Vehicle Customisation – Arma 3

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[[Category:Arma 3: Editing]]{{GVI|arma3|dev}}
{{TOC|side}}
{{Stub}}
{{GVI|arma3|1.42}}
__ToC__
The '''V'''e'''h'''icle '''C'''ustomisation (VhC) is the system responsible for the customisation of vehicles, either, defined or randomised.
<!-- image placeholder -->
It consists of a set of config properties and classes and a set of functions.
The VhC is the system responsible for the customization of vehicles, either, defined or randomized. It consists of a set of config properties and classes and a set of functions. It has been introduced with the release {{GVI|Arma 3|1.41}} in order to replace the old system which consisted in a set of scripts.
It has been introduced in {{arma3}} v1.42 in order to replace the old system which consisted in a set of scripts.
'''Note: The VhC is intended to replace the entire previous system, meaning you must update your missions.'''
 


== Usage ==
== Usage ==
Here the header of the main function, BIS_fnc_initVehicle which should be enough to understand how to use it:
<pre>/*
Parameter(s):
0: vehicle to customize
1: Variant (textures)
BOOL - true to restore default texture source ; false to skip texture source change
VOID - Nil to skip the texture source change
ARRAY - Array of texture sources with their given probability: ["textureSource1", 0.5, "textureSource2", 0.5]
STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate)
SCALAR - index of the texture source (same as the old system)
2: Animations
BOOL - true to restore init phase of every animation sources
VOID - Nil to skip change of the animation sources
ARRAY - Array of animation sources and probability: ["AnimationSource1", 0.5, "animationSource2", 0.5]
STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate)


Returns:
Read [[BIS_fnc_initVehicle]] to find out how it works. Use [[BIS_fnc_saveVehicle]] to save a vehicle customisation and [[BIS_fnc_loadVehicle]] to load a previously saved appearance.
BOOL - True if success, otherwise, false


Examples:
== Implementation ==
1) Do nothing because default VAR texture and VAR animation are "false"
result = [this] call bis_fnc_initVehicle;


2) Restore default texture and animation sources (reset)
=== Missions ===
result = [this, true, true] call bis_fnc_initVehicle;


3) Randomize everything according to the config file
The system offers a simple way to define your own deliveries and to prevent randomisation of a given vehicle, its class or even its kind. Here an example of mission configuration file.
result = [this, "", []] call bis_fnc_initVehicle; //<-- Prefered
result = [this, "", ""] call bis_fnc_initVehicle;


4) Skip everything
==== Prevent randomisation ====
result = [this, nil, nil] call bis_fnc_initVehicle; //<-- Prefered
<syntaxhighlight lang="cpp">
result = [this, false, false] call bis_fnc_initVehicle;
// No action will be taken regarding the following vehicles (either, names, classes or kind)
disableRandomization[] =
{
// "AllVehicles", // No randomisation at all
// "Air", // No randomisation at all for air vehicles
// "land", // No randomisation at all for land vehicles
// "Ship", // No randomisation at all for sea vehicles
"air_f", // There won't be any randomisation on every air vehicles
"C_Hatchback_01_F", // No random on Hatchbacks
"truck_withoutRandom" // No random for this given vehicle
};
</syntaxhighlight>


5) Apply the given texture and ignore the animations
==== Add your own liveries ====
Priority is given to [missionConfigFile, "CfgVehicleTemplates"]
To do so, a new mission config file has been introduced - CfgVehicleTemplates. It regroups every variants used from the main function (BIS_fnc_initVehicle)
result = [this, "TemplateName", nil] call bis_fnc_initVehicle;


6) random weighted on the given texture sources and their probability, then randomize the animation sources according to the config file
<syntaxhighlight lang="cpp">
result = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call bis_fnc_initVehicle;
class CfgVehicleTemplates
{
</syntaxhighlight>


6) MyAnimationSource1 phase has a 50% chance to be set to 1 and MyAnimationSource2 has a 70% chance to be set to 1
This variant has a ''textureList'' property, a list of texture sources directly defined from an addon, at the config level.
result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call bis_fnc_initVehicle;
If there is more than 1 entry in the texture list, a weighted random will be performed between them.
Having one entry means this entry will be picked up on every call of the function.


