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GhostDZ

[ГАЙД] Добавление скинов, простой способ от CCG

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Это просто и понятный способ добавления новых скинов в игру. Все AI вас видят и будут по вам стрелять. Суть добавления очень проста и разберется в ней любой.

 

Что бы не было лишних вопросов для начала ищите на форуме гайд о правом клике от Maca - он тут http://s-platoon.ru/index.php?/topic/1794-pkm-optcii-u-predmeta-maca-rc/

 

1. В extra_rc.hpp добавляем:

 

 

class Skin_INS_Worker2_DZ { class changeskin1 { text = "Scientist2"; script = "[""Skin_gsc_scientist2"", ""Skin_INS_Worker2_DZ""] call player_wearClothes"; }; };
	class Skin_INS_Bardak_DZ { class changeskin1 { text = "Scientist1"; script = "[""Skin_gsc_scientist1"", ""Skin_INS_Bardak_DZ""] call player_wearClothes"; }; };
	class Skin_INS_Soldier_CO_DZ { class changeskin1 { text = "Trooper"; script = "[""Skin_gsc_military_head_grey_AT"", ""Skin_INS_Soldier_CO_DZ""] call player_wearClothes"; }; };
	class Skin_INS_Soldier_AR_DZ { class changeskin1 { text = "TrooperHelmet"; script = "[""Skin_gsc_military_helmet_wdl"", ""Skin_INS_Soldier_AR_DZ""] call player_wearClothes"; }; };
	class Skin_INS_Lopotev_DZ { class changeskin1 { text = "SAS1"; script = "[""Skin_SFSG_des_tl"", ""Skin_INS_Lopotev_DZ""] call player_wearClothes"; }; };
	class Skin_RU_Soldier_Crew_DZ { class changeskin1 { text = "DesertRanger"; script = "[""Skin_Desert_SOF_AC"", ""Skin_RU_Soldier_Crew_DZ""] call player_wearClothes"; }; };
	class Skin_TK_Commander_EP1_DZ { class changeskin1 { text = "DesertForce"; script = "[""Skin_Desert_SOF_AT"", ""Skin_TK_Commander_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_TK_Soldier_Sniper_EP1_DZ { class changeskin1 { text = "Leeroy"; script = "[""Skin_frb_mark"", ""Skin_TK_Soldier_Sniper_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_TK_Special_Forces_MG_EP1_DZ { class changeskin1 { text = "SpecForce1"; script = "[""Skin_frb_tl_mask"", ""Skin_TK_Special_Forces_MG_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_Soldier_TL_PMC_DZ { class changeskin1 { text = "SAS2"; script = "[""Skin_SFSG_mtp_tl"", ""Skin_Soldier_TL_PMC_DZ""] call player_wearClothes"; }; };
	class Skin_Soldier_Sniper_PMC_DZ { class changeskin1 { text = "SAS3"; script = "[""Skin_SFSG_wdl_tl"", ""Skin_Soldier_Sniper_PMC_DZ""] call player_wearClothes"; }; };
	class Skin_Graves_Light_DZ { class changeskin1 { text = "SpecOps"; script = "[""Skin_Mercenary_Default20b "", ""Skin_Graves_Light_DZ""] call player_wearClothes"; }; };
	class Skin_FR_Rodriguez_DZ { class changeskin1 { text = "Hacker2"; script = "[""Skin_SBH_Alpha_Soldier2"", ""Skin_FR_Rodriguez_DZ""] call player_wearClothes"; }; };
	class Skin_FR_OHara_DZ { class changeskin1 { text = "WoodSoldier"; script = "[""Skin_MVD_Soldier_AT"", ""Skin_FR_OHara_DZ""] call player_wearClothes"; }; };
	class Skin_Soldier_Bodyguard_AA12_PMC_DZ { class changeskin1 { text = "Gimp"; script = "[""Skin_Navy_SEAL_diver"", ""Skin_Soldier_Bodyguard_AA12_PMC_DZ""] call player_wearClothes"; }; };
	class Skin_Drake_Light_DZ { class changeskin1 { text = "Seal"; script = "[""Skin_Navy_SEAL_TL"", ""Skin_Drake_Light_DZ""] call player_wearClothes"; }; };
	class Skin_CZ_Special_Forces_GL_DES_EP1_DZ { class changeskin1 { text = "TheRussian"; script = "[""Skin_RU_Soldier2"", ""Skin_CZ_Special_Forces_GL_DES_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_TK_INS_Soldier_EP1_DZ { class changeskin1 { text = "Pilot"; script = "[""Skin_USMC_Soldier_Pilot"", ""Skin_TK_INS_Soldier_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_2_DZ { class changeskin1 { text = "StalkerNeutral"; script = "[""Skin_gsc_eco_stalker_head_neutral"", ""Skin_GUE_Soldier_2_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_CO_DZ { class changeskin1 { text = "StalkerUrban"; script = "[""Skin_gsc_eco_stalker_mask_camo"", ""Skin_GUE_Soldier_CO_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_Crew_DZ { class changeskin1 { text = "StalkerElite"; script = "[""Skin_gsc_eco_stalker_mask_duty"", ""Skin_GUE_Soldier_Crew_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_Sniper_DZ { class changeskin1 { text = "Stalker Camo"; script = "[""Skin_gsc_eco_stalker_mask_fred"", ""Skin_GUE_Soldier_Sniper_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Soldier_MG_DZ { class changeskin1 { text = "StalkerWood"; script = "[""Skin_gsc_eco_stalker_mask_neutral"", ""Skin_GUE_Soldier_MG_DZ""] call player_wearClothes"; }; };
	class Skin_Bandit2_DZ { class changeskin1 { text = "UrbanSoldier"; script = "[""Skin_US_Delta_Force_Marksman_EP1"", ""Skin_Bandit2_DZ""] call player_wearClothes"; }; };
	class Skin_Bandit1_DZ { class changeskin1 { text = "Alpha3"; script = "[""Skin_arma1_us_soldier_sabass"", ""Skin_Bandit1_DZ""] call player_wearClothes"; }; };
	class Skin_Rocker4_DZ { class changeskin1 { text = "Matt"; script = "[""Skin_SFSG_wdl_mrk"", ""Skin_Rocker4_DZ""] call player_wearClothes"; }; };
	class Skin_Rocker3_DZ { class changeskin1 { text = "Loner"; script = "[""Skin_gsc_eco_stalker_head_fred"", ""Skin_Rocker3_DZ""] call player_wearClothes"; }; };
	class Skin_Rocker2_DZ { class changeskin1 { text = "Scientist3"; script = "[""Skin_gsc_scientist1_head"", ""Skin_Rocker2_DZ""] call player_wearClothes"; }; };
	class Skin_Rocker1_DZ { class changeskin1 { text = "Scientist4"; script = "[""Skin_gsc_scientist2_head"", ""Skin_Rocker1_DZ""] call player_wearClothes"; }; };
	class Skin_Priest_DZ { class changeskin1 { text = "Frank"; script = "[""Skin_Desert_SOF_DA1a"", ""Skin_Priest_DZ""] call player_wearClothes"; }; };
	class Skin_Functionary1_EP1_DZ { class changeskin1 { text = "Maca"; script = "[""Skin_FR_Commander"", ""Skin_Functionary1_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_GUE_Commander_DZ { class changeskin1 { text = "Samuel"; script = "[""Skin_Soldier_Bodyguard_M4_PMC"", ""Skin_GUE_Commander_DZ""] call player_wearClothes"; }; };
	class Skin_Ins_Soldier_GL_DZ { class changeskin1 { text = "Alpha1"; script = "[""Skin_UKSF_des_mrk"", ""Skin_Ins_Soldier_GL_DZ""] call player_wearClothes"; }; };
	class Skin_Pilot_EP1_DZ { class changeskin1 { text = "Alpha2"; script = "[""Skin_UKSF_des_mrk_l"", ""Skin_Pilot_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_Haris_Press_EP1_DZ { class changeskin1 { text = "Bravo1"; script = "[""Skin_UKSF_wdl_mrk_l"", ""Skin_Haris_Press_EP1_DZ""] call player_wearClothes"; }; };
	class Skin_RU_Policeman_DZ { class changeskin1 { text = "Commando"; script = "[""Skin_UKSF_des_demo_l"", ""Skin_RU_Policeman_DZ""] call player_wearClothes"; }; };
	class Skin_Rocket_DZ { class changeskin1 { text = "Punisher"; script = "[""Skin_UN_CDF_Soldier_Officer_EP1"", ""Skin_Rocket_DZ""] call player_wearClothes"; }; };
	class Skin_Soldier1_DZ { class changeskin1 { text = "Jonse"; script = "[""Skin_UN_CDF_Soldier_EP1"", ""Skin_Soldier1_DZ""] call player_wearClothes"; }; };
	class Skin_Camo1_DZ { class changeskin1 { text = "WinterSoldier"; script = "[""Skin_Winter_SOF_DA1b"", ""Skin_Camo1_DZ""] call player_wearClothes"; }; };
	class Skin_Sniper1_DZ { class changeskin1 {	text = "WinterSniper"; 	script = "[""Skin_Winter_SOF_Marksman"", ""Skin_Sniper1_DZ""] call player_wearClothes"; }; 	};

 

 

2. В veriables.sqf сразу под AllPalyers = [  добавляем:

 

 

