roguetrooper 2 Posted November 11, 2017 Is it possible to implement randomization in "setObjectTexture"? Something like: _color = [random 1,random 1, random 1, 1]; _object setObjectTexture [0,'#(argb,8,8,3)color( _color )']; Please note that I am NOT looking for someting like: _ran = round (random 3) if (ran == 0) then { _object setObjectTexture [0,'#(argb,8,8,3)color(1,0,0,1)']; if (ran == 1) then { _object setObjectTexture [0,'#(argb,8,8,3)color(1,1,0,1)']; etc. Share this post Link to post Share on other sites
POLPOX 778 Posted November 11, 2017 My method: _object setObjectTexture [0,"#(argb,8,8,3)color("+str random 1 + "," + str random 1 + "," + str random 1+",1)"] ; Share this post Link to post Share on other sites
Tajin 349 Posted November 13, 2017 [_object, [0, format["#(argb,8,8,3)color(%1,%2,%3,1)", random 1, random 1, random 1]]] remoteExec ["setObjectTexture",0 , netId _object]; This should set the same color for everyone to see. Share this post Link to post Share on other sites
roguetrooper 2 Posted November 14, 2017 Thank you both for your help. I just didn't think of the argument to be a string ^^ @Tajin: wouldn't "setobjecttextureGlobal" do the same concerning multiplayer accordance? At least a community statement says "The effect is persistent and will be synchronized for players who join in progress". Share this post Link to post Share on other sites
HazJ 1289 Posted November 14, 2017 31 minutes ago, roguetrooper said: Thank you both for your help. I just didn't think of the argument to be a string ^^ @Tajin: wouldn't "setobjecttextureGlobal" do the same concerning multiplayer accordance? At least a community statement says "The effect is persistent and will be synchronized for players who join in progress". Yes, no need to use remoteExec with setObjectTexture since there is global version for it. Share this post Link to post Share on other sites
Tajin 349 Posted November 15, 2017 Right, I forgot about that one. ^^ Share this post Link to post Share on other sites