bodybaq 16 Posted September 14, 2018 Hi all! I need help solving how to keep the appearance on the NDS_6x6_ATV_MIL after respawning it. As it looks right now, I've chosen it as bellow.. . ["Snow",1],["Camnetdeploy",0,"handguards",1,"bullbar",1,"HideBumper2",0] But when it gets destroyed it spaws back green and muddy instead of snow camo. Share this post Link to post Share on other sites
davidoss 550 Posted September 14, 2018 [vehicle, variant, animations, mass] call BIS_fnc_initVehicle Share this post Link to post Share on other sites
bodybaq 16 Posted September 14, 2018 1 hour ago, davidoss said: [vehicle, variant, animations, mass] call BIS_fnc_initVehicle ? Share this post Link to post Share on other sites
pierremgi 4739 Posted September 14, 2018 Just, it's a little bit short! You have to place the code in the init field of the vehicle, BUT ALSO in the expression field of the module, like this: _this spawn {[_this select 0,[array of hiddenTextures as shown in BIKI], [array of animations as shown], mass param ] call BIS_fnc_initVehicle}; Animations are easier to manage than hidden textures. Btw, I never succeed in passing the old vehicle appearance in the module because the old vehicle (_this select 1) always returns a null object... That led me to write this script replacing the BI module and faaaaaar more efficient for many stuff like pylons, loadout with backpacks in vehicle crate, AI crew, waypoints, appearance of course, action menu like arsenal.... 3 Share this post Link to post Share on other sites