AllPlayers set [count AllPlayers, "gsc_scientist2];
AllPlayers set [count AllPlayers, "gsc_scientist1"];
AllPlayers set [count AllPlayers, "gsc_military_head_grey_AT"];
AllPlayers set [count AllPlayers, "gsc_military_helmet_wdl"];
AllPlayers set [count AllPlayers, "SFSG_des_tl"];
AllPlayers set [count AllPlayers, "Desert_SOF_AC"];
AllPlayers set [count AllPlayers, "Desert_SOF_AT"];
AllPlayers set [count AllPlayers, "frb_mark"];
AllPlayers set [count AllPlayers, "frb_tl_mask"];
AllPlayers set [count AllPlayers, "SFSG_mtp_tl"];
AllPlayers set [count AllPlayers, "SFSG_wdl_tl"];
AllPlayers set [count AllPlayers, "Mercenary_Default20b"];
AllPlayers set [count AllPlayers, "SBH_Alpha_Soldier1"];
AllPlayers set [count AllPlayers, "SBH_Alpha_Soldier2"];
AllPlayers set [count AllPlayers, "MVD_Soldier_AT"];
AllPlayers set [count AllPlayers, "Navy_SEAL_diver"];
AllPlayers set [count AllPlayers, "Navy_SEAL_TL"];
AllPlayers set [count AllPlayers, "RU_Soldier2"];
AllPlayers set [count AllPlayers, "USMC_Soldier_Pilot"];
AllPlayers set [count AllPlayers, "SBH_Alpha_Soldier5"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_head_neutral"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_mask_camo"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_mask_duty"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_mask_fred"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_mask_neutral"];
AllPlayers set [count AllPlayers, "US_Delta_Force_Marksman_EP1"];
AllPlayers set [count AllPlayers, "arma1_us_soldier_sabass"];
AllPlayers set [count AllPlayers, "SFSG_wdl_mrk"];
AllPlayers set [count AllPlayers, "gsc_eco_stalker_head_fred"];
AllPlayers set [count AllPlayers, "gsc_scientist1_head"];
AllPlayers set [count AllPlayers, "gsc_scientist2_head"];
AllPlayers set [count AllPlayers, "Desert_SOF_DA1a"];
AllPlayers set [count AllPlayers, "FR_Commander"];
AllPlayers set [count AllPlayers, "Soldier_Bodyguard_M4_PMC"];
AllPlayers set [count AllPlayers, "UKSF_des_mrk"];
AllPlayers set [count AllPlayers, "UKSF_des_mrk_l"];
AllPlayers set [count AllPlayers, "UKSF_wdl_mrk_l"];
AllPlayers set [count AllPlayers, "UKSF_des_demo_l"];
AllPlayers set [count AllPlayers, "UN_CDF_Soldier_Officer_EP1"];
AllPlayers set [count AllPlayers, "UN_CDF_Soldier_EP1"];
AllPlayers set [count AllPlayers, "Winter_SOF_DA1b"];
AllPlayers set [count AllPlayers, "Winter_SOF_Marksman"];

 

 

Либо более компактно:

{AllPlayers set [count AllPlayers,_x];} count [
    "gsc_scientist2","gsc_scientist1","gsc_military_head_grey_AT","gsc_military_helmet_wdl","SFSG_des_tl","Desert_SOF_AC","Desert_SOF_AT",
    "frb_mark","frb_tl_mask","SFSG_mtp_tl","SFSG_wdl_tl","Mercenary_Default20b","SBH_Alpha_Soldier1","SBH_Alpha_Soldier2","MVD_Soldier_AT",
    "Navy_SEAL_diver","Navy_SEAL_TL","RU_Soldier2","USMC_Soldier_Pilot","SBH_Alpha_Soldier5","gsc_eco_stalker_head_neutral","gsc_eco_stalker_mask_camo",
    "gsc_eco_stalker_mask_duty","gsc_eco_stalker_mask_fred","gsc_eco_stalker_mask_neutral","US_Delta_Force_Marksman_EP1","arma1_us_soldier_sabass",
    "SFSG_wdl_mrk","gsc_eco_stalker_head_fred","gsc_scientist1_head","gsc_scientist2_head","Desert_SOF_DA1a","FR_Commander","Soldier_Bodyguard_M4_PMC",
    "UKSF_des_mrk","UKSF_des_mrk_l","UKSF_wdl_mrk_l","UKSF_des_demo_l","UN_CDF_Soldier_Officer_EP1","UN_CDF_Soldier_EP1","Winter_SOF_DA1b","Winter_SOF_Marksman"
];

З.Ы. Выше мы видим все скины которые будут доступны для игроков

 

3. Где-то в миссии создаем файлик skins.hpp а в него добавляем:

 

 

