Mikeeeyy Posted September 8, 2014 Report Share Posted September 8, 2014 If I do this: _vehicle setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"]; It makes the vehicle red, but how would I go about getting it back to it's default texture? If that's even possible. Donnovan 1 Link to comment Share on other sites More sharing options...
0 Mikeeeyy Posted September 8, 2014 Author Report Share Posted September 8, 2014 I understand that I need to get the texture path but is there anyway for me to get this easily for any vehicle I want? Link to comment Share on other sites More sharing options...
0 Mikeeeyy Posted September 9, 2014 Author Report Share Posted September 9, 2014 bump Link to comment Share on other sites More sharing options...
0 Uro Posted September 9, 2014 Report Share Posted September 9, 2014 Remove the line you pasted above to change the colour of the vehicle inthe first place. Basically, Reverse any steps you did to change the colours. Link to comment Share on other sites More sharing options...
0 Zupa Posted September 9, 2014 Report Share Posted September 9, 2014 Remove the line you pasted above to change the colour of the vehicle inthe first place. Basically, Reverse any steps you did to change the colours. Incorrect, i think there is no way to remove it ingame. He wants like forexample to reset it when a player is like MEH, i liked the old one better Link to comment Share on other sites More sharing options...
0 axeman Posted September 9, 2014 Report Share Posted September 9, 2014 Can you get the original texture from the vehicles config? Or create a 'blank' texture to replace it with, not messed much with these but would a transparent texture work? Am not really the man to ask I prefer sqf and Fsm :) I know where I am with code.. lost in an unknown sea. Link to comment Share on other sites More sharing options...
0 Mikeeeyy Posted September 10, 2014 Author Report Share Posted September 10, 2014 Can you get the original texture from the vehicles config? Or create a 'blank' texture to replace it with, not messed much with these but would a transparent texture work? Am not really the man to ask I prefer sqf and Fsm :) I know where I am with code.. lost in an unknown sea. That's what I was hoping for, a way of getting the textures from the vehicle config but I couldn't find anything, oh well. Link to comment Share on other sites More sharing options...
0 Zupa Posted September 10, 2014 Report Share Posted September 10, 2014 A transparent texture would make your whole vehicle transparent. Believe me ^^ i tried ^^ Link to comment Share on other sites More sharing options...
0 Zupa Posted September 10, 2014 Report Share Posted September 10, 2014 That's what I was hoping for, a way of getting the textures from the vehicle config but I couldn't find anything, oh well. Well, maybe you gotta look harder ^^ You should not look in your client code anyways: The following github has every file uncompiled, easy to go trough ^^ https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code The following code you find in this file: https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgVehicles/LAND/Ural.hpp class Ural_Base; class UralCivil_DZE : Ural_Base { scope = 2; side = 3; faction = "CIV"; displayName = "Ural (Civil)"; vehicleClass = "Car"; crew = ""; typicalCargo[] = {}; class TransportMagazines{}; class TransportWeapons{}; model = "\ca\wheeled\ural"; picture = "\Ca\wheeled\data\ico\ural_civil1_CA.paa"; rarityUrban = 0.3; accuracy = 0.22; hiddenSelectionsTextures[] = { "\ca\wheeled\data\ural_kabina_civ1_co.paa", "\ca\wheeled\data\ural_plachta_civ1_co.paa" }; }; more in pacticular hiddenSelectionsTextures[] = { "\ca\wheeled\data\ural_kabina_civ1_co.paa", "\ca\wheeled\data\ural_plachta_civ1_co.paa" }; Now how would u call this data? _vehicleName = "UralCivil_DZE"; _textureArray = getArray(configFile >> "CfgVehicles" >> _vehicleName >> "hiddenSelectionsTextures[])"; // could also be hiddenSelectionsTextures without the [] _counter = 0; { _vehicle setObjectTexture [_counter , _x]; _counter = _counter + 1 ; }forEach _textureArray ; Not tested, just giving you the way to go. Donnovan 1 Link to comment Share on other sites More sharing options...
