OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: marsuk21 on 02 Apr 2003, 21:48:30

Title: setobjecttexture?
Post by: marsuk21 on 02 Apr 2003, 21:48:30
in the bas spec op addon you can change the pach on the delta's arm by using the command

this setobjettexture [0,"filename.jpg"]

how can i do this to my addon?
Title: Re:setobjecttexture?
Post by: ScouseJedi on 03 Apr 2003, 00:34:31
You should have a selection named in all the resolution LODs

You need that selection defined in cfgModels like you would define zasleh

the first selection name is 0, the second 1 etc


class cfgModels
..... class myModel: All
{
selections={1st group, 2nd group};
};


then setojecttexture[0,"filename"] would change the texture that is applied to 1st group.
Title: Re:setobjecttexture?
Post by: marsuk21 on 04 Apr 2003, 00:13:30
nope didn't work
Title: Re:setobjecttexture?
Post by: MJHergenroder on 21 Apr 2003, 01:37:31
check under BIS official forums under O2 Modeling.  Some guy wrote some stuff under hidden selections.  OFP engine does not drawn selections/sub-objects where textures are set to null.  Some addons take advantage of this.  Would be cool for some stuff like vehicles with detachable MG's (e.g. M-240G), or a hack to object movement (not rotations) with many selections that are toggled in order.  You could script elevators, like on a carrier for example...