class skins {
	class Default {
		sex = "male";
		playerModel = "Survivor2_DZ";
		displayName = "Skin";
		package = "Skin_Sniper1_DZ";
	};
	class Skin_gsc_scientist2 : Default { 
		sex = "male";
		playerModel = "gsc_scientist2";
		displayName = "Scientist2";
		package = "Skin_INS_Worker2_DZ";
	};
	class Skin_gsc_scientist1 : Default { 
		sex = "male";
		playerModel = "gsc_scientist1";
		displayName = "Scientist1";
		package = "Skin_INS_Bardak_DZ";
	};
	class Skin_gsc_military_head_grey_AT : Default { 
		sex = "male";
		playerModel = "gsc_military_head_grey_AT";
		displayName = "Trooper";
		package = "Skin_INS_Soldier_CO_DZ";
	};
	class Skin_gsc_military_helmet_wdl : Default { 
		sex = "male";
		playerModel = "gsc_military_helmet_wdl";
		displayName = "TrooperHelmet";
		package = "Skin_INS_Soldier_AR_DZ";
	};
	class Skin_SFSG_des_tl : Default { 
		sex = "male";
		playerModel = "SFSG_des_tl";
		displayName = "SAS1";
		package = "Skin_INS_Lopotev_DZ";
	};
	class Skin_Desert_SOF_AC : Default { 
		sex = "male";
		playerModel = "Desert_SOF_AC";
		displayName = "DesertRanger";
		package = "Skin_RU_Soldier_Crew_DZ";
	};
	class Skin_Desert_SOF_AT : Default { 
		sex = "male";
		playerModel = "Desert_SOF_AT";
		displayName = "DesertForce";
		package = "Skin_TK_Commander_EP1_DZ";
	};
	class Skin_frb_mark : Default { 
		sex = "male";
		playerModel = "frb_mark";
		displayName = "Leeroy";
		package = "Skin_TK_Soldier_Sniper_EP1_DZ";
	};
	class Skin_frb_tl_mask : Default { 
		sex = "male";
		playerModel = "frb_tl_mask";
		displayName = "SpecForce1";
		package = "Skin_TK_Special_Forces_MG_EP1_DZ";
	};
	class Skin_SFSG_mtp_tl : Default { 
		sex = "male";
		playerModel = "SFSG_mtp_tl";
		displayName = "SAS2";
		package = "Skin_Soldier_TL_PMC_DZ";
	};
	class Skin_SFSG_wdl_tl : Default {
		sex = "male";
		playerModel = "SFSG_wdl_tl";
		displayName = "SAS3";
		package = "Skin_Soldier_Sniper_PMC_DZ";
	};
	class Skin_Mercenary_Default20b : Default { 
		sex = "male";
		playerModel = "Mercenary_Default20b";
		displayName = "SpecOps";
		package = "Skin_Graves_Light_DZ";
	};
	class Skin_SBH_Alpha_Soldier1 : Default { 
		sex = "male";
		playerModel = "SBH_Alpha_Soldier1";
		displayName = "Hacker1";
		package = "Skin_CZ_Soldier_Sniper_EP1_DZ";
	};
	class Skin_SBH_Alpha_Soldier2 : Default { 
		sex = "male";
		playerModel = "SBH_Alpha_Soldier2";
		displayName = "Hacker2";
		package = "Skin_FR_Rodriguez_DZ";
	};
	class Skin_MVD_Soldier_AT : Default { 
		sex = "male";
		playerModel = "MVD_Soldier_AT";
		displayName = "WoodSoldier";
		package = "Skin_FR_OHara_DZ";
	};
	class Skin_Navy_SEAL_diver : Default { 
		sex = "male";
		playerModel = "Navy_SEAL_diver";
		displayName = "Gimp";
		package = "Skin_Soldier_Bodyguard_AA12_PMC_DZ";
	};
	class Skin_Navy_SEAL_TL : Default { 
		sex = "male";
		playerModel = "Navy_SEAL_TL";
		displayName = "Seal";
		package = "Skin_Drake_Light_DZ";
	};
	class Skin_RU_Soldier2 : Default { 
		sex = "male";
		playerModel = "RU_Soldier2";
		displayName = "TheRussian";
		package = "Skin_CZ_Special_Forces_GL_DES_EP1_DZ";
	};
	class Skin_USMC_Soldier_Pilot : Default { 
		sex = "male";
		playerModel = "USMC_Soldier_Pilot";
		displayName = "Pilot";
		package = "Skin_TK_INS_Soldier_EP1_DZ";
	};
	class Skin_SBH_Alpha_Soldier5 : Default { 
		sex = "male";
		playerModel = "SBH_Alpha_Soldier5";
		displayName = "Jak";
		package = "Skin_TK_INS_Warlord_EP1_DZ";
	};
	class Skin_gsc_eco_stalker_head_neutral : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_head_neutral";
		displayName = "StalkerNeutral";
		package = "Skin_GUE_Soldier_2_DZ";
	};
	class Skin_gsc_eco_stalker_mask_camo : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_mask_camo";
		displayName = "StalkerUrban";
		package = "Skin_GUE_Soldier_CO_DZ";
	};
	class Skin_gsc_eco_stalker_mask_duty : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_mask_duty";
		displayName = "StalkerElite";
		package = "Skin_GUE_Soldier_Crew_DZ";
	};
	class Skin_gsc_eco_stalker_mask_fred : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_mask_fred";
		displayName = "Stalker Camo";
		package = "Skin_GUE_Soldier_Sniper_DZ";
	};
	class Skin_gsc_eco_stalker_mask_neutral : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_mask_neutral";
		displayName = "StalkerWood";
		package = "Skin_GUE_Soldier_MG_DZ";
	};
	class Skin_US_Delta_Force_Marksman_EP1 : Default { 
		sex = "male";
		playerModel = "US_Delta_Force_Marksman_EP1";
		displayName = "UrbanSoldier";
		package = "Skin_Bandit2_DZ";
	};
	class Skin_arma1_us_soldier_sabass : Default { 
		sex = "male";
		playerModel = "arma1_us_soldier_sabass";
		displayName = "Alpha3";
		package = "Skin_Bandit1_DZ";
	};
	class Skin_SFSG_wdl_mrk : Default { 
		sex = "male";
		playerModel = "SFSG_wdl_mrk";
		displayName = "Matt";
		package = "Skin_Rocker4_DZ";
	};
	class Skin_gsc_eco_stalker_head_fred : Default { 
		sex = "male";
		playerModel = "gsc_eco_stalker_head_fred";
		displayName = "Loner";
		package = "Skin_Rocker3_DZ";
	};
	class Skin_gsc_scientist1_head : Default { 
		sex = "male";
		playerModel = "gsc_scientist1_head";
		displayName = "Scientist3";
		package = "Skin_Rocker2_DZ";
	};
	class Skin_gsc_scientist2_head : Default { 
		sex = "male";
		playerModel = "gsc_scientist2_head";
		displayName = "Scientist4";
		package = "Skin_Rocker1_DZ";
	};
	class Skin_Desert_SOF_DA1a : Default { 
		sex = "male";
		playerModel = "Desert_SOF_DA1a";
		displayName = "Frank";
		package = "Skin_Priest_DZ";
	};
	class Skin_FR_Commander : Default { 
		sex = "male";
		playerModel = "FR_Commander";
		displayName = "Maca";
		package = "Skin_Functionary1_EP1_DZ";
	};
	class Skin_Soldier_Bodyguard_M4_PMC : Default { 
		sex = "male";
		playerModel = "Soldier_Bodyguard_M4_PMC";
		displayName = "Samuel";
		package = "Skin_GUE_Commander_DZ";
	};
	class Skin_UKSF_des_mrk : Default { 
		sex = "male";
		playerModel = "UKSF_des_mrk";
		displayName = "Alpha1";
		package = "Skin_Ins_Soldier_GL_DZ";
	};
	class Skin_UKSF_des_mrk_l : Default { 
		sex = "male";
		playerModel = "UKSF_des_mrk_l";
		displayName = "Alpha2";
		package = "Skin_Pilot_EP1_DZ";
	};
	class Skin_UKSF_wdl_mrk_l : Default { 
		sex = "male";
		playerModel = "UKSF_wdl_mrk_l";
		displayName = "Bravo1";
		package = "Skin_Haris_Press_EP1_DZ";
	};
	class Skin_UKSF_des_demo_l : Default { 
		sex = "male";
		playerModel = "UKSF_des_demo_l";
		displayName = "Commando";
		package = "Skin_RU_Policeman_DZ";
	};
	class Skin_UN_CDF_Soldier_Officer_EP1 : Default { 
		sex = "male";
		playerModel = "UN_CDF_Soldier_Officer_EP1";
		displayName = "Punisher";
		package = "Skin_Rocket_DZ";
	};
	class Skin_UN_CDF_Soldier_EP1 : Default { 
		sex = "male";
		playerModel = "UN_CDF_Soldier_EP1";
		displayName = "Jonse";
		package = "Skin_Soldier1_DZ";
	};
	class Skin_Winter_SOF_DA1b : Default { 
		sex = "male";
		playerModel = "Winter_SOF_DA1b";
		displayName = "WinterSoldier";
		package = "Skin_Camo1_DZ";
	};
	class Skin_Winter_SOF_Marksman : Default { 
		sex = "male";
		playerModel = "Winter_SOF_Marksman";
		displayName = "WinterSniper";
		package = "Skin_Sniper1_DZ";
	};
	class Skin_Sniper_City : Default { 
		sex = "male";
		playerModel = "Sniper_City";
		displayName = "Urban ghillie suit";
		package = "Skin_Sniper1_DZ";
	};
	class Skin_Sniper_Snow : Default { 
		sex = "male";
		playerModel = "Sniper_Snow";
		displayName = "Snow ghillie suit";
		package = "Skin_Sniper1_DZ";
	};
};

 

 

4. Подключаем файлик skins.hpp в description.ext^

#include "Scripts\skins.hpp"

5. Создаем или заменяем все в файле player_wearClothes.sqf

 

 

private ["_item","_skinpkg","_onLadder","_hasclothesitem","_config","_newConfig","_text","_myModel","_itemNew","_currentSex","_newSex","_model"];
DZE_ActionInProgress = false;
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_83") , "PLAIN DOWN"] };
DZE_ActionInProgress = true;
if (typeName _this == "ARRAY") then {
	_item = _this select 0;
	_skinpkg = _this select 1;
} else {
	_item = _this;
	_skinpkg = _this;
};
call gear_ui_init;
closeDialog 1;

if (!isNil "SkinChangeInProgress") exitWith {
	DZE_ActionInProgress = false;
	cutText ['You have already changed your skin, please log to lobby and back to change your skin again!', 'PLAIN'];
};

_onLadder =	(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_player_21") , "PLAIN DOWN"]};
_config = configFile >> "CfgMagazines";
if (!isClass (_config >> _item)) then {
	_config = missionConfigFile >> "Skins";
};
_hasclothesitem = _skinpkg in magazines player;
if (!isClass (_config >> _item)) exitWith {DZE_ActionInProgress = false; cutText ["Can not find skin...", "PLAIN DOWN"]};
_text = getText (_config >> _item >> "displayName");
if (!_hasclothesitem) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"wear"] , "PLAIN DOWN"]};
if (vehicle player != player) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_85"), "PLAIN DOWN"]};
//if (!isNull (unitBackpack player)) exitWith { DZE_ActionInProgress = false; cutText [(localize "STR_EPOCH_ACTIONS_9"), "PLAIN DOWN"] };
if ("CSGAS" in (magazines player)) exitWith { DZE_ActionInProgress = false; cutText [(localize "STR_EPOCH_ACTIONS_10"), "PLAIN DOWN"] };
_myModel = (typeOf player);
_itemNew = "Skin_" + _myModel;
_newConfig = if (!isClass(configFile >> "CfgMagazines" >> _itemNew)) then {
	(missionConfigFile >> "Skins")
} else {
	(configFile >> "CfgMagazines")
};
if (!isClass (_newConfig >> _itemNew)) exitWith {DZE_ActionInProgress = false; cutText ["Can not find new skin...", "PLAIN DOWN"]};
_currentSex = if (isClass(configFile >> "CfgSurvival" >> "Skins" >> _itemNew)) then {
	getText (configFile >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex")
} else {
	getText (missionConfigFile >> "Skins" >> _itemNew >> "sex")
};
_newSex = if (isClass(configFile >> "CfgSurvival" >> "Skins" >> _item)) then {
	getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "sex")
} else {
	getText (missionConfigFile >> "Skins" >> _item >> "sex")
};
if(_currentSex != _newSex) exitWith {
	cutText [(localize "str_epoch_player_86"), "PLAIN DOWN"];
};
_model = if (isClass(configFile >> "CfgSurvival" >> "Skins" >> _item)) then {
	getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "playerModel")
} else {
	getText (missionConfigFile >> "Skins" >> _item >> "playerModel")
};
if (_model != _myModel) then {
	if(([player,_skinpkg] call BIS_fnc_invRemove) == 1) then {
		if (!isClass(configFile >> "CfgMagazines" >> _itemNew)) then {
			player addMagazine getText(missionConfigFile >> "Skins" >> _itemNew >> "package");
		} else {
			player addMagazine _itemNew;
		};
		[dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
	};
};
DZE_ActionInProgress = false;

 

 

Ну и последний штрих это изменяем путь в compile.sqf до нашего нового файла:

player_wearClothes = compile preprocessFileLineNumbers "player_wearClothes.sqf";

Не будьте жмотами, люди пишут для вас, распинаются, а вам + поставить в падлу. :thumbsup:



Сразу скажу что я сам это не проверял, но. Что бы потом с игрока можно было скин снять. Нужно:

 

1. В fn_selfaction найти:

// logic vars
_player_cook = false;
_player_boil = false;

и сразу над этим блоком добавить:

//Remove CLOTHES
if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then {
if (s_clothes < 0) then {
s_clothes = player addAction [("" + ("Take Clothes") + ""), "scripts\removeclothes.sqf",cursorTarget, 1, false, true, "",""];
};
} else {
player removeAction s_clothes;
s_clothes = -1;
};