0 Mikeeeyy Posted September 10, 2014 Author Report Share Posted September 10, 2014 Well, maybe you gotta look harder ^^ You should not look in your client code anyways: The following github has every file uncompiled, easy to go trough ^^ https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code The following code you find in this file: https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgVehicles/LAND/Ural.hpp class Ural_Base; class UralCivil_DZE : Ural_Base { scope = 2; side = 3; faction = "CIV"; displayName = "Ural (Civil)"; vehicleClass = "Car"; crew = ""; typicalCargo[] = {}; class TransportMagazines{}; class TransportWeapons{}; model = "\ca\wheeled\ural"; picture = "\Ca\wheeled\data\ico\ural_civil1_CA.paa"; rarityUrban = 0.3; accuracy = 0.22; hiddenSelectionsTextures[] = { "\ca\wheeled\data\ural_kabina_civ1_co.paa", "\ca\wheeled\data\ural_plachta_civ1_co.paa" }; }; more in pacticular hiddenSelectionsTextures[] = { "\ca\wheeled\data\ural_kabina_civ1_co.paa", "\ca\wheeled\data\ural_plachta_civ1_co.paa" }; Now how would u call this data? _vehicleName = "UralCivil_DZE"; _textureArray = getArray(configFile >> "CfgVehicles" >> _vehicleName >> "hiddenSelectionsTextures[])"; // could also be hiddenSelectionsTextures without the [] _counter = 0; { _vehicle setObjectTexture [_counter , _x]; _counter = _counter + 1 ; }forEach _textureArray ; Not tested, just giving you the way to go. Pretty sure I already tried that and it didn't work, it just returns "CAMOx", x being the layer index. Link to comment Share on other sites More sharing options...
0 Zupa Posted September 10, 2014 Report Share Posted September 10, 2014 Pretty sure I already tried that and it didn't work, it just returns "CAMOx", x being the layer index. Camo1? That seems to be the hiddenselection in the following example. class Lada2: Lada_base { scope = 2; hiddenSelections[] = {"Camo1"}; displayname = "UAZ (Red)"; accuracy = 1000; hiddenSelectionsTextures[] = {"\ca\wheeled2\Lada\Data\Lada_red_CO.paa"}; rarityUrban = 0.4; class Upgrades { ItemORP[] = {"Lada2_DZE1",{},{{"ItemORP",1},{"PartEngine",2}}}; }; }; Maybe try my method, to take hiddenSelectionsTextures instead of hiddenSelections Also based on bohemia documentation: which seems abit weird imo cus it Textures object selection with texture named in array. Array has the form [selectionNumber, "Texture"]. The selection number is defined through the hiddenselection[]={} array in the vehicle's config (starting with 0). BUt looking in the config then for example: class Lada1_TK_CIV_EP1: Lada_base { expansion = 1; scope = 2; side = 3; faction = "BIS_TK_CIV"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"\CA\wheeled_E\Lada\Data\Lada_ECIV1_CO.paa","\Ca\wheeled_E\Lada\Data\Lada_glass_ECIV1_CA.paa"}; displayname = "Lada"; accuracy = 1000; rarityUrban = 0.4; crew = ""; typicalCargo[] = {}; class Upgrades { ItemORP[] = {"Lada1_TK_CIV_EP1_DZE1",{},{{"ItemORP",1},{"PartEngine",2}}}; }; }; There are the samme ammount as hiddenSelection and HiddenSelectionTEXTURES. So thats why i think their documentation is kinda weird on that part. Since the texture PAA's are in the other array EDIT Extra, Does the documentation maybe means that the call has to be like this: _vehicle setObjectTexture ["Camo1", "\CA\wheeled_E\Lada\Data\Lada_ECIV1_CO.paa"]; Which seems highly unlikely, since it needs to be a number. So i think Camo1 is just like something to fill up the array so the arrays of hiddensel and hiddenselTexture have the same lengthed The documentation link btw: https://community.bistudio.com/wiki/setObjectTexture Donnovan 1 Link to comment Share on other sites More sharing options...
