Ghosthawk 10 Posted September 18, 2013 Hi, i want to spawn a SUV with one of the standard colors, but not randomly. I know how to do it with the Offroad. Shown in this thread http://forums.bistudio.com/showthread.php?156120-Setting-Color-of-Offroad (Setting Color of Offroad). I also know how to spawn it with custom textures, but they don't look as good as BI's. Does somebody have a list for the SUV colors? Especially Black? Like this for the Offroad: setObjectTexture 0 //body work "\A3\soft_F\Offroad\Data\offroad_ext_co.paa", //red "\A3\soft_F\Offroad\Data\Offroad_ext_BASE01_CO.paa", //yellow "\A3\soft_F\Offroad\Data\Offroad_ext_BASE02_CO.paa", //white "\A3\soft_F\Offroad\Data\Offroad_ext_BASE03_CO.paa", //blue "\A3\soft_F\Offroad\Data\Offroad_ext_BASE04_CO.paa", //darkred "\A3\soft_F\Offroad\Data\Offroad_ext_BASE05_CO.paa", //darkblue setObjectTexture 1 //rims, varying degrees of silver - black , dirty Using same textures as above Share this post Link to post Share on other sites
kylania 568 Posted September 18, 2013 "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_CO.paa", // Red "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa", // Black "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_03_CO.paa", // Grey "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_04_CO.paa" // Orange So to always have a black SUV put this in your SUV's init: _null = this spawn {_this setObjectTexture [0, "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa"];}; Share this post Link to post Share on other sites
Ghosthawk 10 Posted September 18, 2013 "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_CO.paa", // Red "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa", // Black "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_03_CO.paa", // Grey "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_04_CO.paa" // Orange So to always have a black SUV put this in your SUV's init: _null = this spawn {_this setObjectTexture [0, "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa"];}; Thanks Kylania, you are awesome! Are there more of these list for other vehicles? Another question: I saw a Police Offroad on Stratis Life with Blue AND RED flashing beacons. Do you know something about that? Share this post Link to post Share on other sites
Tajin 349 Posted September 18, 2013 Haven't seen it, but they probably used this: https://community.bistudio.com/wiki/lightAttachObject Share this post Link to post Share on other sites
Ghosthawk 10 Posted September 22, 2013 Haven't seen it, but they probably used this:https://community.bistudio.com/wiki/lightAttachObject No, it was exactly like in this video: 0:40 Share this post Link to post Share on other sites
kylania 568 Posted September 22, 2013 No, it was exactly like in this video: That video is pre-Oct 2012, so can't be considered valid for ArmA3 since they entirely changed the game and scope at that point. There are flashing lights like that available on the default Offroad and they don't cast light just like that video didn't however, it's just not red anymore. Share this post Link to post Share on other sites
Janez 531 Posted July 20, 2014 "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_CO.paa", // Red "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa", // Black "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_03_CO.paa", // Grey "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_04_CO.paa" // Orange So to always have a black SUV put this in your SUV's init: _null = this spawn {_this setObjectTexture [0, "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa"];}; This works great in SP editor but it wont work in MP. Any ideas? Share this post Link to post Share on other sites
Foxy 1 Posted July 20, 2014 Try using: setObjectTextureGlobal http://https://community.bistudio.com/wiki/setObjectTextureGlobal Share this post Link to post Share on other sites
Janez 531 Posted July 21, 2014 Still switching randomly. Share this post Link to post Share on other sites
Tand3rsson 10 Posted December 13, 2014 Still switching randomly. I know this is along time since post, but I would guess that the problem you have with it still switching randomly is because you run it through the init of the vehicle, and it goes of before all players are initialized. That is my guess. I would run it through a script, waiting untill all players are ready. Or more preciesly for each player when they are ready. Share this post Link to post Share on other sites
Magirot 14 Posted December 13, 2014 You should add a short sleep to the beginning of the spawn too; I've experienced it not being completely reliable in bypassing the randomisation otherwise. However, you don't need to switch the texture with setObjectTexture if you want to use one of the default textures in the "random pool", just use this in the init field: this setVariable ["color", 1]; changing the number to the colour you want (it's texture name minus 1, so red is 0, black is 1, etc. See kylania's post). And if you want to disable randomised textures (to use your own texture, for example) you can use: this setVariable ["BIS_enableRandomization", FALSE]; These have been in the game since 1.18 (April 2014). Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted December 13, 2014 I know how to make police lights and bull bars for offroads only. Utility vehicle too Share this post Link to post Share on other sites