2. А в папке scripts создать файлик removeclothes.sqf а в него добавить:

 

 

/* Zupa */
player removeAction s_clothes;
s_clothes = -1;

_body = _this select 3;
_model = typeOf _body;

if( _model in Clothing1)then{_model = "FR_OHara_DZ"; //OK
}else{
if( _model in Clothing2)then{_model = "Soldier1_DZ";//OK
}else{
if( _model in Clothing3)then{_model = "Ins_Soldier_GL_DZ";//OK
}else{
if( _model in Clothing4)then{_model = "GUE_Soldier_Crew_DZ";//OK
}else{
if( _model in Clothing5)then{_model = "Graves_Light_DZ";//OK
}else{
if( _model in Clothing6)then{_model = "CZ_Special_Forces_GL_DES_EP1_DZ";//OK
}else{
if( _model in Clothing7)then{_model = "Bandit2_DZ";//OK
}else{
if( _model in Clothing8)then{_model = "Soldier_Bodyguard_AA12_PMC_DZ";//OK
}else{
if( _model in Clothing9)then{_model = "TK_INS_Soldier_EP1_DZ";//OK
}else{
if( _model in Clothing10)then{_model = "Survivor2_DZ";//OK
}else{
if( _model in Clothing11)then{_model = "FR_Rodriguez_DZ";//OK - Edit this one for normal arma. The rest coming is overwatch.
}else{////2
if( _model in Clothing12)then{_model = "Drake_Light_DZ";//OK
}else{////3
if( _model in Clothing13)then{_model = "Soldier_Sniper_PMC_DZ";//OK
}else{////4
if( _model in Clothing14)then{_model = "CZ_Soldier_Sniper_EP1_DZ";//OK
}else{////5
if( _model in Clothing15)then{_model = "Camo1_DZ";//OK
}else{////6
if( _model in Clothing16)then{_model = "Rocket_DZ";//OK
}else{////7
if( _model in Clothing17)then{_model = "Sniper1_DZ";//OK
}else{////8
if( _model in Clothing18)then{_model = "Soldier_TL_PMC_DZ";//OK
}else{////9
if( _model in Clothing19)then{_model = "GUE_Soldier_Sniper_DZ";//OK
}else{////10
if( _model in Clothing20)then{_model = "TK_INS_Warlord_EP1_DZ";//OK
}else{////11
if( _model in Clothing21)then{_model = "Bandit1_DZ";
}else{////12
if( _model in Clothing22)then{_model = "Bandit2_DZ";
}else{////13
if( _model in Clothing23)then{_model = "BanditW1_DZ";
}else{////14
if( _model in Clothing24)then{_model = "BanditW2_DZ";
}else{////15
if( _model in Clothing25)then{_model = "GUE_Commander_DZ";
}else{////16
if( _model in Clothing26)then{_model = "GUE_Soldier_2_DZ";
}else{////17
if( _model in Clothing27)then{_model = "GUE_Soldier_CO_DZ";
}else{////18
_model = _model;
};////18
};////17
};////16
};////15
};////14
};////13
};////12
};////11
};////10
};////9
};////8
};////7
};////6
};////5
};////4
};////3
};////2
};
};
};
};
};
};
};
};
};
};

_count = (({isPlayer _x} count (nearestObjects [player, ["CAManBase"], 5])) - 1);

switch (_model) do {
	case "Survivor3_DZ": {
		_model = "Survivor2_DZ";
	};
};

_isModel = _model in  AllPlayers;

if (_count > 0) exitWith {
	_txt = "You can't take clothes from a body when a player is within 5m of you!";
	cutText [_txt,"PLAIN DOWN"];
	systemChat ("Zupa: "+str _txt+"");
};
if !(_isModel) then {
	_txt = "These clothes can not be taken!";
	cutText [txt,"PLAIN DOWN"];
	systemChat ("Zupa: "+str _txt+"");
};
if (_model in ["Survivor2_DZ"]) then {
	_txt = "These clothes can not be taken!";
	cutText [txt,"PLAIN DOWN"];
	systemChat ("Zupa: "+str _txt+"");
};



if (_isModel &&  !(_model in ["Survivor2_DZ"])) then {
	_model = "Skin_" + _model;
	_result = [player,_model] call BIS_fnc_invAdd;
	if (_result) then {
		player playActionNow "PutDown";
		private["_name","_method"];
		_name = _body getVariable["bodyName","unknown"];
		_method = _body getVariable["deathType","unknown"];
		_money = _body getVariable["cashMoney",0];
		_class = "Survivor2_DZ";
		_position = getPosATL _body;
		_dir = getDir _body;
		//---------_currentAnim = animationState _body;
		private ["_weapons","_magazines","_primweapon","_secweapon"];
		_weapons = weapons _body;
		_primweapon = primaryWeapon _body;
		_secweapon = secondaryWeapon _body;
		if (!(_primweapon in _weapons) && _primweapon != "") then {_weapons = _weapons + [_primweapon];};
		if (!(_secweapon in _weapons) && _secweapon != "") then {_weapons = _weapons + [_secweapon];};
		_magazines = magazines _body;
		private ["_newBackpackType","_backpackWpn","_backpackMag"];
		dayz_myBackpack = unitBackpack _body;
		if (isNull (unitBackpack _body)) then {
			_hasBackPack = false;
		} else {
			_hasBackPack = true;
			_newBackpackType = typeOf dayz_myBackpack;
			_backpackWpn = getWeaponCargo dayz_myBackpack;
			_backpackMag = getMagazineCargo dayz_myBackpack;
		};
		_currentWpn = currentWeapon _body;
		_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
		if (count _muzzles > 1) then {_currentWpn = currentMuzzle _body;};
		_body setPosATL dayz_spawnPos;
		_oldUnit = _body;
		_group = createGroup west;
		_newUnit = _group createUnit [_class,position player,[],0,"NONE"];
		_newUnit setPosATL _position;
		_newUnit setDir _dir;
		{_newUnit removeMagazine _x;} forEach magazines _newUnit;
		removeAllWeapons _newUnit;
		{if (typeName _x == "ARRAY") then {_newUnit addMagazine [_x select 0,_x select 1];} else {_newUnit addMagazine _x;};} forEach _magazines;
		{_newUnit addWeapon _x;} forEach _weapons;
		if (str(_weapons) != str(weapons _newUnit)) then {
			{_weapons = _weapons - [_x];} forEach (weapons _newUnit);
			{_newUnit addWeapon _x;} forEach _weapons;
		};
		if (_primweapon != (primaryWeapon _newUnit)) then { _newUnit addWeapon _primweapon; };
		if (_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then { _newUnit addWeapon _secweapon; };
		if (_hasBackPack) then {
			_newUnit addBackpack _newBackpackType;
			_oldBackpack = dayz_myBackpack;
			dayz_myBackpack = unitBackpack _newUnit;
			_backpackWpnTypes = [];
			_backpackWpnQtys = [];
			if (count _backpackWpn > 0) then {
				_backpackWpnTypes = _backpackWpn select 0;
				_backpackWpnQtys = _backpackWpn select 1;
			};
			_countr = 0;
			{
				dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
				_countr = _countr + 1;
			} forEach _backpackWpnTypes;
			_backpackmagTypes = [];
			_backpackmagQtys = [];
			if (count _backpackmag > 0) then {
				_backpackmagTypes 	= _backpackMag select 0;
				_backpackmagQtys 	= _backpackMag select 1;
			};
			_countr = 0;
			{
				dayz_myBackpack addmagazineCargoGlobal [_x,(_backpackmagQtys select _countr)];
				_countr = _countr + 1;
			} forEach _backpackmagTypes;
		};
		removeAllWeapons _oldUnit;
		{
			_oldUnit removeMagazine _x;
		} forEach magazines _oldUnit;
		deleteVehicle _oldUnit;
		_oldUnit = nil;
		_newUnit setDamage 1;
		_newUnit setVariable["bodyName",_name,true];
		_newUnit setVariable["deathType",_method,true];
		_newUnit setVariable["cashMoney",_money,true];
	} else {cutText ["You need a free slot to take clothing.", "PLAIN DOWN"];};
};

 

 

Как то так :confused:

Edited by DrTauren (see edit history)

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Поставил,куда именно они добавились я не знаю но эффект такой-раньше они не переодевались и исчезали после перезахода теперь когда одеваю новый скин через админку потом его можно переодеть в другой но к сожалению в инвентаре остается не новый скин а из старых в зависимости от костюма.Ну и после перезахода теперь новый скин остается.Но есть желание сделать его играбельным чтобы можно было добавить торговцам,чтобы оставался при переодевании как новый предмет.Одеть в них ботов чтобы игроки могли снять новый скин и в нем побегать.Помогите кто чем может!!!

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Поставил,куда именно они добавились я не знаю но эффект такой-раньше они не переодевались и исчезали после перезахода теперь когда одеваю новый скин через админку потом его можно переодеть в другой но к сожалению в инвентаре остается не новый скин а из старых в зависимости от костюма.Ну и после перезахода теперь новый скин остается.Но есть желание сделать его играбельным чтобы можно было добавить торговцам,чтобы оставался при переодевании как новый предмет.Одеть в них ботов чтобы игроки могли снять новый скин и в нем побегать.Помогите кто чем может!!!

