Mask
Updated for version 3.38.
Module Definition
The module is inherited from ItemModuleBase. So base parameters can be found there.
This modules let's you add masks.
Module name
The name of the module you use as the meta of the module definition is 'Mask' or 'MaskModule' if _force_search
is set to true in the module definition.
XML Structure
<Mask ...>
<Mask ...>
Parameter | Type | Description |
---|---|---|
id | String | The ID of the material |
type | String | The type of the mask. Can be helmet, beard, glasses and mask. Defaults to mask. |
global_value | String | For packs of mods, a global id assigned to all. A nice way to label your mods. You'll still have to create the global value through GlobalValueModule |
unit | String | Optional path to the unit of the mask. Defaults to units/mods/masks/msk_ |
offsets | Table | Optional table of offsets for each character. Should look something like this:
|
name_id | String | Localization ID for the title of the mask (Defaults to bm_msk_ + |
desc_id | String | Localization ID for the description of the mask (Defaults to bm_msk_ + |
texture_bundle_folder | String | Optional folder to contain the icon. The path will be guis/dlcs/ |
characters | Table | Optional table that contains characters and the mask for them. This allows you to have a unique mask for each character (See bm_msk_balaclava in masks tweakdata) |
And any other tweakdata value. There are more that are not listed here yet.
The icon
The icon will be stored in guis/dlcs/mods/textures/pd2/blackmarket/icons/masks and will be named id
.texture then add it using AddFiles.
Example
This example is what you would put inside your main node within your mod config
This will add the mask my_cool_mask
. You will still need to localize the title and description of the mask. In this case bm_msk_my_cool_mask
and bm_msk_my_cool_mask_desc
will need to be localized using LocalizationModule. And add unit, object, material_config, textures and icon through AddFiles
Template
Download template here: here
Last updated