setObjectTexture

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Revision as of 07:00, 29 July 2014 by Ffur2007slx2 5 (talk | contribs) (note format)
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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

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.

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