Эм, вы все правильно сделали? ПКМ от Маки поставили? У вам по правому клику по скину должно появится дополнительное меню с названием нового скина

Скрипт рабочий 100500 процентов, сам его использовал до поры, до времени

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пкм от маки стоял в сборке щас попробую заново переделать может где-то ошибся.Сборка с платуна оверпоч напф 

Edited by tipan (see edit history)

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Переустановил жму на синюю надпись Remove Clothes пишет The clothes are destroyed you cannot take them.У меня стоит еще скрипт Take clothes может из-за этого?

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Переустановил жму на синюю надпись Remove Clothes пишет The clothes are destroyed you cannot take them.У меня стоит еще скрипт Take clothes может из-за этого?

твой TC не будет работать с новыми скинами

 

в твой уже существующий extra_rc нужно добавить так:

 

Перед последней скобкой:

 

class extra_rc {
-------
-----
---
--
-
   };
<--сюда
};
Edited by GhostDZ (see edit history)

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В extra_rc.hpp вставил как у вас но не помогло проблема та-же.Вопрос можно прописать как у вас или делать как в скрипте пкм от Мака?то есть прописывать каждый скин отдельно.Еще при выборе нового скина  через админку вылетает вы -"Вы не можете играть редактировать так как отсутствует контент  sbh_paranoia  может в этом проблема?Поставил параною ошибка при одевании исчезла но с трупа по-прежнему скин снять не могу(именно новый),А при переодевании добавляется один из старых скинов.как-то так

Edited by DrTauren (see edit history)

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В extra_rc.hpp вставил как у вас но не помогло проблема та-же.Вопрос можно прописать как у вас или делать как в скрипте пкм от Мака?то есть прописывать каждый скин отдельно.Еще при выборе нового скина  через админку вылетает вы -"Вы не можете играть редактировать так как отсутствует контент  sbh_paranoia  может в этом проблема?

добавьте sbh_paranoia в addons в mission.sqm

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добавил но проблема со снятием скинов осталась.Ошибки при одевании через админку устранена

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class ExtraRc {
    class ItemKnife {
        class farmhemp {
            text = "Harvest Weed";
            script = "execVM 'custom\weed\hemp.sqf'";
        };
         class Skin_INS_Worker2_DZ { class changeskin1 { text = "Scientist2"; script = "[""Skin_gsc_scientist2"", ""Skin_INS_Worker2_DZ""] call player_wearClothes"; }; };
    class Skin_INS_Bardak_DZ { class changeskin1 { text = "Scientist1"; script = "[""Skin_gsc_scientist1"", ""Skin_INS_Bardak_DZ""] call player_wearClothes"; }; };
    class Skin_INS_Soldier_CO_DZ { class changeskin1 { text = "Trooper"; script = "[""Skin_gsc_military_head_grey_AT"", ""Skin_INS_Soldier_CO_DZ""] call player_wearClothes"; }; };
    class Skin_INS_Soldier_AR_DZ { class changeskin1 { text = "TrooperHelmet"; script = "[""Skin_gsc_military_helmet_wdl"", ""Skin_INS_Soldier_AR_DZ""] call player_wearClothes"; }; };
    class Skin_INS_Lopotev_DZ { class changeskin1 { text = "SAS1"; script = "[""Skin_SFSG_des_tl"", ""Skin_INS_Lopotev_DZ""] call player_wearClothes"; }; };
    class Skin_RU_Soldier_Crew_DZ { class changeskin1 { text = "DesertRanger"; script = "[""Skin_Desert_SOF_AC"", ""Skin_RU_Soldier_Crew_DZ""] call player_wearClothes"; }; };
    class Skin_TK_Commander_EP1_DZ { class changeskin1 { text = "DesertForce"; script = "[""Skin_Desert_SOF_AT"", ""Skin_TK_Commander_EP1_DZ""] call player_wearClothes"; }; };
    class Skin_TK_Soldier_Sniper_EP1_DZ { class changeskin1 { text = "Leeroy"; script = "[""Skin_frb_mark"", ""Skin_TK_Soldier_Sniper_EP1_DZ""] call player_wearClothes"; }; };
    class Skin_TK_Special_Forces_MG_EP1_DZ { class changeskin1 { text = "SpecForce1"; script = "[""Skin_frb_tl_mask"", ""Skin_TK_Special_Forces_MG_EP1_DZ""] call player_wearClothes"; }; };
    class Skin_Soldier_TL_PMC_DZ { class changeskin1 { text = "SAS2"; script = "[""Skin_SFSG_mtp_tl"", ""Skin_Soldier_TL_PMC_DZ""] call player_wearClothes"; }; };
    class Skin_Soldier_Sniper_PMC_DZ { class changeskin1 { text = "SAS3"; script = "[""Skin_SFSG_wdl_tl"", ""Skin_Soldier_Sniper_PMC_DZ""] call player_wearClothes"; }; };
    class Skin_Graves_Light_DZ { class changeskin1 { text = "SpecOps"; script = "[""Skin_Mercenary_Default20b "", ""Skin_Graves_Light_DZ""] call player_wearClothes"; }; };
    class Skin_FR_Rodriguez_DZ { class changeskin1 { text = "Hacker2"; script = "[""Skin_SBH_Alpha_Soldier2"", ""Skin_FR_Rodriguez_DZ""] call player_wearClothes"; }; };
    class Skin_FR_OHara_DZ { class changeskin1 { text = "WoodSoldier"; script = "[""Skin_MVD_Soldier_AT"", ""Skin_FR_OHara_DZ""] call player_wearClothes"; }; };
    class Skin_Soldier_Bodyguard_AA12_PMC_DZ { class changeskin1 { text = "Gimp"; script = "[""Skin_Navy_SEAL_diver"", ""Skin_Soldier_Bodyguard_AA12_PMC_DZ""] call player_wearClothes"; }; };
    class Skin_Drake_Light_DZ { class changeskin1 { text = "Seal"; script = "[""Skin_Navy_SEAL_TL"", ""Skin_Drake_Light_DZ""] call player_wearClothes"; }; };
    class Skin_CZ_Special_Forces_GL_DES_EP1_DZ { class changeskin1 { text = "TheRussian"; script = "[""Skin_RU_Soldier2"", ""Skin_CZ_Special_Forces_GL_DES_EP1_DZ""] call player_wearClothes"; }; };
    class Skin_TK_INS_Soldier_EP1_DZ { class changeskin1 { text = "Pilot"; script = "[""Skin_USMC_Soldier_Pilot"", ""Skin_TK_INS_Soldier_EP1_DZ""] call player_wearClothes"; }; };
    class Skin_GUE_Soldier_2_DZ { class changeskin1 { text = "StalkerNeutral"; script = "[""Skin_gsc_eco_stalker_head_neutral"", ""Skin_GUE_Soldier_2_DZ""] call player_wearClothes"; }; };
    class Skin_GUE_Soldier_CO_DZ { class changeskin1 { text = "StalkerUrban"; script = "[""Skin_gsc_eco_stalker_mask_camo"", ""Skin_GUE_Soldier_CO_DZ""] call player_wearClothes"; }; };
    class Skin_GUE_Soldier_Crew_DZ { class changeskin1 { text = "StalkerElite"; script = "[""Skin_gsc_eco_stalker_mask_duty"", ""Skin_GUE_Soldier_Crew_DZ""] call player_wearClothes"; }; };
    class Skin_GUE_Soldier_Sniper_DZ { class changeskin1 { text = "Stalker Camo"; script = "[""Skin_gsc_eco_stalker_mask_fred"", ""Skin_GUE_Soldier_Sniper_DZ""] call player_wearClothes"; }; };
    class Skin_GUE_Soldier_MG_DZ { class changeskin1 { text = "StalkerWood"; script = "[""Skin_gsc_eco_stalker_mask_neutral"", ""Skin_GUE_Soldier_MG_DZ""] call player_wearClothes"; }; };
    class Skin_Bandit2_DZ { class changeskin1 { text = "UrbanSoldier"; script = "[""Skin_US_Delta_Force_Marksman_EP1"", ""Skin_Bandit2_DZ""] call player_wearClothes"; }; };
    class Skin_Bandit1_DZ { class changeskin1 { text = "Alpha3"; script = "[""Skin_arma1_us_soldier_sabass"", ""Skin_Bandit1_DZ""] call player_wearClothes"; }; };
    class Skin_Rocker4_DZ { class changeskin1 { text = "Matt"; script = "[""Skin_SFSG_wdl_mrk"", ""Skin_Rocker4_DZ""] call player_wearClothes"; }; };
    class Skin_Rocker3_DZ { class changeskin1 { text = "Loner"; script = "[""Skin_gsc_eco_stalker_head_fred"", ""Skin_Rocker3_DZ""] call player_wearClothes"; }; };
    class Skin_Rocker2_DZ { class changeskin1 { text = "Scientist3"; script = "[""Skin_gsc_scientist1_head"", ""Skin_Rocker2_DZ""] call player_wearClothes"; }; };
    class Skin_Rocker1_DZ { class changeskin1 { text = "Scientist4"; script = "[""Skin_gsc_scientist2_head"", ""Skin_Rocker1_DZ""] call player_wearClothes"; }; };
    class Skin_Priest_DZ { class changeskin1 { text = "Frank"; script = "[""Skin_Desert_SOF_DA1a"", ""Skin_Priest_DZ""] call player_wearClothes"; }; };
    class Skin_Functionary1_EP1_DZ { class changeskin1 { text = "Maca"; script = "[""Skin_FR_Commander"", ""Skin_Functionary1_EP1_DZ""] call player_wearClothes"; }; };
    class Skin_GUE_Commander_DZ { class changeskin1 { text = "Samuel"; script = "[""Skin_Soldier_Bodyguard_M4_PMC"", ""Skin_GUE_Commander_DZ""] call player_wearClothes"; }; };
    class Skin_Ins_Soldier_GL_DZ { class changeskin1 { text = "Alpha1"; script = "[""Skin_UKSF_des_mrk"", ""Skin_Ins_Soldier_GL_DZ""] call player_wearClothes"; }; };
    class Skin_Pilot_EP1_DZ { class changeskin1 { text = "Alpha2"; script = "[""Skin_UKSF_des_mrk_l"", ""Skin_Pilot_EP1_DZ""] call player_wearClothes"; }; };
    class Skin_Haris_Press_EP1_DZ { class changeskin1 { text = "Bravo1"; script = "[""Skin_UKSF_wdl_mrk_l"", ""Skin_Haris_Press_EP1_DZ""] call player_wearClothes"; }; };
    class Skin_RU_Policeman_DZ { class changeskin1 { text = "Commando"; script = "[""Skin_UKSF_des_demo_l"", ""Skin_RU_Policeman_DZ""] call player_wearClothes"; }; };
    class Skin_Rocket_DZ { class changeskin1 { text = "Punisher"; script = "[""Skin_UN_CDF_Soldier_Officer_EP1"", ""Skin_Rocket_DZ""] call player_wearClothes"; }; };
    class Skin_Soldier1_DZ { class changeskin1 { text = "Jonse"; script = "[""Skin_UN_CDF_Soldier_EP1"", ""Skin_Soldier1_DZ""] call player_wearClothes"; }; };
    class Skin_Camo1_DZ { class changeskin1 { text = "WinterSoldier"; script = "[""Skin_Winter_SOF_DA1b"", ""Skin_Camo1_DZ""] call player_wearClothes"; }; };
    class Skin_Sniper1_DZ { class changeskin1 {    text = "WinterSniper";     script = "[""Skin_Winter_SOF_Marksman"", ""Skin_Sniper1_DZ""] call player_wearClothes"; };     };
    };
    class ItemKiloHemp {
        class smokeweed {
            text = "Smoke Weed (everyday)";
            script = "execVM 'custom\weed\smoke.sqf'";
        };
    };
    class ItemToolbox {
        class DeployBike {
            text = "Deploy Bike";
            script = "execVM 'custom\deploy\deploy.sqf'";
        };
    }
    class ItemBloodbag {
        class UseBB {
            text = "Use Bloodbag";
            script = "execVM 'custom\selfbloodbag\SelfBB.sqf'";
        };
    };
    class ItemRadio {
        class GroupManagement {
            text = "Group Management";
            script = "[] execVM 'dzgm\loadGroupManagement.sqf'";
        };        
    };
    class Binocular {
        class distance200m {
            text = "200 Meters";
            script = "setViewDistance 200; systemChat('ViewDistance: 200');";
        };
        class distance400m {
            text = "400 Meters";
            script = "setViewDistance 400; systemChat('ViewDistance: 400');";
        };
        class distance600m {
            text = "600 Meters";
            script = "setViewDistance 600; systemChat('ViewDistance: 600');";
        };
        class distance800m {
            text = "800 Meters";
            script = "setViewDistance 800; systemChat('ViewDistance: 800');";
        };
        class distance1000m {
            text = "1000 Meters";
            script = "setViewDistance 1000; systemChat('ViewDistance: 1000');";
        };
        class distance1250m {
            text = "1250 Meters";
            script = "setViewDistance 1250; systemChat('ViewDistance: 1250');";
        };
        class distance1500m {
            text = "1500 Meters";
            script = "setViewDistance 1500; systemChat('ViewDistance: 1500');";
        };
        class distance2000m {
            text = "2000 Meters";
            script = "setViewDistance 2000; systemChat('ViewDistance: 2000');";
        };
    };
    class Binocular_Vector {
        class distance200m {
            text = "200 Meters";
            script = "setViewDistance 200; systemChat('ViewDistance: 200');";
        };
        class distance400m {
            text = "400 Meters";
            script = "setViewDistance 400; systemChat('ViewDistance: 400');";
        };
        class distance600m {
            text = "600 Meters";
            script = "setViewDistance 600; systemChat('ViewDistance: 600');";
        };
        class distance800m {
            text = "800 Meters";
            script = "setViewDistance 800; systemChat('ViewDistance: 800');";
        };
        class distance1000m {
            text = "1000 Meters";
            script = "setViewDistance 1000; systemChat('ViewDistance: 1000');";
        };
        class distance1250m {
            text = "1250 Meters";
            script = "setViewDistance 1250; systemChat('ViewDistance: 1250');";
        };
        class distance1500m {
            text = "1500 Meters";
            script = "setViewDistance 1500; systemChat('ViewDistance: 1500');";
        };
        class distance2000m {
            text = "2000 Meters";
            script = "setViewDistance 2000; systemChat('ViewDistance: 2000');";
        };
    };
    class NVGoggles {
        class distance200m {
            text = "200 Meters";
            script = "setViewDistance 200; systemChat('ViewDistance: 200');";
        };
        class distance400m {
            text = "400 Meters";
            script = "setViewDistance 400; systemChat('ViewDistance: 400');";
        };
        class distance600m {
            text = "600 Meters";
            script = "setViewDistance 600; systemChat('ViewDistance: 600');";
        };
        class distance800m {
            text = "800 Meters";
            script = "setViewDistance 800; systemChat('ViewDistance: 800');";
        };
        class distance1000m {
            text = "1000 Meters";
            script = "setViewDistance 1000; systemChat('ViewDistance: 1000');";
        };
        class distance1250m {
            text = "1250 Meters";
            script = "setViewDistance 1250; systemChat('ViewDistance: 1250');";
        };
        class distance1500m {
            text = "1500 Meters";
            script = "setViewDistance 1500; systemChat('ViewDistance: 1500');";
        };
        class distance2000m {
            text = "2000 Meters";
            script = "setViewDistance 2000; systemChat('ViewDistance: 2000');";
        };
    };
};
 

