setObjectTexture

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Introduced in Operation Flashpoint: Resistance version 1.75Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint: Resistance
Version:
1.75

Description

Description:
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).

Syntax

Syntax:
object setObjectTexture [selectionNumber,texture]
Parameters:
object: Object
[selectionNumber,texture]: Array
selectionNumber: Number
texture: String
Return Value:
Nothing

Examples

Example 1:
_objectname setObjectTexture [0, "\pboname\texture.paa"]; _objectname setObjectTexture [1, "\pboname\texture2.paa"];

Additional Information

Multiplayer:
-
See also:
setObjectTextureGlobal, setObjectMaterial

Notes

Notes


Only post proven facts here. Use the talk page or the forums for discussions.

Notes

In MP this command has only local effect. If you want to change a texture on all clients, you have to execute this command on each client. This command has also a bug: when a saved game is loaded the texture you have set will disappear and needs to be reset.
Posted on December 19, 2009 - 23:16
Lou Montana
Instead of bitmaps, procedural textures can be used.
The syntax for those is #(argb,8,8,3)color(R,G,B,A), where R,G,B stands for Red, Green, Blue, and A stands for Alpha, all values can be anything between 0 and 1 (including decimals). e.g. myObj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)'] would color myObj in flat green. Feb 20th 2010 edit : see Procedural Textures for more details.

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