PSYKO_nz 42 Posted December 29, 2017 I've been playing wyqer's epic kp liberation mission and have been editing the presets to accommodate nzarma specific stuff and ai units, I use the Hellcat/wildcat a lot in the game as a support chopper, but I'm sick of looking at the ugly af AAF digi camo paint job on it. the chopper is loaded in via class name every time somebody spawns it, so the option of changing the colour via edit unit in the editor for the mission isn't an option, I cant find a classname for an olive armed hellcat/wildcat only an olive unarmed one. both armed options are digi awe full camo anybody know of a way to spawn a unit with a specific paint job? one that it has access to but not a classnamed variant of? (this would actually be useful for many of the units we use not just the chopper) Share this post Link to post Share on other sites
pierremgi 4739 Posted December 29, 2017 Just change the texture. I guess you spawn your helo on server. So: _helo = createVehicle ["I_Heli_light_03_dynamicLoadout_F",yourPositionHere,[],0,"none"]; _helo setObjectTextureGlobal [0,"\A3\Air_F_EPB\Heli_Light_03\data\Heli_Light_03_base_CO.paa"]; Usually, you'll find the alternate textures in the config viewer. See hiddenSelectionTexture for the class you want, then pay attention to the "selection number" (the part) the texture will be applied. (Just one here = 0 , for your Hellcat). 1 Share this post Link to post Share on other sites
Lucullus 71 Posted December 29, 2017 Another way is to call the virtualGarage, select your vehicle and paint it, press ctrl+c and you get something like this: _veh = createVehicle ["I_Heli_light_03_dynamicLoadout_F",position player,[],0,"NONE"]; [_veh,["Green",1],true] call BIS_fnc_initVehicle; 1 Share this post Link to post Share on other sites
pierremgi 4739 Posted December 29, 2017 I didn't know that! 1 Share this post Link to post Share on other sites
Lucullus 71 Posted December 29, 2017 Come on Pierre, you know (almost) everything. Same as VirtualArsenal. Arma keeps on surprising us. 1 Share this post Link to post Share on other sites
PSYKO_nz 42 Posted January 8, 2018 sorry for the late reply, Xmas New Years etc here is how its called, its part of kp liberation ["I_Heli_light_03_unarmed_F",225,0,125], //WY-55 Hellcat ["I_Heli_light_03_dynamicLoadout_F",225,200,125], //WY-55 Hellcat (Armed) that's the 2 lines that relate to the chopper, all you have to do is put in a classname and then the 3 values (the values relate to supplies) ["vehicle classname",how many supply,how many ammo,how many fuel], any idea how to squeeze a skin change in? @Wyqer any ideas? how to make this work? _veh = createVehicle ["I_Heli_light_03_dynamicLoadout_F",position player,[],0,"NONE"]; [_veh,["Green",1],true] call BIS_fnc_initVehicle; Share this post Link to post Share on other sites
Wyqer 304 Posted January 8, 2018 \scripts\client\build\do_build.sqf line 321 switch (_classname) do { in this switch you add another case: case "I_Heli_light_03_dynamicLoadout_F": {[_vehicle,["Green",1],true] call BIS_fnc_initVehicle;}; \scripts\server\game\save_manager.sqf line 287 if (_nextclass in civilian_vehicles) then { KP_liberation_cr_vehicles pushBack _nextbuilding; }; after this if you add another if: if (_nextclass == "I_Heli_light_03_dynamicLoadout_F") then { [_nextbuilding,["Green",1],true] call BIS_fnc_initVehicle; }; Share this post Link to post Share on other sites
PSYKO_nz 42 Posted January 9, 2018 You, sir, are a freaking legend! all done and it works perfectly, that olive colour is sooooo much better than the awful digi camo! am I safe to assume that I can now do the same with other paint jobs for things within liberation? just by adding and editing those bits? Share this post Link to post Share on other sites
Wyqer 304 Posted January 9, 2018 Yes, with repeating these two additions you can add more things which should be done to a built/loaded vehicle of a specific classname. Share this post Link to post Share on other sites