0 Mikeeeyy Posted September 10, 2014 Author Report Share Posted September 10, 2014 Camo1? That seems to be the hiddenselection in the following example. class Lada2: Lada_base { scope = 2; hiddenSelections[] = {"Camo1"}; displayname = "UAZ (Red)"; accuracy = 1000; hiddenSelectionsTextures[] = {"\ca\wheeled2\Lada\Data\Lada_red_CO.paa"}; rarityUrban = 0.4; class Upgrades { ItemORP[] = {"Lada2_DZE1",{},{{"ItemORP",1},{"PartEngine",2}}}; }; }; Maybe try my method, to take hiddenSelectionsTextures instead of hiddenSelections Also based on bohemia documentation: which seems abit weird imo cus it BUt looking in the config then for example: class Lada1_TK_CIV_EP1: Lada_base { expansion = 1; scope = 2; side = 3; faction = "BIS_TK_CIV"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"\CA\wheeled_E\Lada\Data\Lada_ECIV1_CO.paa","\Ca\wheeled_E\Lada\Data\Lada_glass_ECIV1_CA.paa"}; displayname = "Lada"; accuracy = 1000; rarityUrban = 0.4; crew = ""; typicalCargo[] = {}; class Upgrades { ItemORP[] = {"Lada1_TK_CIV_EP1_DZE1",{},{{"ItemORP",1},{"PartEngine",2}}}; }; }; There are the samme ammount as hiddenSelection and HiddenSelectionTEXTURES. So thats why i think their documentation is kinda weird on that part. Since the texture PAA's are in the other array EDIT Extra, Does the documentation maybe means that the call has to be like this: _vehicle setObjectTexture ["Camo1", "\CA\wheeled_E\Lada\Data\Lada_ECIV1_CO.paa"]; Which seems highly unlikely, since it needs to be a number. So i think Camo1 is just like something to fill up the array so the arrays of hiddensel and hiddenselTexture have the same lengthed The documentation link btw: https://community.bistudio.com/wiki/setObjectTexture Nevermind it does work, I was using hiddenSelections, hiddenSelectionsTextures does work, it just knocked me off a bit as that isn't documented in this: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#hiddenSelections, cheers for the help buddy! Link to comment Share on other sites More sharing options...
0 Zupa Posted September 10, 2014 Report Share Posted September 10, 2014 Ya, arma documentation is not always that clear about everything ^^. But ya, they have a documentation so we should be happy Link to comment Share on other sites More sharing options...
0 Mikeeeyy Posted September 10, 2014 Author Report Share Posted September 10, 2014 Ya, arma documentation is not always that clear about everything ^^. But ya, they have a documentation so we should be happy Yeah definitely, it's nice to just be able to lookup a command! Link to comment Share on other sites More sharing options...
0 Donnovan Posted December 11, 2014 Report Share Posted December 11, 2014 Nice! But i'm having some problem.On this code:_vehicleName = "CinderWall_DZ"; _textureArray = getArray(configFile >> "CfgVehicles" >> _vehicleName >> "hiddenSelectionsTextures[]"); _textureArray is an empty array [] in modular items, because they don't have hiddenSelectionsTextures[].Can't see anything related to texture on their class:class CinderWall_DZ: ModularItems { scope = 2; destrType = "DestructBuilding"; cost = 100; offset[] = {0,1.5,0}; model="\z\addons\dayz_epoch\models\cinder_wall_full.p3d"; icon = "\ca\data\data\Unknown_object.paa"; mapSize = 2; armor = 3400; displayName = "Cinder Block Wall"; vehicleClass = "Fortifications"; maintainBuilding[] = {{"MortarBucket",1}}; GhostPreview = "CinderWall_Preview_DZ"; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; /* path to the object*/ position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; Link to comment Share on other sites More sharing options...
0 Mikeeeyy Posted December 11, 2014 Author Report Share Posted December 11, 2014 Nice! But i'm having some problem. On this code: _vehicleName = "CinderWall_DZ"; _textureArray = getArray(configFile >> "CfgVehicles" >> _vehicleName >> "hiddenSelectionsTextures[]"); _textureArray is an empty array [] in modular items, because they don't have hiddenSelectionsTextures[]. Can't see anything related to texture on their class: class CinderWall_DZ: ModularItems { scope = 2; destrType = "DestructBuilding"; cost = 100; offset[] = {0,1.5,0}; model="\z\addons\dayz_epoch\models\cinder_wall_full.p3d"; icon = "\ca\data\data\Unknown_object.paa"; mapSize = 2; armor = 3400; displayName = "Cinder Block Wall"; vehicleClass = "Fortifications"; maintainBuilding[] = {{"MortarBucket",1}}; GhostPreview = "CinderWall_Preview_DZ"; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; /* path to the object*/ position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; What's the problem bud? Link to comment Share on other sites More sharing options...
0 Donnovan Posted December 11, 2014 Report Share Posted December 11, 2014 I want to make Cinder Wall red but Cinder Wall don't have hiddenSelectionsTextures[]. Link to comment Share on other sites More sharing options...
0 Mikeeeyy Posted December 11, 2014 Author Report Share Posted December 11, 2014 I want to make Cinder Wall red but Cinder Wall don't have hiddenSelectionsTextures[]. It can't be done. Donnovan 1 Link to comment Share on other sites More sharing options...
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Mikeeeyy
If I do this:
It makes the vehicle red, but how would I go about getting it back to it's default texture? If that's even possible.
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