setObjectTexture: Difference between revisions
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|x3= <code>_obj [[setObjectTexture]] [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</code> |= Example 3 | |x3= <code>_obj [[setObjectTexture]] [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];</code> |= Example 3 | ||
|x4= When applying custom texture in Editor on vehicles that have randomization enabled ([[Arma 3 Assets]]), disable randomization first:<code>this [[setVariable]] ["BIS_enableRandomization", false]; | |x4= When applying custom texture in Editor on vehicles that have randomization enabled ([[Arma 3 Assets]]), disable randomization first:<code>this [[setVariable]] ["BIS_enableRandomization", [[false]]]; | ||
this [[setObjectTexture]] [0,"#(rgb,8,8,3)color(1,0,0,1)"];</code> |= Example 4 | this [[setObjectTexture]] [0,"#(rgb,8,8,3)color(1,0,0,1)"];</code> |= Example 4 | ||
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Revision as of 11:03, 24 October 2014
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"];
- Example 2:
_obj setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];
- Example 3:
_obj setObjectTexture [0, "#(argb,512,512,1)r2t(rendersurface,1.333)"];
- Example 4:
- When applying custom texture in Editor on vehicles that have randomization enabled (Arma 3 Assets), disable randomization first:
this setVariable ["BIS_enableRandomization", false]; this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];
Additional Information
- See also:
- setObjectTextureGlobalsetObjectMaterial
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
- Posted on Aug 4, 2006 - 23:40
- Hoz
- 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 (or setObjectTextureGlobal). 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._obj setObjectTexture [0,'#(argb,8,8,3)color(0,1,0,1)']
would color myObj in flat green. See Procedural Textures for more details. - Posted on August 25, 2014 - 22:27 (EST)
- Benargee
-
Also works with absolute path and .jpg files.
_obj setObjectTexture [0, "C:\Folder\Folder\Texture.paa"]; _obj setObjectTexture [0, "C:\Folder\Folder\Texture.jpg"];
Texture can also be blank:_obj setObjectTexture [2,""];
This will make the texture selection invisible on certain units without an error message. In some cases this is a desirable effect
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 1.99
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters