[M]ister Posted December 18, 2013 Share Posted December 18, 2013 Does anyone have a table with all the clothes cj?, I'll do a math random, and I'm too lazy to be adding all clothes in table, because there are many Link to comment
myonlake Posted December 19, 2013 Share Posted December 19, 2013 You can use the getValidPedModels function to get all the valid ones. Link to comment
TAPL Posted December 19, 2013 Share Posted December 19, 2013 You can use the getValidPedModels function to get all the valid ones. Did you realize that he ask for CJ clothes and not valid skins ids? Link to comment
myonlake Posted December 19, 2013 Share Posted December 19, 2013 In that case this could do the trick. local clothesCJ = {[0]= 67,[1]=32,[2]=44,[3]=37,[4]=2,[5]=3,[6]=3,[7]=3,[8]=6,[9]=5,[10]=6,[11]=6,[12]=5,[13]=11,[14]=11,[15]=16,[16]=56,[17]=8} function getRandomClothes(clothesType) if (not clothesType) or (type(clothesType) ~= "number") or (not clothesCJ[clothesType]) then outputDebugString("Error in syntax!", 2) return false end math.randomseed(getTickCount()) return math.random(0, clothesCJ[clothesType]) end Link to comment
Moderators IIYAMA Posted December 19, 2013 Moderators Share Posted December 19, 2013 You can try something like this. local myTable = {} for clothesType=0, 17 do local newTable = {} for clothesIndex=0,1000 do -- in case if there are 1001… local clothesTexture,model = getClothesByTypeIndex (clothesType, clothesIndex ) if clothesTexture and model then newTable[clothesIndex]={["clothesTexture"]=clothesTexture,["model"]=model} else break end end myTable[clothesType]= newTable end local clothesTexture = myTable[0][0]["clothesTexture"] local model = myTable[0][0]["model"] It is better to buffer the table first, but I am to lazy to do that. Link to comment
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