bumyplum 10 Posted March 1, 2019 Is there away know to where you check if your Cursortarget Object Is retexturable, for example buildings aren't but vehicles are... Is an if statement which checks this? Also is there a way to set a vehicles' textures back to the orignals? I've attempted: _textures = getObjectTextures cursorobject; if!(_textures == "") then {hint "textureable";} else {hint "nottexturable";}; Share this post Link to post Share on other sites
HazJ 1289 Posted March 1, 2019 isEqualTo [] If there are no textures then an empty [] array is returned which means none are supported. Therefore just simply perform check like so: if (getObjectTextures cursorObject isEqualTo []) then {hintSilent "Not supported.";} else {hintSilent "Supported."}; You can also use count and other methods. https://community.bistudio.com/wiki/isEqualTo https://community.bistudio.com/wiki/count https://community.bistudio.com/wiki/getObjectTextures Quote Array of Strings - array of textures Not sure what happens on simple objects. I mean, I assume it will return empty array also but we are talking about ArmA here lol. Quote Doesn't work on simple objects 2 Share this post Link to post Share on other sites
POLPOX 779 Posted March 1, 2019 _count = count getArray (configFile >> "CfgVehicles" >> typeOf _vehicle >> "hiddenSelections") ; if (_count == 0) then { hint "This vehicle doesn't have texurable selection" ; } else { hint format ["This vehicle has %1 (#0 ~ #%2) texturable selections",_count,_count-1] ; } ; This should work. 1 hour ago, HazJ said: Not sure what happens on simple objects. I mean, I assume it will return empty array also but we are talking about ArmA here lol. Simple Objects made by .p3d path directly (Super Simple Objects) don't have classNames as well as hiddenSelections so can't be retextured. 3 Share this post Link to post Share on other sites