7) MyAnimationSource1 phase will be 1 whereas MyAnimationSource2 will be set to 0
<syntaxhighlight lang="cpp">
result = [this, nil, ["MyAnimationSource1", 1, "MyAnimationSource2", 0]] call bis_fnc_initVehicle;
class BIS_Offroad_01_default
{
vehicles[] = // It is used by the [[:Category:Eden Editor|Eden Editor]] to determine which vehicle classes can be supposed with use this template
{
"classNameA",
"classNameB"
};


8) Change animation sources with a given template
displayName = "Default"; // <optional> Could be handy if you plan to add some UI, not used by the VhC
result = [this, nil, "MyTemplate"] call bis_fnc_initVehicle;
author = "Bohemia Interactive"; // <optional> Could be handy if you plan to add some UI, not used by the VhC
*/</pre>
factions[] = // This template will be available for the following factions
{
"BLU_F", "BLU_G_F", // Side Blufor
"OPF_F", "OPF_G_F", // Side Opfor
"IND_F", "IND_G_F", // Side independent
"CIV_F" // Side civilian
};


== Implementation ==
// List of texture sources defined in ConfigFile >> "CfgVehicles" >> "VehicleClass" >> "TextureSources"
=== Missions ===
// Only on source will be chosen within the following by a weighted random
The system offers a simple way to define your own deliveries and to prevent randomization of a given vehicle, its class or even its kind. Here an example of mission configuration file.
textureList[] =
==== Prevent randomization ====
{
<pre>/// No action will be taken regarding the following vehicles (either, names, classes or kind)
"guerilla_01", 1,
disableRandomization[] =
"guerilla_02", 1,
"guerilla_03", 1,
"guerilla_04", 1
};
 
// Animation sources
animationList[] =
{
"HideBumper1", 1, // Class of an animation source, probabily (wherein 1 means 100% to set the phase to 1)
"HideBumper2", 1,
"HideConstruction", 1,
"HideDoor1", 0, // The phase of the animation source will always be set to 1
"HideDoor2", 0,
"HideGlass2", 0,
"HideBackpacks", 1,
"HideDoor3", 0.33 // There is a 33% chance that this animation source phease is set to 1
};
};
</syntaxhighlight>
 
The following has textures[] instead of textureList[], meaning the function will define these texture files and won't search for texture sources.
 
<syntaxhighlight lang="cpp">
class BIS_Offroad_01_stripped
{
{
//"AllVehicles", // No randomization at all
displayName = "Stripped";
//"Air", // No randomization at all for air vehicles
author = "Bohemia Interactive";
//"land", // No randomization at all for land vehicles
textures[] =
//"Ship", // No randomization at all for sea vehicles
"air_f", // There won't be any randomization on every air vehicles
"C_Hatchback_01_F", // No random on Hatchbacks
"truck_withoutRandom" // No random for this given vehicle
};
</pre>
==== Add your own deliveries ====
To do so, a new mission config file has been introduced - CfgVehicleTemplates. It regroups every variants used from the main function (bis_fnc_initVehicle)
<pre>class CfgVehicleTemplates
{</pre>This variant has a ''textureList'' property, a list of texture sources directly defined from an addon, at the config level. If there is more than 1 entry in the texture list, a weighted random will be performed between them. Having one entry means this entry will be picked up on every call of the function.
<pre> class BIS_Offroad_01_default
{
{
displayName = "Default"; /// <optional> Could be handy if you plan to add some UI, not used by the VhC
"\A3\Soft_F\Offroad_01\Data\Offroad_02_ext_CO.paa", //Must with extension!
author = "Bohemia Interactive"; /// <optional> Could be handy if you plan to add some UI, not used by the VhC
"\A3\Soft_F\Offroad_01\Data\Offroad_02_ext_CO.paa"
/// List of texture sources defined in ConfigFile >> "CfgVehicles" >> "VehicleClass" >> "TextureSources"
};
/// Only on source will be chosen within the following by a weighted random
 
textureList[] =
materials[] =
{
"guerilla_01", 1,
"guerilla_02", 1,
"guerilla_03", 1,
"guerilla_04", 1
};
/// Animation sources
animationList[] =
{
"HideBumper1",1, /// Class of an animation source, probabily (wherein 1 means 100% to set the phase to 1)
"HideBumper2", 1,
"HideConstruction", 1,
"HideDoor1", 0, /// The phase of the animation source will always be set to 1
"HideDoor2", 0,
"HideGlass2", 0,
"HideBackpacks", 1,
"HideDoor3", 0.33 /// There is a 33% chance that this animation source phease is set to 1
};
};</pre>The following has textures[] instead of textureList[], meaning the function will define these texture files and won't search for texture sources.
<pre> class BIS_Offroad_01_stripped
{
{
displayName = "Stripped";
"", // Material to use for the first texture (ignore if the string is empty)
author = "Bohemia Interactive";
"\A3\Structures_F\Data\Windows\window_set.rvmat" // Material to use for the second texture
textures[] =
};
{
 
