h a w a i i a n 511 Posted August 3, 2014 (edited) I have no scripting ability or worst....little understanding of scripting. I don't want to make time to script because I'm afraid I will overwhelm myself in doing so (time consuming etc.), so I'd rather not pursue scripting for now and I hope you respect that. I would like to ask for help though, I am referring to a number of vehicle respawn threads methods that I've tried to implement myself. Okay so I have a Vehicle Respawn Module in the editor placed and I synced 4 vehicles and in the init's I have this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; that's in just one vehicles init and I have this in my my mission folder init SQF under a bunch of other stuff before that for other game functions for instance "nofatigue.sqf, etc.." And in the init I have Fnc_Set_Textures = { if (_this iskindof "DAR_M1167") then { _this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; _this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; _this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; _this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; }; if (_this iskindof "DAR_M115_MK19") then { _this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; _this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; _this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; _this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; _this setObjectTexture [4,"hmmwv_gpk_tower_co.paa"]; }; if (_this iskindof "DAR_M1151") then { _this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; _this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; _this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; _this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; _this setObjectTexture [4,"hmmwv_gpk_tower_co.paa"]; }; if (_this iskindof "DAR_M1165_GMV") then { _this setObjectTexture [0,"hmmwv_body_canvas_1_co.paa"]; _this setObjectTexture [1,"hmmwv_hood_canvas_co.paa"]; _this setObjectTexture [2,"hmmwv_regular_1_co.paa"]; _this setObjectTexture [3,"hmmwv_canvas_1_co.paa"]; _this setObjectTexture [4,"hmmwv_gpk_tower_co.paa"]; }; }; In the Expression of the Vehicle Respawn Module I have (_this select 0) spawn Fnc_Set_Textures; What am I doing wrong? If this does not work can someone please help compile a vehicle script with the vehicles inits intact? That's all I need is my humvees to respawn with my retextures that I made in paa files, files that are in my mission folder. I've tried so many different things the last couple days, I jst want this done so I can move on you know? lol Edited August 3, 2014 by Hawaii_Based Share this post Link to post Share on other sites
h a w a i i a n 511 Posted August 5, 2014 Anyone,please? Share this post Link to post Share on other sites
h a w a i i a n 511 Posted August 9, 2014 No replies eh? It's okay, as persistent as I am (even thru Hurricane Iselle) I managed to find a workaround using a script by Iceman77 http://forums.bistudio.com/showthread.php?168216-Light-Vehicle-Respawn-Script I implemented his script to help me respawn my vehicles with my own textures that I had in my mission folder. Here's instructions if anyone wants to try this, first place a vehicle (in my case it was an LAV) go into the vehicles init and put the setobjectTexture command in there for example: this setObjectTexture [0,"lavbody_co.paa"]; this setObjectTexture [1,"lavbody2_bunny_cust_co.paa"]; _nul = [this, 1, 1, {[_this] call TAG_FNC_LAV25A2Init}] execVM "vehRespawn.sqf"; _nul = [this, 1, 1, {[_this] call TAG_FNC_LAV25A2Init}] execVM "vehRespawn.sqf"; calls the command for that specific vehicles init function. When or if you download Iceman77's demo mission he will have a "vehInitFunctions" SQF that will look like this (you can obviously see where I edited/implemented my own function for my vehicle init TAG_FNC_TankInit = { // -- Example code. You can work with the vehicle anyway you like here!! -- // _veh = _this select 0; _veh disableTIEquipment true; }; TAG_FNC_HunterInit = { // -- Example code. You can work with the vehicle anyway you like here!! -- // _veh = _this select 0; _veh setFuel 0.5; }; TAG_FNC_HunterHMGInit = { _veh = _this select 0; _veh setVehicleAmmo 0.1; }; TAG_FNC_HunterGMGInit = { _veh = _this select 0; _veh setVehicleAmmo 0.2; }; TAG_FNC_slammerInit = { _veh = _this select 0; _veh setVehicleAmmo 0.6; }; TAG_FNC_marshallInit = { _veh = _this select 0; _veh setVehicleAmmo 0.8; }; TAG_FNC_LAV25A2Init = { _veh = _this select 0; _veh setObjectTexture [0,"lavbody_co.paa"]; _veh setObjectTexture [1,"lavbody2_bunny_cust_co.paa"] }; // -- ADD MORE FUNCTIONS HERE!! -- // Your going to have to add [] call compile preProcessFile "vehInitFunctions.sqf"; }; into your "init.SQF". I had to add this among other SQF stuff. At first it didn't work until I added it before other SQF commands. Alot of testing went into this, and in the end it was that fucking simple. I don't even know how to script, I just figure shit out that's what this Hawaiian does. Hopefully I haven't left anything out, If you have questions I'll be glad to help. Share this post Link to post Share on other sites
h a w a i i a n 511 Posted August 14, 2014 Forgot to mention if you want this to show up in a LAN/online game ,you'll instead have to use "setObjectTextureGlobal" instead of "setObjectTexture". Share this post Link to post Share on other sites