Tekken Posted November 19, 2014 Share Posted November 19, 2014 Hi, is there any way to add like 4 skins on a single car, and when i spawn one to chose random witch skin to load ? Link to comment
MIKI785 Posted November 19, 2014 Share Posted November 19, 2014 What do you mean by skin? Texture? Yes, using shaders. Link to comment
Enargy, Posted November 20, 2014 Share Posted November 20, 2014 What do you mean by skin? Texture? Yes, using shaders. I think he refers to warping 4 peds in a car in this case... try with this server.lua warpPedIntoVehicle createVehicle createPed Link to comment
boro Posted November 20, 2014 Share Posted November 20, 2014 try this skintable = { "skinname.txd", "skinname.txd", "skinname.txd", "skinname.txd" } -- here set your skin names function randomwehicle ( ) txd = engineLoadTXD ( "skintable[math.random (#skintable)]" ) engineImportTXD ( txd, vehicleID ) -- here set your wehicleid local newwehicle = createVehicle ( wehicleID, posX, posY, posZ ) -- here set your vehicle id and spawn position warpPedIntoVehicle ( source, newwehicle ) end addEventHandler ( "onPlayerSpawn", getRootElement(), randomwehicle ) Link to comment
Tekken Posted November 20, 2014 Author Share Posted November 20, 2014 I mean when a car spawn randomly to choose what skin to load Link to comment
Tekken Posted November 20, 2014 Author Share Posted November 20, 2014 try this skintable = { "skinname.txd", "skinname.txd", "skinname.txd", "skinname.txd" } -- here set your skin names function randomwehicle ( ) txd = engineLoadTXD ( "skintable[math.random (#skintable)]" ) engineImportTXD ( txd, vehicleID ) -- here set your wehicleid local newwehicle = createVehicle ( wehicleID, posX, posY, posZ ) -- here set your vehicle id and spawn position warpPedIntoVehicle ( source, newwehicle ) end addEventHandler ( "onPlayerSpawn", getRootElement(), randomwehicle ) Thanks, now i know wath to doo! Link to comment
Tekken Posted November 20, 2014 Author Share Posted November 20, 2014 I tried like this but it always load the same skin skintable = { "bobcat1.txd", "bobcat2.txd"} -- here set your skin names txd = engineLoadTXD ( skintable[math.random (#skintable)]) engineImportTXD ( txd, 422 ) -- here set your wehicleid dff = engineLoadDFF("422.dff", 422) engineReplaceModel(dff, 422) Link to comment
boro Posted November 20, 2014 Share Posted November 20, 2014 Oh you have txd,dff skin ok try this and set your skin names to bobcat1.txt, bobcat1.dff and bobcat2.txt,bobcat2.dff function randomwehicle ( ) if bobcatone then txd = engineLoadTXD ( "bobcat1.txd" ) engineImportTXD ( txd, 422 ) -- here set your wehicleid dff = engineLoadDFF("bobcat1.dff", 422) engineReplaceModel(dff, 422) bobcatone = false local newwehicle = createVehicle ( wehicleID, posX, posY, posZ ) -- here set your vehicle id and spawn position warpPedIntoVehicle ( source, newwehicle ) else txd = engineLoadTXD ( "bobcat2.txd" ) engineImportTXD ( txd, 422 ) -- here set your wehicleid dff = engineLoadDFF("bobcat2.dff", 422) engineReplaceModel(dff, 422) bobcatone = true local newwehicle = createVehicle ( wehicleID, posX, posY, posZ ) -- here set your vehicle id and spawn position warpPedIntoVehicle ( source, newwehicle ) end end addEventHandler ( "onPlayerSpawn", getRootElement(), randomwehicle ) Link to comment
-.Paradox.- Posted November 21, 2014 Share Posted November 21, 2014 Try with shaders, If you mean paintjobs Link to comment
Saml1er Posted November 21, 2014 Share Posted November 21, 2014 onPlayerSpawn is server side event. Use addEventHandler ( "onClientPlayerSpawn", localPlayer, randomwehicle ) Also you can drive client side created vehicles. So you must create vehicle server side and use math.random. local text = { {"bobcat1.txd" , "bobcat1.dff",422} , {"bobcat2.txd" , "bobcat2.dff",422} } local ran = math.random ( 1,#text } local txd = engineLoadTXD ( text[ran][1] ) engineImportTXD ( txd, text[ran][3] ) local dff = engineLoadDFF(text[ran][2], text[ran][3]) engineReplaceModel(dff, text[ran][3]) Link to comment
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