setObjectTexture: Difference between revisions
Jump to navigation
Jump to search
m (Text replace - "{{uc:{{PAGENAME}}}}" to "{{uc:{{PAGENAME}}}} {{uc:{{PAGENAME}}}}") |
Killzone Kid (talk | contribs) No edit summary |
||
Line 5: | Line 5: | ||
|1.75|= Game version | |1.75|= Game version | ||
|arg= global |= Arguments in MP | |||
|eff= local |= Effects in MP | |eff= local |= Effects in MP | ||
Line 24: | Line 26: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= < | |x1= <code>_objectname [[setObjectTexture]] [0,"\pboname\texture.paa"] | ||
_objectname | _objectname [[setObjectTexture]] [1,"\pboname\texture2.paa"]</code> |= Example 1 | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | [[setObjectMaterial]] |= See also | ||
}} | }} |
Revision as of 08:51, 6 September 2013
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).
- Groups:
- Uncategorised
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
- See also:
- setObjectMaterial
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
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.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Resistance version 1.75
- Operation Flashpoint: Resistance: New Scripting Commands
- Operation Flashpoint: Resistance: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters