setObjectTexture

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Revision as of 11:58, 28 April 2014 by Killzone Kid (talk | contribs) (Undo revision 78447 by Ffur2007slx2 5 (talk) comment has nothing to do with ticket mentioned.)
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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:
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

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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