"\A3\Soft_F\Offroad_01\Data\Offroad_02_ext_CO.paa",
animationList[] =
"\A3\Soft_F\Offroad_01\Data\Offroad_02_ext_CO.paa"
};
animationList[] =
{
"HideBumper1",1,
"HideBumper2", 1,
"HideConstruction", 1,
"HideDoor1", 1,
"HideDoor2", 1,
"HideGlass2", 1,
"HideBackpacks", 1,
"HideDoor3", 0.33
};
};</pre>The following class interstates from "BIS_Offroad_01_default" which has a textureList, meaning this class contains textureList and textures, in this case, the textures property will be used and textureList will be ignored.
<pre> class hotpink: BIS_Offroad_01_default
{
{
displayName="hotpink (ugly test)";
"HideBumper1", 1,
author="Tom_48_97";
"HideBumper2", 1,
textures[] = {"#(rgb,8,8,3)color(1,0.411,0.705,1)"};
"HideConstruction", 1,
};</pre>...CfgVehicleTemplates closure bracket
"HideDoor1", 1,
<pre>};</pre>
"HideDoor2", 1,
"HideGlass2", 1,
"HideBackpacks", 1,
"HideDoor3", 0.33
};
};
</syntaxhighlight>
 
The following class interstates from "BIS_Offroad_01_default" which has a textureList, meaning this class contains textureList and textures.
In this case, the textures property will be used and textureList will be ignored.
 
<syntaxhighlight lang="cpp">
class hotpink : BIS_Offroad_01_default
{
displayName = "hotpink (ugly test)";
author = "Tom_48_97";
textures[] = { "#(rgb,8,8,3)color(1,0.411,0.705,1)" };
};
</syntaxhighlight>
 
... and the {{hl|CfgVehicleTemplates}} closure bracket
 
<syntaxhighlight lang="cpp">
};
</syntaxhighlight>
 
=== Addon ===
=== Addon ===
In the best case of use, the bellow classes and information should be defined in the base config class of the vehicle, but obviously, this is not always possible.  
 
In the best case of use, the below classes and information should be defined in the base config class of the vehicle, but obviously, this is not always possible.
 
==== Base class ====
==== Base class ====
<pre> class Dummy_vehicle_base_F: Helicopter_Base_H
<syntaxhighlight lang="cpp">
class Dummy_vehicle_base_F : Helicopter_Base_H
{
scope = 0; // A base class should has scope = 0 (private)
model = "\A3\Dummy\Dummy_vehicle\dummy.p3d";
 
class EventHandlers : EventHandlers
{
{
scope = 0; // A base class should has scope = 0 (private)
// (_this select 0): the vehicle
model = "\A3\Dummy\Dummy_vehicle\dummy.p3d";
// """" Random texture source (pick one from the property textureList[])
// []: randomise the animation sources (accordingly to the animationList[] property)
// false: Don't change the mass even if an animation source has a defined mass
postInit = "if (local (_this select 0)) then { [(_this select 0), """", [], false] call BIS_fnc_initVehicle; };";
};


/*---------------------------------------------------------------------------
/*---------------------------------------------------------------------------
Animation sources
Animation sources
---------------------------------------------------------------------------*/
---------------------------------------------------------------------------*/
class animationSources: animationSources
class animationSources : animationSources
{
class animationSource1
{
{
class animationSource1
// name of the animation / element (displayed in the Virtual Garage)
{
displayName = "Add source...";
// name of the animation / element (displayed in the Virtual Garage)
// Author of the textures (displayed in the Virtual Garage)
displayName = "Add source...";
author = "$STR_A3_Bohemia_Interactive";
// Author of the textures (displayed in the Virtual Garage)
source = "user";
author = $STR_A3_Bohemia_Interactive;
animPeriod = 0.000001;
source = "user";  
initPhase = 0;
animPeriod = 0.000001;
initPhase = 0;


