AKK 0 Posted February 14, 2005 Quote[/b] ]AKK - Well, the hidden selections are doing what they aresupposed to - hiding If you want them to _start_ with a texture, then you have to add some setobjecttexture commands to the init event handler: Yeah I realized that after I went too bed (I'll crawl back in my hole now) . An yeah I did the setobjecttexture through a creation script. Quote[/b] ]Actually if you don't put your named hidden selections within "cfgmodels" then they will start with a texture and you will be able to still switch textures (based off my original tests)If you need the invisible feature (I do for rolling wheels for example) then you NEED to put the named selections within cfgmodels,then you have the problem of running a init script to set the initial texture Thanks BraTTy Thats what I had wanted yawl are the best Share this post Link to post Share on other sites
AKK 0 Posted February 14, 2005 Also I am curiouse about something The thing class. Is there something the engine does different with things?? What I mean is if I were to do like so? would I get the same hidden selection results? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgVehicles { class All {}; class Thing: All {}; class Targetbase: ALL { scope=2; reversed=False; // all vehicles are reversed - except static autocenter=False; // normal vehicle are autocentered animated=False; // model is animated and cannot be assumed static mapSize = 10; vehicleClass=""; nameSound="target"; icon="unknown_object"; displayName=""; weaponSlots = 0; simulation="house"; destrType=DestructNo; cost=500000; attendant = false; hiddenSelections[] = {}; }; class Backboard: targetbase { model="\Qual_Range\BB"; armor=200; scope=2; hiddenSelections[]={"targ"}; }; I mean I,m gonna try it but I have to rebuild the models first and that may take a day or so. And also I noticed that Configing this as "class thing" my fire Geo dose not work correctly. I have another set of models(no hidden selections) that work great with only res lods, and fire geo. here's thier tree <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Static : Land {}; class Building : Static {}; class Strategic: Building {}; class pistol_target: Strategic { hasdriver=false; hasgunner=false; hascommander=false; nameSound="target"; model="\Qual_Range\ptsingle"; side=TWest; armor=200; cost=0; scope=2; accuracy=0.25; animated=1; vehicleclass="The Range"; displayName="steel pistol target"; class animations { class tarc_hit { type="rotation"; animperiod=0.2; selection="tarc"; axis="osa_tarc"; angle0=0; angle1=1.5; }; }; }; is it the simulation=""; that is affecting this? hope this makes sense Share this post Link to post Share on other sites
Footmunch 0 Posted February 14, 2005 Actually if you don't put your named hidden selections within "cfgmodels" then they will start with a texture and you will be able to still switch textures (based off my original tests) What does the index number in setobjecttexture refer to? Is it hiddenselections array (in CfgVehicles), rather than the sections array (in CfgModels)? Interesting... Share this post Link to post Share on other sites
BraTTy 0 Posted February 14, 2005 Actually if you don't put your named hidden selections within "cfgmodels" then they will start with a texture and you will be able to still switch textures (based off my original tests) What does the index number in setobjecttexture refer to? Is it hiddenselections array (in CfgVehicles), rather than the sections array (in CfgModels)? Interesting... Ya its using hiddenselections line in cfgvehicles for the index order. I also recall purposely rearranging and mismatching the ones in cfgmodels a while ago.(to check if it messed with the index order) Share this post Link to post Share on other sites
BraTTy 0 Posted February 14, 2005 btw has anyone tried using aniamted gifs?maybe not directly applied as a gif (tehn converted to pa) in oxy but appling it ingame via setobject texture (either from addon pbo or misson folder) or does ofp convert these textures ingame? Havent tried that yet, I was actually just using sequential jpg's to show a quick movie. You know how many video capture proggies will save you a frame by frame movie (Windows Media Encoder and didn't FRAPs also do this) That was my plan, seperate addon pbo movies etc... Share this post Link to post Share on other sites