BetterDeadThanZed Posted January 14, 2018 Report Share Posted January 14, 2018 I am using the following script, called from init.sqf, to make a custom sign for my traders: diag_log format['Custom %1 - Starting billboards.sqf',time]; _pos = [4635.4492, 1855.5695, 3.8146973e-006]; _object = createVehicle ["WarfareBunkerSign", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 96.052811; _object setPosATL _pos; _object setObjectTexture [0, "zedtrading.jpg"]; _object allowDamage false; However, the result is not what I want. Here's what I see: There is a flickering at the dividing line between the flag and the custom image. Any suggestions? Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted January 15, 2018 Report Share Posted January 15, 2018 @BetterDeadThanZed _object setVehicleInit "this setObjectTexture [0, ""zedtrading.jpg""]"; Schalldampfer 1 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted January 16, 2018 Report Share Posted January 16, 2018 @BetterDeadThanZed All good now? Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted January 16, 2018 Author Report Share Posted January 16, 2018 I haven't had time to try. Too busy with work. Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted January 17, 2018 Author Report Share Posted January 17, 2018 Nope, didn't work. Funny thing is now my custom image is showing on the left side of the sign instead of the right... Link to comment Share on other sites More sharing options...
0 theduke Posted January 17, 2018 Report Share Posted January 17, 2018 In the sanford and son trader mod i released, I have this server side. in a file called sanford.sqf _vehicle_121= objNull; if (true) then { _this = createVehicle ["WarfareBunkerSign", [9919.52, 5422.02, 0.490173], [], 0, "CAN_COLLIDE"]; _vehicle_121 = _this; _this setDir 288.201; _this setVehicleInit "this SetObjectTexture [0,""graphics\sandfordandson.jpg""]"; }; I call this file in the server functions. (server side) And the image goes into the mission pbo. Also, if your pixels are off by 1, it will throw things off. you can use the picture in the sanford mod as a template. Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted January 17, 2018 Author Report Share Posted January 17, 2018 8 minutes ago, theduke said: In the sanford and son trader mod i released, I have this server side. in a file called sanford.sqf _vehicle_121= objNull; if (true) then { _this = createVehicle ["WarfareBunkerSign", [9919.52, 5422.02, 0.490173], [], 0, "CAN_COLLIDE"]; _vehicle_121 = _this; _this setDir 288.201; _this setVehicleInit "this SetObjectTexture [0,""graphics\sandfordandson.jpg""]"; }; I call this file in the server functions. (server side) And the image goes into the mission pbo. Also, if your pixels are off by 1, it will throw things off. you can use the picture in the sanford mod as a template. There's no sense in putting only a few kb of code into the server files. It's so small it'll hardly affect the mission download size. I prefer to have it in the mission folder with the image. It's neater and more convenient to me that way. The image is fine. It's the same one I used in Arma 3 on a sign just like I'm trying to do in Arma 2. Link to comment Share on other sites More sharing options...
0 theduke Posted January 17, 2018 Report Share Posted January 17, 2018 7 minutes ago, BetterDeadThanZed said: There's no sense in putting only a few kb of code into the server files. It's so small it'll hardly affect the mission download size. I prefer to have it in the mission folder with the image. It's neater and more convenient to me that way. The image is fine. It's the same one I used in Arma 3 on a sign just like I'm trying to do in Arma 2. you're asking in the forums for a solution. I gave you a solution. Suit yourself. Ill refrain from helping you in the future ;) don't seem to appreciate it Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted January 17, 2018 Author Report Share Posted January 17, 2018 Just now, theduke said: you're asking in the forums for a solution. I gave you a solution. Suit yourself. Ill refrain from helping you in the future ;) don't seem to appreciate it Yes, you gave me a solution and it didn't work. You also didn't provide a link for this "sanford mod". Link to comment Share on other sites More sharing options...
0 theduke Posted January 17, 2018 Report Share Posted January 17, 2018 a forum vet like you, and old mod should know to use the search function lol but here anyways Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted January 17, 2018 Author Report Share Posted January 17, 2018 Just now, theduke said: a forum vet like you, and old mod should know to use the search function lol If you suggest someone try something you made, it's customary to provide a link to said item. Link to comment Share on other sites More sharing options...
0 theduke Posted January 17, 2018 Report Share Posted January 17, 2018 lol i provided you with the info needed. the snippet of code is all you need, from that whole mod. anyways GL with your projects Link to comment Share on other sites More sharing options...
0 kingpapawawa Posted January 17, 2018 Report Share Posted January 17, 2018 I also do it server side... because it works. _vehicle_617 = objNull; if (true) then { _this = createVehicle ["SignM_UN_Base_EP1", [6269.9287, 7828.3516, 0], [], 0, "CAN_COLLIDE"]; _vehicle_617 = _this; _this setDir 63.965408; _this setVehicleInit "this setObjectTexture [0,""img\billboard.jpg""]"; _this setPos [6269.9287, 7828.3516, 0]; _this allowDamage false; }; Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted January 17, 2018 Author Report Share Posted January 17, 2018 Just now, theduke said: lol i provided you with the info needed. the snippet of code is all you need, from that whole mod. anyways GL with your projects I appreciate your time. Hopefully someone will see this post and maybe have another suggestion, as yours didn't work for me. Perhaps someone else has had the same thing happen and found a way to fix it. Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted January 17, 2018 Report Share Posted January 17, 2018 @BetterDeadThanZed Just had a play around for you, try switching the sign to another one. SignM_UN_Base_EP1 Spoiler Link to comment Share on other sites More sharing options...
0 Hooty Posted January 17, 2018 Report Share Posted January 17, 2018 Dukes method works fine on my test server. Link to comment Share on other sites More sharing options...
0 BigEgg Posted January 17, 2018 Report Share Posted January 17, 2018 You need to insure that the file you are putting Duke's code in processes the command. This is done via: processInitCommands; Example: _vehicle_121= objNull; if (true) then { _this = createVehicle ["WarfareBunkerSign", [9919.52, 5422.02, 0.490173], [], 0, "CAN_COLLIDE"]; _vehicle_121 = _this; _this setDir 288.201; _this setVehicleInit "this SetObjectTexture [0,""graphics\sandfordandson.jpg""]"; }; processInitCommands; Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted January 17, 2018 Author Report Share Posted January 17, 2018 Mine is client side so I don't think I need that. I'm using the code in the OP called from my init.sqf. Link to comment Share on other sites More sharing options...
Question
BetterDeadThanZed
I am using the following script, called from init.sqf, to make a custom sign for my traders:
diag_log format['Custom %1 - Starting billboards.sqf',time]; _pos = [4635.4492, 1855.5695, 3.8146973e-006]; _object = createVehicle ["WarfareBunkerSign", _pos, [], 0, "CAN_COLLIDE"]; _object setDir 96.052811; _object setPosATL _pos; _object setObjectTexture [0, "zedtrading.jpg"]; _object allowDamage false;
However, the result is not what I want. Here's what I see:
There is a flickering at the dividing line between the flag and the custom image. Any suggestions?
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