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Sylensis

setObejctTexture on SUV

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Hello guys,

I ran into a problem with the setObejctTexture command in my mission.

Currently I am working on a few new vehicle-skins. So I created a test-mission where I use

this setObejctTexture [0, "texture.paa"]

to set the new texture to see how it looks ingame.

It all worked fine while I was testing my new clothing-skins. But as I moved on to the vehicle-skins this command wont work anymore.

I placed a SUV with the same command in the Init-field but Arma just wont load the texture I assigned.

Instead it just loads one of the different vanilla textures randomly. Is there any way how I can specify the texture Arma loads instead of it ranomly loading a vanilla texture?

Thanks a lot!

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That's the weird randomizer script from BI messing with custom textures.

Just add your command a bit later into the mission and you should be fine (a delay of 1-2 seconds will do)

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If you want to do it from the vehicle init, you can use spawn which allows delaying the command.

_null = this spawn {sleep 0.1; _this setObjectTexture [0, "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa"];};

from this post of Kylania's. I added sleep 0.1 because in my experience spawn alone doesn't always delay it enough to avoid the randomiser, though in 95% of the cases it does.

Also, forum search or google with site:forums.bistudio.com is usually helpful with problems such as this.

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Thanks a lot guys. It worked. Altough I just entered the setObjectTexture command in the debug console.

Objectname setObjectTexture [0,"texture.paa"]

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Thanks a lot guys. It worked. Altough I just entered the setObjectTexture command in the debug console.

Objectname setObjectTexture [0,"texture.paa"]

Use setObjectTextureGlobal for MP. i.e.

Objectname setObjectTextureGlobal [0,"texture.paa"]

See setObjectTextureGlobal

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In case you're running it from the object init, isn't it the same to use setObjectTexture, though? Not really related to Sylensis' question anymore, just curious.

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