Purzel 35 Posted August 27, 2018 Is it somehow possible to change the given US-flag on the USS Liberty *ingame* to another homemade flag? The texture "pirateflag.paa" in folder "pictures is present, but I need a working code to change the flag via trigger. liberty setflagtexture "pictures\pirateflag.paa"; Does NOT work... any suggestions? Share this post Link to post Share on other sites
Harzach 2516 Posted August 27, 2018 I haven't tried it, but... 1 Share this post Link to post Share on other sites
Grumpy Old Man 3544 Posted August 28, 2018 Not tested for quite some time, at least didn't work back when the destroyer came out, maybe it got fixed meanwhile: _destroyer = MyLiberty; _flag = "a3\data_f\flags\flag_csat_co.paa"; _flag = [_destroyer, "ShipFlag_US_F"] call bis_fnc_destroyer01GetShipPart;//retrieves the part holding the flag _flag setObjectTextureGlobal [0,"a3\data_f\flags\flag_csat_co.paa"];//didn't work back when I tested it last time Cheers 1 1 Share this post Link to post Share on other sites
Grumpy Old Man 3544 Posted August 29, 2018 Just tested my snippet above, doesn't work ingame, during mission runtime, as requested by @purzel. Maybe there's a workaround, no idea for now. Cheers 1 Share this post Link to post Share on other sites
Harzach 2516 Posted August 29, 2018 9 minutes ago, Grumpy Old Man said: during mission runtime Ahhh, either I missed that part, or he added it for clarity later. 1 1 Share this post Link to post Share on other sites
Harzach 2516 Posted August 29, 2018 _destroyer = MyLiberty; _flag = [_destroyer, "ShipFlag_US_F"] call bis_fnc_destroyer01GetShipPart; _flag setflagtexture "a3\data_f\flags\flag_csat_co.paa"; Make sure to execute where the Liberty is local. 3 1 Share this post Link to post Share on other sites
Grumpy Old Man 3544 Posted August 29, 2018 30 minutes ago, Harzach said: _destroyer = MyLiberty; _flag = [_destroyer, "ShipFlag_US_F"] call bis_fnc_destroyer01GetShipPart; _flag setflagtexture "a3\data_f\flags\flag_csat_co.paa"; Make sure to execute where the Liberty is local. Ah well, can't have enough texture-changing commands, I guess. Cheers 1 1 3 Share this post Link to post Share on other sites
Purzel 35 Posted August 31, 2018 My solution via addAction: I´ve attached a rope (Land_Rope_01_F) to the flagpole, so there´s a little "sparkling" eyecandy for players walking by... in it´s init: this addAction ["<t color='#8FBC8F'>Change flag.</t>",{["scripts\flag.sqf","BIS_fnc_execVM",false,false] call BIS_fnc_MP}, nil,6,true,true,"","alive _target",3]; then in the flag.sqf: _destroyer = liberty; // "liberty" is the units name of my destroyer. _flag = [_destroyer, "ShipFlag_US_F"] call bis_fnc_destroyer01GetShipPart; _flag setflagtexture "pictures\jollyroger.paa"; That´s the working solution for multiplayer. Share this post Link to post Share on other sites
pierremgi 4822 Posted September 1, 2018 Bis_fnc_MP seems hard to die! 1 1 1 Share this post Link to post Share on other sites
BRPVP 69 Posted February 25, 2020 If you want to remove the flag, including the pole, like i wanted, just put this on the ship init: {deleteVehicle _x;} forEach (this nearObjects ["ShipFlag_US_F",200]); 1 1 Share this post Link to post Share on other sites