OK, basically - that command doesn't work for me.
I am using the shortest of the BIS apartment blocks //or whatever you want to call them - the grey ones with loads of floors.
I would like to make a texture appear on the side of a building using an action. I made a new plane on the side of the building in O2 and called the face that points outwards "Side" in the selections box. I then textured it with a clear texture (transparent).
Next in the config of the building I put:
class CfgVehicles
{
   class All{};
   class Static: All{};
   class Building: Static{};
   class Strategic: Building{};
   class LNB_House: Strategic
   {
      scope=2;
      icon="Unknown_object";
      model="\LNB_House\LNB_House.p3d";
      displayName="LNB House";
      vehicleClass="Lean Bear's Buildings";
      accuracy=0.200000;
      typicalCargo[]={};
      destrType="DestructBuilding";
      transportAmmo=0;
      transportRepair=0;
      transportFuel=0;
      mapSize=11;
      cost=0;
      armor=2000;
      ladders[]={{"start","end"}};
      hiddenSelections[]={"Side"};
   };
};
Everything works out OK in the editor etc. the building comes up under its own class and works fine.
Then I made the scripts:
one called painthouse.sqs which is activated by a proximity trigger and contains:
player addAction ["Paint", "PaintingTime.sqs"]
Then, in PaintingTime.sqs:
_LNB_House = _this select 0
_LNB_House setObjectTexture [0,"\LNB_House\LNB_Paint1.paa"]
(btw neither of these work at all when I keep them in the pbo - so, on a side not, how do I include scripts in my addons?)
but nothing happens. When the player walks into the trigger, the action "Paint" comes up, but when used - nothing happens.
Can anyone help me out here?