![]() ![]() ![]() And I have to add them all as properties in the script, and a condition for each. So if there were 10 upgrades, that's 30 omods. Now if I want a version with 50% of blood I need to create even more omods. Because I have multiple upgrades, I'd need to do this for each of the upgrades. I can achieve that by creating a duplicate omod but this time with the blood material swap enabled. ![]() Now I want blood to show up on it under certain conditions. I have a holstered melee weapon model( that is an equippable armor), and it has multiple omods that make upgrades appear via material swap. ![]() It's just the way I have it set up, makes me wonder if a scripted material swap would be easier. I can definitely do that, and that is my next option if scripting material swaps doesn't work. Question, what is preventing you from just adding another OMOD with another Material swap vs scripting it?
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