Open kielerboy opened 4 years ago
Can you find this..
function updateApperance(id, selected, color)
local app = Apperance[id]
local playerPed = PlayerPedId()
if selected then
if app.itemType == 'component' then
ComponentVariation[app.item] = {app.index, 0}
SetPedComponentVariation(playerPed, app.itemID, app.index, 0, 2)
elseif app.itemType == 'headoverlay' then
HeadOverlay[app.item] = {app.index, 10.0}
SetPedHeadOverlay(playerPed, app.itemID, app.index, 10.0)
elseif app.itemType == 'eye' then
ParentData['eye_color'] = app.index
SetPedEyeColor(playerPed, app.index, 0, 1)
end
end
And replace it with this?
function updateApperance(id, selected, color)
local app = Apperance[id]
local playerPed = PlayerPedId()
if selected then
if app.itemType == 'component' then
ComponentVariation[app.item] = {app.index, 0}
SetPedComponentVariation(playerPed, app.itemID, app.index, 0, 2)
elseif app.itemType == 'headoverlay' then
HeadOverlay[app.item] = {app.index, app.indextwo}
SetPedHeadOverlay(playerPed, app.itemID, app.index, app.indextwo)
elseif app.itemType == 'eye' then
ParentData['eye_color'] = app.index
SetPedEyeColor(playerPed, app.index, 0, 1)
end
end
Reply here and let me know if it works..
not work
What does line 339 look like in your menu.lua?
Apperance[PanelVisage.Percentage.itemIndex].indextwo = math.floor(Percent*10)/10
Is it this?
yes
Remove the /10 from the end please and retest.
I forgot skinchanger does some math to gain percentages during its calling of setpedoverlay....
Might be getting it twice.
Otherwise the line on 339 is correct because it is returning a float, or something close enough too a float.
The problem would then lay with skin changer useing the extra math to apply features.
But to save on changing that resource, we could always do math inside the setpedoverlay in this one...
Try this one... Keep line 339 without the /10.
function updateApperance(id, selected, color)
local app = Apperance[id]
local playerPed = PlayerPedId()
if selected then
if app.itemType == 'component' then
ComponentVariation[app.item] = {app.index, 0}
SetPedComponentVariation(playerPed, app.itemID, app.index, 0, 2)
elseif app.itemType == 'headoverlay' then
HeadOverlay[app.item] = {app.index, app.indextwo}
SetPedHeadOverlay(playerPed, app.itemID, app.index, math.floor(app.indextwo)/10+0.0)
elseif app.itemType == 'eye' then
ParentData['eye_color'] = app.index
SetPedEyeColor(playerPed, app.index, 0, 1)
end
end
ok eyebrows_2 works chest_hair not work beard not work
Is that with a brand new character?
yes an i testet again and its works for chest_hair i have change the chest_1, chest_2 ,chest_3 to chest_hair_1 , chest_hair_2 ,chest_hair_3 on skinchanger to show chest_hair from the char creator
to make it more compatible, you could just find it in the client.lua and change...
{
item = 'chest_hair',
List = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 ,16},
index = 1,
indextwo = 1,
cam = 'body',
itemType = 'headoverlay',
itemID = 10,
PercentagePanel = true,
ColourPanel = true,
},
to
{
item = 'chest',
List = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 ,16},
index = 1,
indextwo = 1,
cam = 'body',
itemType = 'headoverlay',
itemID = 10,
PercentagePanel = true,
ColourPanel = true,
},
Good pickup on that though!
i have a other question how i can make other player visible in the char creator when 2 player connect i see the the other player
Seperate issue.
if I create a char it will be displayed normally after relog beards and Chest Hair will no longer be displayed because the opacity is on 1 and not on the value you selected