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ReskinUnit(Id,number) seems different from ReSkinReinforcementUnit(Id,number)
Posted: Sun Sep 18, 2022 1:42 pm
by locustmustdie
As I tested,ReSkinUnit(Id,9) has different coat of arms compare to ReSkinReinforcementUnit(id,9). The one I’m looking for is missing from ReSkinReinforcementUnit(). I don’t know the reason. Is there some illustration for texture customization?
Re: ReskinUnit(Id,number) seems different from ReSkinReinforcementUnit(Id,number)
Posted: Sun Sep 18, 2022 4:53 pm
by Paul59
locustmustdie wrote: ↑Sun Sep 18, 2022 1:42 pm
As I tested,ReSkinUnit(Id,9) has different coat of arms compare to ReSkinReinforcementUnit(id,9). The one I’m looking for is missing from ReSkinReinforcementUnit(). I don’t know the reason. Is there some illustration for texture customization?
As far as I am aware, ReSkinReinforcementUnit() doesn't allow you to select individual textures from those available.
It's only purpose is to allow reinforcements to have random textures relevant to their side. For instance, when you first design a scenario, all reinforcements should have ReSkinReinforcementUnit(0). When you reverse the scenario, so that the original Side1 is playable (and is then Side0), all reinforcements should be changed to have ReSkinReinforcementUnit(1).
ReSkinReinforcementUnit(id,9) would have no affect, as 0 and 1 are the only possible values.
If you are trying to select a particular texture for a reinforcement unit, you could try just using ReSkinUnit(Id,9), and delete ReSkinReinforcementUnit() for that unit.
Re: ReskinUnit(Id,number) seems different from ReSkinReinforcementUnit(Id,number)
Posted: Mon Sep 19, 2022 3:44 am
by locustmustdie
Thanks,paul