 

 

 
Вот так я прописал может где ошибка?
Edited by DrTauren (see edit history)

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 class ItemKnife {
        class farmhemp {
            text = "Harvest Weed";
            script = "execVM 'custom\weed\hemp.sqf'";
        };

Вот тут у тебя класс farmhemp открылся и не закрылся еще одну }; добавь

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добавьте sbh_paranoia в addons в mission.sqm

 

Можно поподробнее?

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Можно поподробнее?

да конечно, в mission.sqm в блоке aadons после "джетскайянахуй" (извините по английски я хер напишу такое) ставите запятую а сразу под ним "sbh_paranoia"

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Прошу помощи, сделал все по данному гайду и не появляется функции Take Clothes, одежда меняется, пункты есть, после релога сохраняется, но снять с трупа нельзя, причем не только лишь проблема с данным скриптом да еще и с совмещенным самозаливка + снятие скинов, заранее благодарен за ответ, и не совсем понятны действия с variables.sqf, к какому формату привести нужно..

Решил проблему, было подключено 2 fn_selfActions.sqf

Edited by hekut144 (see edit history)

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Хрен его знает что произошло, вроде все сделал нормально. НО после одевания некоторых скинов у игроков чистится лут и их тпшит за карту на место спавна

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Хрен его знает что произошло, вроде все сделал нормально. НО после одевания некоторых скинов у игроков чистится лут и их тпшит за карту на место спавна

player_switchmodel там проблемы у вас

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Курим логи. Логи - это наше все!

врядли логи помогут, обычно при таких делах их нету, это неправильное создание персонажа при сменен скина, ведь в арме одна модель - еняется на другую, нужно неного подправить файл о котором я писал выше, лучше бы его вообще показать, но чаще всего все думают что тут ванги

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врядли логи помогут, обычно при таких делах их нету, это неправильное создание персонажа при сменен скина, ведь в арме одна модель - еняется на другую, нужно неного подправить файл о котором я писал выше, лучше бы его вообще показать, но чаще всего все думают что тут ванги

private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_tagSetting","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_playerObjName","_wpnType","_ismelee"];

_class 			= _this;
_position 		= getPosATL player;
_dir 			= getDir player;
_currentAnim 	= animationState player;
_tagSetting = player getVariable["DZE_display_name",false];
_playerUID = getPlayerUID player;
_weapons 	= weapons player;
_countMags = call player_countMagazines; 
_magazines = _countMags select 0;
_cashMoney = player getVariable["cashMoney",0];

if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [(localize "str_epoch_player_17"), "PLAIN DOWN"]};

_primweapon	= primaryWeapon player;
_secweapon	= secondaryWeapon player;

if(!(_primweapon in _weapons) && _primweapon != "") then {
	_weapons = _weapons + [_primweapon];
};

if(!(_secweapon in _weapons) && _secweapon != "") then {
	_weapons = _weapons + [_secweapon];
};

//BackUp Backpack
dayz_myBackpack = unitBackpack player;
_newBackpackType = (typeOf dayz_myBackpack);
if(_newBackpackType != "") then {
	_backpackWpn = getWeaponCargo unitBackpack player;
	_backpackMag = _countMags select 1;
};