// if the animation phase is 0, then the given cargo indexes (lockCargo) will be locked
// if the animation phase is 0, then the given cargo indexes (lockCargo) will be locked
// if undefined, default value of lockCargoAnimationPhase is 0
// if undefined, default value of lockCargoAnimationPhase is 0
lockCargoAnimationPhase = 0;
lockCargoAnimationPhase = 0;
lockCargo[] = {0,1,5};
lockCargo[] = { 0, 1, 5 };


// if forceAnimatePhase is equal to the phase of this animation sources, every sources from forceAnimate will be changed with their given phase
// if forceAnimatePhase is equal to the phase of this animation sources, every sources from forceAnimate will be changed with their given phase
forceAnimatePhase = 0;
forceAnimatePhase = 0;
// animationSource1, phase, animationSource2, phase... No probabilities here, only true or false
// animationSource1, phase, animationSource2, phase... No probabilities here, only true or false
forceAnimate[] = {"animationSource1", 0, "animationSource2", 1};
forceAnimate[] = { "animationSource1", 0, "animationSource2", 1 };


// Mass of the source, can be negative or positive
// The following code is called by BIS_fnc_initVehicle each time the phase is changed
// If the phase is 1, the given mass will be added, otherwise, it will be subtracted
onPhaseChanged = "if ((_this select 1) == 1) then { /* run if the phase is 1 */ } else { /* run if the phase is 0 */ };";
mass = 20;
};
class animationSource2: animationSource1 {};
class animationSource3: animationSource1 {};
class animationSource4: animationSource1 {};


// Mass of the source, can be negative or positive
// If the phase is 1, the given mass will be added, otherwise, it will be subtracted
mass = 20;
};
};


/*---------------------------------------------------------------------------
class animationSource2 : animationSource1 {};
Texture sources
class animationSource3 : animationSource1 {};
---------------------------------------------------------------------------*/
class animationSource4 : animationSource1 {};
class textureSources
};
 
/*---------------------------------------------------------------------------
Texture sources
---------------------------------------------------------------------------*/
class textureSources
{
// This texture source will be available for every defined factions
class white
{
{
// This texture source will be available for every defined factions
// Display name of the texture
class white
displayName = "White";
// Author of the texture
author = "$STR_A3_Bohemia_Interactive";
// Paths to the texture files, in the same order as the hidden selections
textures[] = { "\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa" };
// This source should be available for the following factions
factions[] =
{
{
// Display name of the texture
"BLU_F", "BLU_G_F", // Side Blufor
displayName = "White";
"OPF_F", "OPF_G_F", // Side Opfor
// Author of the texture
"IND_F", "IND_G_F", // Side independent
author = $STR_A3_Bohemia_Interactive;
"CIV_F" // Side civilian
// Paths to the texture files, in the same order as the hidden selections
textures[] = {"\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa"};
// This source should be available for the following factions
factions[] =
{
"BLU_F", "BLU_G_F", // Side Blufor
"OPF_F", "OPF_G_F", // Side Opfor
"IND_F", "IND_G_F", // Side independent
"CIV_F" // side civilian
};
};
};
};


// This texture source will be available for every factions (currents and futures)
// This texture source will be available for every factions (currents and futures)
class black
class black
{
{
displayName = "Black";
displayName = "Black";
author = $STR_A3_Bohemia_Interactive;
author = "$STR_A3_Bohemia_Interactive";
textures[] = {"\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa"};
textures[] = { "\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa" };
factions[] = {};
factions[] = {};
};
};


// This texture source will be available only for the FIA (whatever its side)
// This texture source will be available only for the FIA (whatever its side)
class yellow
class yellow
{
displayName = "Yellow";
author = "$STR_A3_Bohemia_Interactive";
textures[] = { "\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa" };
factions[] =
{
{
displayName = "Yellow";
"BLU_G_F",
author = $STR_A3_Bohemia_Interactive;
"OPF_G_F",
textures[] = {"\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa"};
"IND_G_F"
factions[] =
{
"BLU_G_F",
"OPF_G_F",
"IND_G_F"
};
};
};
};
// This texture source will be available only for the BLU_F faction
class red
// This texture source will be available only for the BLU_F faction
class red
{
displayName = "Red";
author = "$STR_A3_Bohemia_Interactive";
textures[] = { "\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa" };
factions[] =
{
{
displayName = "Red";
"BLU_F"
author = $STR_A3_Bohemia_Interactive;
textures[] = {"\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa"};
factions[] =
{
"BLU_F"
};
};
};
};  
};
};</pre>
};
};
</syntaxhighlight>


