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Ghosthawk

Setting Color of SUV?

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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

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"\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"];};

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"\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?

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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.

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"\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?

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Still switching randomly.

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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.

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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).

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