//Get Muzzle
_currentWpn = currentWeapon player;
_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
if (count _muzzles > 1) then {
	_currentWpn = currentMuzzle player;
};

//Secure Player for Transformation
player setPosATL dayz_spawnPos;

//BackUp Player Object
_oldUnit = player;
_oldGroup = group player;

/**********************************/
//DONT USE player AFTER THIS POINT//
/**********************************/

//Create New Character
_group = createGroup west;
_newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"];
[_newUnit] joinSilent createGroup WEST;
_newUnit setPosATL _position;
_newUnit setDir _dir;
_newUnit setVariable ["cashMoney",_cashMoney,true];

//Clear New Character
{_newUnit removeMagazine _x;} count  magazines _newUnit;
removeAllWeapons _newUnit;	

//Equip New Charactar
{
	if (typeName _x == "ARRAY") then {if ((count _x) > 0) then {_newUnit addMagazine [(_x select 0), (_x select 1)]; }; } else { _newUnit addMagazine _x; };
} count _magazines;

{
	_newUnit addWeapon _x;
} count _weapons;

//Check && Compare it
if(str(_weapons) != str(weapons _newUnit)) then {
	//Get Differecnce
	{
		_weapons = _weapons - [_x];
	} count (weapons _newUnit);
	
	//Add the Missing
	{
		_newUnit addWeapon _x;
	} count _weapons;
};

if(_primweapon !=  (primaryWeapon _newUnit)) then {
	_newUnit addWeapon _primweapon;		
};
if (_primweapon == "MeleeCrowbar") then {
	_newUnit addMagazine 'crowbar_swing';
};
if (_primweapon == "MeleeSledge") then {
	_newUnit addMagazine 'sledge_swing';
};
if (_primweapon == "MeleeHatchet_DZE") then {
	_newUnit addMagazine 'Hatchet_Swing';
};
if (_primweapon == "MeleeMachete") then {
	_newUnit addMagazine 'Machete_swing';
};
if (_primweapon == "MeleeFishingPole") then {
	_newUnit addMagazine 'Fishing_Swing';
};

if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
	_newUnit addWeapon _secweapon;		
};
_switchUnit = {
	addSwitchableUnit _newUnit;
	setPlayable _newUnit;
	selectPlayer _newUnit;
	if ((count units _oldGroup > 1) && {!isNil "PVDZE_plr_LoginRecord"}) then {[player] join _oldGroup;deleteGroup _group;};
	removeAllWeapons _oldUnit;
	{_oldUnit removeMagazine _x;} count  magazines _oldUnit;
	deleteVehicle _oldUnit;
	if(_currentWpn != "") then {_newUnit selectWeapon _currentWpn;};
};
//Add && Fill BackPack
if (!isNil "_newBackpackType") then {
	if (_newBackpackType != "") then {
		_newUnit addBackpack _newBackpackType;
		dayz_myBackpack = unitBackpack _newUnit;
		//Weapons
		_backpackWpnTypes = [];
		_backpackWpnQtys = [];
		if (count _backpackWpn > 0) then {
			_backpackWpnTypes = _backpackWpn select 0;
			_backpackWpnQtys = _backpackWpn select 1;
		};
		[] call _switchUnit;
		if (gear_done) then {sleep 0.001;};
		["1"] call gearDialog_create;
		//magazines
		_countr = 0;
		{
			if (!(isClass(configFile >> "CfgWeapons" >> _x))) then {
				_countr = _countr + 1;
				if ((typeName _x) != "STRING") then {
					(unitBackpack player) addMagazineCargoGlobal [(_x select 0), 1];
					_idc = 4999 + _countr;
					_idc setIDCAmmoCount (_x select 1);
				} else {
					(unitBackpack player) addMagazineCargoGlobal [_x, 1];
				};
			};
		} count _backpackMag;
		(findDisplay 106) closeDisplay 0;
		_countr = 0;
		{
			(unitBackpack player) addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
			_countr = _countr + 1;
		} count _backpackWpnTypes;
	} else { [] call _switchUnit; };
} else { [] call _switchUnit; };
[objNull, player, rSwitchMove,_currentAnim] call RE;
player disableConversation true;

//player setVariable ["bodyName",dayz_playerName,true]; //Outcommit (Issue #991) - Also removed in DayZ Mod 1.8

if (_tagSetting) then {
	DZE_ForceNameTags = true;
};

_playerUID = getPlayerUID player;
_playerObjName = format["PVDZE_player%1",_playerUID];
call compile format["%1 = player;",_playerObjName];
publicVariableServer _playerObjName; //Outcommit in DayZ 1.8 No clue for what this is - Skaronator

//melee check
_wpnType = primaryWeapon player;
_ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));
if (_ismelee == "true") then {
	call dayz_meleeMagazineCheck; 
};

//reveal the same objects we do on login
{player reveal _x} count (nearestObjects [getPosATL player, dayz_reveal, 50]);

player setVariable ["cashMoney",_cashMoney,true];

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private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_tagSetting","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_playerObjName","_wpnType","_ismelee"];

_class 			= _this;
_position 		= getPosATL player;
_dir 			= getDir player;
_currentAnim 	= animationState player;
_tagSetting = player getVariable["DZE_display_name",false];
_playerUID = getPlayerUID player;
_weapons 	= weapons player;
_countMags = call player_countMagazines; 
_magazines = _countMags select 0;
_cashMoney = player getVariable["cashMoney",0];

if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [(localize "str_epoch_player_17"), "PLAIN DOWN"]};

_primweapon	= primaryWeapon player;
_secweapon	= secondaryWeapon player;

if(!(_primweapon in _weapons) && _primweapon != "") then {
	_weapons = _weapons + [_primweapon];
};

if(!(_secweapon in _weapons) && _secweapon != "") then {
	_weapons = _weapons + [_secweapon];
};

//BackUp Backpack
dayz_myBackpack = unitBackpack player;
_newBackpackType = (typeOf dayz_myBackpack);
if(_newBackpackType != "") then {
	_backpackWpn = getWeaponCargo unitBackpack player;
	_backpackMag = _countMags select 1;
};

//Get Muzzle
_currentWpn = currentWeapon player;
_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
if (count _muzzles > 1) then {
	_currentWpn = currentMuzzle player;
};

//Secure Player for Transformation
player setPosATL dayz_spawnPos;

//BackUp Player Object
_oldUnit = player;
_oldGroup = group player;

/**********************************/
//DONT USE player AFTER THIS POINT//
/**********************************/

//Create New Character
_group = createGroup west;
_newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"];
[_newUnit] joinSilent createGroup WEST;
_newUnit setPosATL _position;
_newUnit setDir _dir;
_newUnit setVariable ["cashMoney",_cashMoney,true];

//Clear New Character
{_newUnit removeMagazine _x;} count  magazines _newUnit;
removeAllWeapons _newUnit;	

//Equip New Charactar
{
	if (typeName _x == "ARRAY") then {if ((count _x) > 0) then {_newUnit addMagazine [(_x select 0), (_x select 1)]; }; } else { _newUnit addMagazine _x; };
} count _magazines;

{
	_newUnit addWeapon _x;
} count _weapons;

//Check && Compare it
if(str(_weapons) != str(weapons _newUnit)) then {
	//Get Differecnce
	{
		_weapons = _weapons - [_x];
	} count (weapons _newUnit);
	
	//Add the Missing
	{
		_newUnit addWeapon _x;
	} count _weapons;
};

if(_primweapon !=  (primaryWeapon _newUnit)) then {
	_newUnit addWeapon _primweapon;		
};
if (_primweapon == "MeleeCrowbar") then {
	_newUnit addMagazine 'crowbar_swing';
};
if (_primweapon == "MeleeSledge") then {
	_newUnit addMagazine 'sledge_swing';
};
if (_primweapon == "MeleeHatchet_DZE") then {
	_newUnit addMagazine 'Hatchet_Swing';
};
if (_primweapon == "MeleeMachete") then {
	_newUnit addMagazine 'Machete_swing';
};
if (_primweapon == "MeleeFishingPole") then {
	_newUnit addMagazine 'Fishing_Swing';
};

if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
	_newUnit addWeapon _secweapon;		
};
_switchUnit = {
	addSwitchableUnit _newUnit;
	setPlayable _newUnit;
	selectPlayer _newUnit;
	if ((count units _oldGroup > 1) && {!isNil "PVDZE_plr_LoginRecord"}) then {[player] join _oldGroup;deleteGroup _group;};
	removeAllWeapons _oldUnit;
	{_oldUnit removeMagazine _x;} count  magazines _oldUnit;
	deleteVehicle _oldUnit;
	if(_currentWpn != "") then {_newUnit selectWeapon _currentWpn;};
};
//Add && Fill BackPack
if (!isNil "_newBackpackType") then {
	if (_newBackpackType != "") then {
		_newUnit addBackpack _newBackpackType;
		dayz_myBackpack = unitBackpack _newUnit;
		//Weapons
		_backpackWpnTypes = [];
		_backpackWpnQtys = [];
		if (count _backpackWpn > 0) then {
			_backpackWpnTypes = _backpackWpn select 0;
			_backpackWpnQtys = _backpackWpn select 1;
		};
		[] call _switchUnit;
		if (gear_done) then {sleep 0.001;};
		["1"] call gearDialog_create;
		//magazines
		_countr = 0;
		{
			if (!(isClass(configFile >> "CfgWeapons" >> _x))) then {
				_countr = _countr + 1;
				if ((typeName _x) != "STRING") then {
					(unitBackpack player) addMagazineCargoGlobal [(_x select 0), 1];
					_idc = 4999 + _countr;
					_idc setIDCAmmoCount (_x select 1);
				} else {
					(unitBackpack player) addMagazineCargoGlobal [_x, 1];
				};
			};
		} count _backpackMag;
		(findDisplay 106) closeDisplay 0;
		_countr = 0;
		{
			(unitBackpack player) addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
			_countr = _countr + 1;
		} count _backpackWpnTypes;
	} else { [] call _switchUnit; };
} else { [] call _switchUnit; };
[objNull, player, rSwitchMove,_currentAnim] call RE;
player disableConversation true;

