Here's something I've said before, might or might not help. Take a read through if you like:
Anyways, if you are adding hats to a ped that doesn't use hats, you will need to activate it via peds.ide.
M_Y_pmedic, null, MEDIC, move_m@bness_a, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_LO, visemes@m_lo, 0, move_m@bness_a, null, -1,-1, PED_TYPE_PLAYER, M_Y_PMEDIC, VOICE_PLY_CR
You will need to replace the null after M_Y_pmedic with the hat model you would like. If you added in a name called M_Y_pmedic_p, then use that.
M_Y_pmedic, M_Y_pmedic_p, MEDIC, move_m@bness_a, GESTURES@MALE, GESTURES@M_PHONE, FACIALS@M_LO, visemes@m_lo, 0, move_m@bness_a, null, -1,-1, PED_TYPE_PLAYER, M_Y_PMEDIC, VOICE_PLY_CR
Now, if the hat is just 1 hat, then you will need to add in p_head (or what ever you named the hat) into pedVariations.dat. Don't forget to update the value next to the model name, or your game could crash. Refer to the spoiler section for more information.
#slot geometry BULK JOB SUNNY WET MAT1 RES1A RES1B RES2A RES2B AUDIO ID
feet, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 1
head, 1, 0, 1, 0, 0, 0, -1, -1, -1, -1, 10
head, 2, 0, 1, 0, 0, 0, -1, -1, -1, -1, 10
head, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 6
uppr, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 2
lowr, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 1
p_head, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 0
As a note, I have no idea how the game spawns the medics. I know how they do with cops and firemen. No idea about medics.
My guess, is they are force spawned, since the medics don't seem to want to get into your vehicle when spawned as bodyguards. But I could be wrong.
If the bots are force spawned (when being spawned by the game, not by the player or scripts), the chances of the bots ever spawning with hats/glasses is never. Unless the hat model is added to the peds model its self via SUSE.
So, if the bots do spawn naturally and follow the job rule (since medic is their job), set the job value to 1 and when ever the medics spawn they should have the hat.
There's still two different versions of natural spawning peds. The civilian ped, the job ped.
Now, if the medic is spawned as a civ ped, the job value should be set to 0 or it could restrict the medics from spawning with that hat since he should only have it when on the job.
If the medic is spawned as a job ped, he must have the job value for the hat set to 1 or he will never spawn with the hat unless spawned as a civ ped.
Hope this helps out. I don't really plan on testing out how this will work on the medic ped, for I don't plan on adding hats to him at all. So it's up to you people to trial and error this. Hope this answered any questions and helps you out with this. :)
EDIT: Added some extra information.
Edited by Custo, 08 August 2012 - 05:11 AM.