==== Variants / derivatives ====
==== Variants / derivatives ====
<syntaxhighlight lang="cpp">
class B_dummy_vehicle_F : Dummy_vehicle_1_base_F
{
displayName = "I'm nothing";
author = "$STR_A3_Bohemia_Interactive";


<pre>class B_dummy_vehicle_F: Dummy_vehicle_1_base_F
scope = 2;
{
scopeCurator = 2;
displayName = "I'm nothing";
author = $STR_A3_Bohemia_Interactive;


CFGVEHICLES_VARIANT_PUBLIC_SCOPE
side = 1;
CFGVEHICLES_VARIANT_PUBLIC_SCOPECURATOR
faction = BLU_F;


side = 1;
textureList[] =
faction = BLU_F;
{
"White", 1,
"Black", 0.5,
"Red", 0.5,
"Yellow", 0.5
};


textureList[] =  
/* Random animations, also used to determine the allowed animation sources
{
1 means 100% - This state of the given source WILL BE set to 1, 0 means the opposite
"White", 1,
[_animationSource1, probability1, _animationSource2, probability2, ...] */
"Black", 0.5,
animationList[] =
"Red", 0.5,
{
"Yellow", 0.5
"animationSource1", 0.5,
};
"animationSource2", 0.5,
"animationSource3", 0.5,
"animationSource4", 0.5
};
};


/* Random animations, also used to determine the allowed animation sources
/*---------------------------------------------------------------------------
1 means 100% - This state of the given source WILL BE set to 1, 0 means the opposite
Dummy vehicle used by the initVehicle function, for pre defined variants
[_animationSource1, probability1, _animationSource2, probability2, ...] */
---------------------------------------------------------------------------*/
animationList[] =  
class B_dummy_vehicle_red_F : B_dummy_vehicle_F
{
{
"animationSource1", 0.5,
CFGVEHICLES_VARIANT_DISPLAYNAME("B_dummy_vehicle_F", "Red")
"animationSource2", 0.5,
CFGVEHICLES_VARIANT_DUMMY
"animationSource3", 0.5,
textureList[] = { "Red", 1 };
"animationSource4", 0.5
animationList[] =
};
{
"animationSource2", 1,
"animationSource3", 1,
"animationSource4", 0.3
};
};
};
</syntaxhighlight>


/*---------------------------------------------------------------------------
 
Dummy vehicle used by the initVehicle function, for pre defined variants
[[Category:Introduced with Arma 3 version 1.42]]
---------------------------------------------------------------------------*/
{{GameCategory|arma3|Vehicle Configuration}}
class B_dummy_vehicle_red_F: B_dummy_vehicle_F
{
CFGVEHICLES_VARIANT_DISPLAYNAME("B_dummy_vehicle_F", "Red")
CFGVEHICLES_VARIANT_DUMMY
textureList[] = {"Red", 1};
animationList[] =
{
"animationSource2", 1,
"animationSource3", 1,
"animationSource4", 0.3
};
};</pre>

Latest revision as of 17:20, 8 April 2024

Arma 3 logo black.png1.42 The Vehicle Customisation (VhC) is the system responsible for the customisation of vehicles, either, defined or randomised. It consists of a set of config properties and classes and a set of functions. It has been introduced in Arma 3 v1.42 in order to replace the old system which consisted in a set of scripts.


Usage

Read BIS_fnc_initVehicle to find out how it works. Use BIS_fnc_saveVehicle to save a vehicle customisation and BIS_fnc_loadVehicle to load a previously saved appearance.

Implementation

Missions

The system offers a simple way to define your own deliveries and to prevent randomisation of a given vehicle, its class or even its kind. Here an example of mission configuration file.