//player setVariable ["bodyName",dayz_playerName,true]; //Outcommit (Issue #991) - Also removed in DayZ Mod 1.8

if (_tagSetting) then {
	DZE_ForceNameTags = true;
};

_playerUID = getPlayerUID player;
_playerObjName = format["PVDZE_player%1",_playerUID];
call compile format["%1 = player;",_playerObjName];
publicVariableServer _playerObjName; //Outcommit in DayZ 1.8 No clue for what this is - Skaronator

//melee check
_wpnType = primaryWeapon player;
_ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));
if (_ismelee == "true") then {
	call dayz_meleeMagazineCheck; 
};

//reveal the same objects we do on login
{player reveal _x} count (nearestObjects [getPosATL player, dayz_reveal, 50]);

player setVariable ["cashMoney",_cashMoney,true];

попробуй мой

http://pastebin.com/xFb3sw0c

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Еще проблема, при снятии кикает с причиной Setpos #0, помогите пожалуйста

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setpos.txt

//new
5 "" !"FunctionsManager" !"Shot" !"z_doctor" !"z_hunter" !"z_new_villager1" !"z_new_villager2" !"z_new_villager3" !"z_new_villager4" !"z_new_worker1" !"z_new_worker2" !"z_new_worker3" !"z_new_worker4" !"z_policeman" !"z_priest" !"z_soldier_heavy" !"z_soldier_pilot" !"z_soldier" !"z_suit1" !"z_suit2" !"z_teacher" !"z_villager1" !"z_villager2" !"z_villager3" !"z_worker1" !"z_worker2" !"z_worker3" !"zZombie_Base"  !"AN2_DZ" !"ATV_CZ_EP1" !"ATV_US_EP1" !"ArmoredSUV_PMC_DZ" !"C130J_US_EP1" !"CH_47F_EP1_DZ" !"CSJ_GyroC" !"CSJ_GyroCover" !"CSJ_GyroP" !"Fishing_Boat" !"GAZ_Vodnik" !"GAZ_Vodnik_MedEvac" !"GLT_M300_LT" !"GLT_M300_ST" !"GNT_C185" !"GNT_C185C" !"GNT_C185R" !"GNT_C185U" !"HMMWV_Ambulance" !"HMMWV_Ambulance_CZ_DES_EP1" !"HMMWV_DES_EP1" !"HMMWV_DZ" !"HMMWV_M1035_DES_EP1" !"HMMWV_M1151_M2_CZ_DES_EP1" !"HMMWV_M998A2_SOV_DES_EP1" !"Ikarus" !"Ikarus_TK_CIV_EP1" !"JetSkiYanahui_Case_Blue" !"JetSkiYanahui_Case_Green" !"JetSkiYanahui_Case_Red" !"JetSkiYanahui_Case_Yellow" !"KamazRefuel_DZ" !"Lada1" !"Lada1_TK_CIV_EP1" !"Lada2" !"Lada2_TK_CIV_EP1" !"LadaLM" !"LandRover_CZ_EP1" !"LandRover_MG_TK_EP1" !"LandRover_Special_CZ_EP1" !"LandRover_TK_CIV_EP1" !"MH6J_DZ" !"MMT_Civ" !"MTVR_DES_EP1" !"MV22_DZ" !"Mi17_Civilian_DZ" !"Mi17_DZ" !"MtvrRefuel_DES_EP1_DZ" !"Offroad_DSHKM_Gue" !"Old_bike_TK_INS_EP1" !"Old_moto_TK_Civ_EP1" !"PBX" !"Pickup_PK_GUE" !"Pickup_PK_INS" !"Pickup_PK_TK_GUE_EP1" !"RHIB" !"S1203_TK_CIV_EP1" !"S1203_ambulance_EP1" !"SUV_Blue" !"SUV_Camo" !"SUV_Charcoal" !"SUV_Green" !"SUV_Orange" !"SUV_Pink" !"SUV_Red" !"SUV_Silver" !"SUV_TK_CIV_EP1" !"SUV_White" !"SUV_Yellow" !"Skoda" !"SkodaBlue" !"SkodaGreen" !"SkodaRed" !"Smallboat_1" !"Smallboat_2" !"TT650_Civ" !"TT650_TK_CIV_EP1" !"UAZ_CDF" !"UAZ_INS" !"UAZ_MG_TK_EP1" !"UAZ_Unarmed_TK_CIV_EP1" !"UAZ_Unarmed_TK_EP1" !"UAZ_Unarmed_UN_EP1" !"UH1H_DZ" !"UH1Y_DZ" !"UH60M_EP1_DZ" !"UralRefuel_TK_EP1_DZ" !"Ural_CDF" !"Ural_TK_CIV_EP1" !"Ural_UN_EP1" !"V3S_Open_TK_CIV_EP1" !"V3S_Open_TK_EP1" !"V3S_Refuel_TK_GUE_EP1_DZ" !"VIL_Star_S2000" !"VIL_Star_S2000o" !"VIL_alfa_civil" !"VIL_alfa_civil1" !"VIL_alfa_civil2" !"VIL_asistvan_DZE" !"VIL_berlingo" !"VIL_bmw7_civil" !"VIL_bmw7_civil1" !"VIL_bmw7_civil2" !"VIL_bmw7_civilvip" !"VIL_citrone_civil" !"VIL_citrone_civil1" !"VIL_citrone_civil2" !"VIL_citrone_civil3" !"VIL_ducato_bus" !"VIL_ducato_cargo" !"VIL_ducato_cargo2" !"VIL_fobia_civil" !"VIL_fobia_civil1" !"VIL_fobia_civil2" !"VIL_fobia_civil3" !"VIL_fobia_civil4" !"VIL_fobia_civil5" !"VIL_hilux1_civi2" !"VIL_hilux1_civi3" !"VIL_hilux1_civil" !"VIL_hilux1_police" !"VIL_karoca_civil" !"VIL_karoca_civil_red" !"VIL_kia_ceed" !"VIL_kia_ceed2" !"VIL_kia_ceed3" !"VIL_kia_ceed4" !"VIL_kia_ceeddwa" !"VIL_kia_ceeddwa2" !"VIL_kia_ceeddwa3" !"VIL_kia_ceeddwa4" !"VIL_kia_ceeddwa6" !"VIL_lublin_freez" !"VIL_mondeo_civil" !"VIL_mondeo_civil3" !"VIL_mondeo_civil4" !"VIL_mondeo_civil5" !"VIL_octavia_civil" !"VIL_octavia_civil2" !"VIL_octavia_civil3" !"VIL_octavia_civil4" !"VIL_panda_civil" !"VIL_panda_civil1" !"VIL_passat_civil" !"VIL_passat_civil1" !"VIL_passat_civil2" !"VIL_passat_civil3" !"VIL_passat_civil4" !"VIL_passat_civil5" !"VIL_smart_civil" !"VIL_smart_civil1" !"VIL_smart_civil2" !"VIL_smart_civil4" !"VIL_smart_civil5" !"VIL_sprinter_cargo" !"VIL_transit_truck" !"VIL_vivaro_amb" !"VIL_vivaro_civ" !"VIL_volvofl" !"VIL_vwt4_banksec" !"VIL_vwt4_civ" !"VWGolf" !"VolhaLimo_TK_CIV_EP1" !"Volha_2_TK_CIV_EP1" !"Zodiac" !"car_hatchback" !"car_sedan" !"datsun1_civil_1_open" !"datsun1_civil_2_covered" !"datsun1_civil_3_open" !"hilux1_civil_2_covered" !"hilux1_civil_3_open_EP1" !"policecar" !"tractor" !"ATV_Base_EP1" !"HMMWV_Base" !"Ikarus_TK_CIV_EP1" !"Lada_base" !"LandRover_Base" !"Offroad_DSHKM_base" !"Pickup_PK_base" !"S1203_TK_CIV_EP1" !"SUV_Base_EP1" !"SkodaBase"
1 ""
5 "CIV_EuroMan02_EP1"
5 "Dr_Annie_Baker_EP1"
5 "Dr_Hladik_EP1"
5 "Woodlander1"
5 "FunctionsManager"

setpos.log

17.06.2015 18:10:30: Hades (192.168.1.1:2304) - - #0 2:2705 Soldier_Sniper_PMC_DZ [126,157,0]


Используя скрипт снятия вещей из данной темы проблем не имел

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4) Откройте папку BattlEye (MPMissions\DayZ_Epoch_11.Chernarus\BattlEye), зайдите в "setvariable.txt" и конец первой строки добавьте:

  •  
  •  
  •  
  1. !="clothesTaken"

Прописано?

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