• Forcing a player's derma skin?
    4 replies, posted
Just another simple question, I've got a custom skin that I want the player's derma to be set to every time they enter a server, how exactly would I do that?
If the code is simply defining a new clientside skin ([i]derma.DefineSkin[/i]) and applying it to the world panel, then it should be possible to send it as an autorun file.
[QUOTE=thefreeman193;33249495]If the code is simply defining a new clientside skin ([i]derma.DefineSkin[/i]) and applying it to the world panel, then it should be possible to send it as an autorun file.[/QUOTE] I'll try that, thanks! [editline]13th November 2011[/editline] Got a problem, I'm afraid. That didn't really work. I'm working with nexus, and I've tried placing the code in two separate files. cl_auto, which I think is the equivalent of cl_init in any given script, but correct me if I'm wrong. I also tried placing it in a new file which I named cl_skin in schema/derma, but that didn't work either. I know there are no errors, and the code does run. I placed a call to the print method right after derma.DefineSkin, and that ran perfectly, no errors, it printed in the console. It's just not setting the derma skin, so I think I have to do something other than do all of the customization code and then call demra.DefineSkin to force it.
[lua]local skin = "YourSkin"; function GM:ForceDermaSkin() return skin; end; [/lua] Place that in cl_auto.lua
[QUOTE=Chessnut;33264431][lua]local skin = "YourSkin"; function GM:ForceDermaSkin() return skin; end; [/lua] Place that in cl_auto.lua[/QUOTE] Didn't work, I tried it in both cl_auto and cl_init. My code if you were wondering: [lua] -- Excluding all the skin code to keep it small, and yes I used the OA skin for testing. derma.DefineSkin("OpenAura", "Made for the OpenAura framework.", SKIN); print("Skin defined."); local skin = "OpenAura"; function GM:ForceDermaSkin() return skin; end; [/lua]
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