Prevent randomisation

// No action will be taken regarding the following vehicles (either, names, classes or kind)
disableRandomization[] =
{
	// "AllVehicles",		// No randomisation at all
	// "Air",				// No randomisation at all for air vehicles
	// "land",				// No randomisation at all for land vehicles
	// "Ship",				// No randomisation at all for sea vehicles
	"air_f",				// There won't be any randomisation on every air vehicles
	"C_Hatchback_01_F",		// No random on Hatchbacks
	"truck_withoutRandom"	// No random for this given vehicle
};

Add your own liveries

To do so, a new mission config file has been introduced - CfgVehicleTemplates. It regroups every variants used from the main function (BIS_fnc_initVehicle)

class CfgVehicleTemplates
{

This variant has a textureList property, a list of texture sources directly defined from an addon, at the config level. If there is more than 1 entry in the texture list, a weighted random will be performed between them. Having one entry means this entry will be picked up on every call of the function.

class BIS_Offroad_01_default
{
	vehicles[] =  // It is used by the [[:Category:Eden Editor|Eden Editor]] to determine which vehicle classes can be supposed with use this template
	{
		"classNameA",
		"classNameB"
	};

	displayName = "Default";		// <optional> Could be handy if you plan to add some UI, not used by the VhC
	author = "Bohemia Interactive";	// <optional> Could be handy if you plan to add some UI, not used by the VhC
	factions[] =					// This template will be available for the following factions
	{
		"BLU_F", "BLU_G_F",	// Side Blufor
		"OPF_F", "OPF_G_F",	// Side Opfor
		"IND_F", "IND_G_F",	// Side independent
		"CIV_F"				// Side civilian
	};

	// List of texture sources defined in ConfigFile >> "CfgVehicles" >> "VehicleClass" >> "TextureSources"
	// Only on source will be chosen within the following by a weighted random
	textureList[] =
	{
		"guerilla_01", 1,
		"guerilla_02", 1,
		"guerilla_03", 1,
		"guerilla_04", 1
	};

	// Animation sources
	animationList[] =
	{
		"HideBumper1", 1,	// Class of an animation source, probabily (wherein 1 means 100% to set the phase to 1)
		"HideBumper2", 1,
		"HideConstruction", 1,
		"HideDoor1", 0,		// The phase of the animation source will always be set to 1
		"HideDoor2", 0,
		"HideGlass2", 0,
		"HideBackpacks", 1,
		"HideDoor3", 0.33 	// There is a 33% chance that this animation source phease is set to 1
	};
};

The following has textures[] instead of textureList[], meaning the function will define these texture files and won't search for texture sources.

class BIS_Offroad_01_stripped
{
	displayName = "Stripped";
	author = "Bohemia Interactive";
	textures[] =
	{
		"\A3\Soft_F\Offroad_01\Data\Offroad_02_ext_CO.paa", //Must with extension!
		"\A3\Soft_F\Offroad_01\Data\Offroad_02_ext_CO.paa"
	};

	materials[] =
	{
		"", // Material to use for the first texture (ignore if the string is empty)
		"\A3\Structures_F\Data\Windows\window_set.rvmat" // Material to use for the second texture
	};

	animationList[] =
	{
		"HideBumper1", 1,
		"HideBumper2", 1,
		"HideConstruction", 1,
		"HideDoor1", 1,
		"HideDoor2", 1,
		"HideGlass2", 1,
		"HideBackpacks", 1,
		"HideDoor3", 0.33
	};
};

The following class interstates from "BIS_Offroad_01_default" which has a textureList, meaning this class contains textureList and textures. In this case, the textures property will be used and textureList will be ignored.

class hotpink : BIS_Offroad_01_default
{
	displayName = "hotpink (ugly test)";
	author = "Tom_48_97";
	textures[] = { "#(rgb,8,8,3)color(1,0.411,0.705,1)" };
};

... and the CfgVehicleTemplates closure bracket

};

Addon

In the best case of use, the below classes and information should be defined in the base config class of the vehicle, but obviously, this is not always possible.

Base class

class Dummy_vehicle_base_F : Helicopter_Base_H
{
	scope = 0; // A base class should has scope = 0 (private)
	model = "\A3\Dummy\Dummy_vehicle\dummy.p3d";

	class EventHandlers : EventHandlers
	{
		// (_this select 0): the vehicle
		// """" Random texture source (pick one from the property textureList[])
		// []: randomise the animation sources (accordingly to the animationList[] property)
		// false: Don't change the mass even if an animation source has a defined mass
		postInit = "if (local (_this select 0)) then { [(_this select 0), """", [], false] call BIS_fnc_initVehicle; };";
	};

