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Helmet for cop_01

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I was thinking of adding a helmet (in addition to the hat already present) for s_m_y_cop_01. Is this possible by adding the same helmet that hwaycop uses, adding it to the cop file in pedprops?

 

 

  • Author
Just now, Hystery said:

Aren't you afraid that random AI cops will spawn with that helmet? Oo

I've put the cop files in the snowcop slot (which I don't use ingame) and put the pedprops from highway cops to snowcops. So now I have a cop with a helmet, but when I use the ingame menu and click on helmet the cop doesn't wear anything. Only when I click ''hats'' he wears a helmet. 

 

 

  • Author
19 minutes ago, The Loot said:

OpenFormats doesn't support ped model editing yet (nor ped ymt settings), so changing anything but textures is still impossible.

But can I put in the backup xml file that the snowcop in this case should arrive always with a helmet on?

for example Ped comp_hats=''1'' where 1 is the helmet

 

 

prop_head is what's used, and if it's the first head prop, it would actually be prop_head="0", AFAIK. Then add helmet="true".

It's also possible you might run into issues using prop sets that are different from the original ones, where they may not spawn correctly.

  • Author
3 hours ago, The Loot said:

prop_head is what's used, and if it's the first head prop, it would actually be prop_head="0", AFAIK. Then add helmet="true".

It's also possible you might run into issues using prop sets that are different from the original ones, where they may not spawn correctly.

I still get cops riding bikes without helmets, even if i put randomize ped to false.

 

 

  • Author
5 hours ago, The Loot said:

Well, to test if the props will work at all, use a trainer to change into that model, get on a motorcycle, and see if you put a helmet on.

I finally solved it, I had to put all the script, every word, like the one place for hwaycop in backup.xml, into custombackup.xml, if not the thing didn't word

 

 

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