID="STR_ZNAME_BLOODSUCKER">
<English>Bloodsucker</English> <English>Bloodsucker</English>
<Russian>Кровосос</Russian> <Russian>Кровосос</Russian>
</Key> </Key>
<Key ID="STR_ZNAME_BLOODSUCKER2">
<English>Bloodsucker</English>
<Russian>Кровосос</Russian>
</Key>
<Key ID="STR_ZNAME_BLOODSUCKER3">
<English>Bloodsucker</English>
<Russian>Кровосос</Russian>
</Key>
<Key ID="STR_ZNAME_BLOODSUCKER4">
<English>Bloodsucker</English>
<Russian>Кровосос</Russian>
</Key>
<Key ID="STR_ZNAME_BLOODSUCKER5">
<English>Bloodsucker</English>
<Russian>Кровосос</Russian>
</Key>
<Key ID="STR_ZNAME_BLOODSUCKER6">
<English>Bloodsucker</English>
<Russian>Кровосос</Russian>
</Key>
<Key ID="STR_ZNAME_BLOODSUCKER7">
<English>Bloodsucker</English>
<Russian>Кровосос</Russian>
</Key>
<Key ID="STR_ZNAME_BLOODSUCKER8">
<English>Bloodsucker</English>
<Russian>Кровосос</Russian>
</Key>
<Key ID="STR_ZNAME_INFECTEDVIRAL"> <Key ID="STR_ZNAME_INFECTEDVIRAL">
<English>Viral Infected</English> <English>Viral Infected</English>
<Spanish>Infectado Viral</Spanish> <Spanish>Infectado Viral</Spanish>

View File

@@ -207,7 +207,7 @@ class FSM
"_entityTime = diag_tickTime;" \n "_entityTime = diag_tickTime;" \n
"" \n "" \n
"// Select skin" \n "// Select skin" \n
"_skin = [""act_krovosos_new1"",""act_krovosos_3"",""act_krovosos_2""] call BIS_fnc_selectRandom;" \n "_skin = [""act_krovosos_new1"",""act_krovosos_8"",""act_krovosos_7"",""act_krovosos_6"",""act_krovosos_5"",""act_krovosos_4"",""act_krovosos_3"",""act_krovosos_2""] call BIS_fnc_selectRandom;" \n
"_agent setVariable [""mutantSkin"",_skin, false];" \n "_agent setVariable [""mutantSkin"",_skin, false];" \n
"" \n "" \n
"// Announce presence" \n "// Announce presence" \n