	/*---------------------------------------------------------------------------
		Animation sources
	---------------------------------------------------------------------------*/
	class animationSources : animationSources
	{
		class animationSource1
		{
			// name of the animation / element (displayed in the Virtual Garage)
			displayName = "Add source...";
			// Author of the textures (displayed in the Virtual Garage)
			author = "$STR_A3_Bohemia_Interactive";
			source = "user";
			animPeriod = 0.000001;
			initPhase = 0;

			// if the animation phase is 0, then the given cargo indexes (lockCargo) will be locked
			// if undefined, default value of lockCargoAnimationPhase is 0
			lockCargoAnimationPhase = 0;
			lockCargo[] = { 0, 1, 5 };

			// if forceAnimatePhase is equal to the phase of this animation sources, every sources from forceAnimate will be changed with their given phase
			forceAnimatePhase = 0;
			// animationSource1, phase, animationSource2, phase... No probabilities here, only true or false
			forceAnimate[] = { "animationSource1", 0, "animationSource2", 1 };

			// The following code is called by BIS_fnc_initVehicle each time the phase is changed
			onPhaseChanged = "if ((_this select 1) == 1) then { /* run if the phase is 1 */ } else { /* run if the phase is 0 */ };";

			// Mass of the source, can be negative or positive
			// If the phase is 1, the given mass will be added, otherwise, it will be subtracted
			mass = 20;
		};

		class animationSource2 : animationSource1 {};
		class animationSource3 : animationSource1 {};
		class animationSource4 : animationSource1 {};
	};

	/*---------------------------------------------------------------------------
		Texture sources
	---------------------------------------------------------------------------*/
	class textureSources
	{
		// This texture source will be available for every defined factions
		class white
		{
			// Display name of the texture
			displayName = "White";
			// Author of the texture
			author = "$STR_A3_Bohemia_Interactive";
			// Paths to the texture files, in the same order as the hidden selections
			textures[] = { "\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa" };
			// This source should be available for the following factions
			factions[] =
			{
				"BLU_F", "BLU_G_F",	// Side Blufor
				"OPF_F", "OPF_G_F",	// Side Opfor
				"IND_F", "IND_G_F",	// Side independent
				"CIV_F"				// Side civilian
			};
		};

		// This texture source will be available for every factions (currents and futures)
		class black
		{
			displayName = "Black";
			author = "$STR_A3_Bohemia_Interactive";
			textures[] = { "\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa" };
			factions[] = {};
		};

		// This texture source will be available only for the FIA (whatever its side)
		class yellow
		{
			displayName = "Yellow";
			author = "$STR_A3_Bohemia_Interactive";
			textures[] = { "\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa" };
			factions[] =
			{
				"BLU_G_F",
				"OPF_G_F",
				"IND_G_F"
			};
		};
		
		// This texture source will be available only for the BLU_F faction
		class red
		{
			displayName = "Red";
			author = "$STR_A3_Bohemia_Interactive";
			textures[] = { "\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa" };
			factions[] =
			{
				"BLU_F"
			};
		};
	};
};

Variants / derivatives

class B_dummy_vehicle_F : Dummy_vehicle_1_base_F
{
	displayName = "I'm nothing";
	author = "$STR_A3_Bohemia_Interactive";

	scope = 2;
	scopeCurator = 2;

	side = 1;
	faction = BLU_F;

	textureList[] =
	{
		"White", 1,
		"Black", 0.5,
		"Red", 0.5,
		"Yellow", 0.5
	};

	/* Random animations, also used to determine the allowed animation sources
	1 means 100% - This state of the given source WILL BE set to 1, 0 means the opposite
	[_animationSource1, probability1, _animationSource2, probability2, ...] */
	animationList[] =
	{
		"animationSource1", 0.5,
		"animationSource2", 0.5,
		"animationSource3", 0.5,
		"animationSource4", 0.5
	};
};

/*---------------------------------------------------------------------------
	Dummy vehicle used by the initVehicle function, for pre defined variants
---------------------------------------------------------------------------*/
class B_dummy_vehicle_red_F : B_dummy_vehicle_F
{
	CFGVEHICLES_VARIANT_DISPLAYNAME("B_dummy_vehicle_F", "Red")
	CFGVEHICLES_VARIANT_DUMMY
	textureList[] = { "Red", 1 };
	animationList[] =
	{
		"animationSource2", 1,
		"animationSource3", 1,
		"animationSource4", 0.3
	};
};