J
JABA AZAZINA
27.02.20 12:51 pm
Change hands when changing costumes (S.T.A.L.K.E.R.: Shadow of Chernobyl)
Decided to put this mod, but all of them come with the textures of the weapons (i.e. the change is tied to the weapon models, like the original run, so will have to be picked in the original and there to change everything,and that's a very long time, and know yourself, 5-6 flights with a bug, freak out and throw). But I looked in the archive Rssgm and found a variant, which does not involve weapons. I do not understand how it all works, like binding textures gloves spelled out in the outfit and in the script, for me it's something new. Now, crashes with this log.[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\ script_engine.cpp
[error]Line : 73
[error]Description :
[error]Arguments : LUA error: ... shadow of chernobyl\gamedata\ scripts\ruk_hud.script:10: attempt to index field 'actor' (a nil value)
As I understand, the problem in this script to replace the 10 line, but I don't know what it means, so maybe he would. Read it at Google, but still do not understand what should I focus to fix it and what to fix. I have these scripts do not understand, so let's not Bund in the comments, I know it's stupid in this case.
Here's the script, hope will tell someone.
function update() -- here we call the change of texture.
if last_outfit == nil then last_outfit = hello end
if db.actor:item_in_slot(6) == nil then
outfit = sviter
else
outfit = db.actor:item_in_slot(6):section()
end
if last_outfit ~= outfit then
perchatka = system_ini():r_string(outfit,texture_arm)
exo = system_ini():r_string(outfit,texture_exo)
local t = texture_find(hands\\act_arm_0)
if t then
t:set_name(hands\\..perchatka)
t:reload()
end
local t_b = texture_find(hands\\act_arm_0_bump)
if t_b is then
t_b:set_name(hands\\....perchatka_bump)
t_b:reload()
end
local te = texture_find(hands\\act_arm_exo)
if te then
te:set_name(hands\\..exo)
te:reload()
end
local te_b = texture_find(hands\\act_arm_exo_bump)
if te_b then
te_b:set_name(hands\\....exo_bump)
te_b:reload()
end
last_outfit = outfit
end
end
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