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Author Topic: SETOBJECTTEXTURE REFUSES TO WORK  (Read 1189 times)

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Offline ZNorQ

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SETOBJECTTEXTURE REFUSES TO WORK
« on: 27 Aug 2004, 14:53:47 »
I'm a big fan of BAS'es DeRa (Delta/Ranger) soldiers, and with it comes a short "how-to" select what arm patches to use.

Only trouble is that I NEVER could make it work... This is what I've done;

Units Init field;
this setObjectTexture [0,"\BAS_weap\unitpatch\82nd.paa"]
(A direct copy'n paste from their own instructions)

I've tried out all the armpatches, but none seem to work. For all I know, it could be a problem with the addon itself, but just wanted to check in on the forum first to see if I'm doing it all wrong.

Btw, I'm using the v1.55 of DeRa Soldiers.

PS! You can rule out the path - I've tried any combo...

ZNorQ

DBR_ONIX

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #1 on: 27 Aug 2004, 17:35:09 »
Weird..
Is the addon in the Addons/ folder (I.e not a mod folder or res/addons)

Dats all I can think of
- Ben

Offline ZNorQ

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #2 on: 28 Aug 2004, 16:49:50 »
Yeah, did a check on that... They are exaclty where they are supposed too...

And no dice... :(

(Since I'm playing resistance - all addons are in the res\addons folder... Remember - I'm playing with them :D)

ZNorQ
« Last Edit: 28 Aug 2004, 16:50:52 by ZNorQ »

Offline Planck

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #3 on: 28 Aug 2004, 19:00:58 »
I never put addons into Res\Addons.

Consequently, all my third party addons are in the standard Addons folder.


Planck
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DBR_ONIX

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #4 on: 28 Aug 2004, 19:13:33 »
If you try putting the addons into the /addons folder, not the res/addons folder
It should work
- Ben

Offline The-Architect

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #5 on: 02 Sep 2004, 03:34:08 »
Don't all addons that can use pistols need to go in the resistance addons folder?
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Offline h-

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #6 on: 02 Sep 2004, 19:16:17 »
No.

It's better to use the regular AddOns folder, or separate mod folders (even better, IMO...)...
I have never had anything but troubles when using Res/AddOns...

If you experience missing pistol troubles, that's because the model itself does not have a proxy for the pistol...
« Last Edit: 02 Sep 2004, 19:17:12 by HateR_Kint »
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Offline ZNorQ

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #7 on: 07 Sep 2004, 11:39:14 »
Hmm... Well the use of standard addon folder for Cold war only seems to slightly lag my computer (I might be mistaking), AND it didn't solve my setObjectTexture problem.

Could it be a gfx driver thing? Detail settings? Just me being a complete moron?  ::)

ZNorQ

olseric

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #8 on: 07 Sep 2004, 13:04:38 »
Just for S's and G's, try taking the 0 out of the passed info:

this setObjectTexture ["\BAS_weap\unitpatch\82nd.paa"]

Offline ZNorQ

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #9 on: 14 Sep 2004, 13:39:59 »
Nope.. No go...  Need the first parameter too.

ZNorQ

Offline Tyger

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #10 on: 18 Sep 2004, 02:30:47 »
try changing the number. go to desert island and make but five of em, and in each init do the code. but change the numbers to 0 on #one, 1 on #two, 2 on #three etc, and see if any of those numbers work...
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Offline Killswitch

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #11 on: 18 Sep 2004, 13:19:35 »
The only units in the BAS De/Ra pack that can have their arm patches changed are the basic woodland or desert soldiers (class names "BAS_Soldier" and "BAS_SoldierDES", named "Soldier" and "DES Soldier" in the editor under "BAS - Men").

On those, the setObjectTexture [0,<texture name>] works just fine.


« Last Edit: 18 Sep 2004, 13:20:21 by Killswitch »

RonMcAsskick

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Re:SETOBJECTTEXTURE REFUSES TO WORK
« Reply #12 on: 21 Sep 2004, 23:35:13 »
Right we had this problem recently nightstalker so heres the soloution



_Unit is the unit to change texture on
* is a number to define a member of the array "hiddenselections" from the config file.
_texture sjould bea texture with a path to direct OFP into the addon it is located

_Unit setobjecttexture [ * , _Texture ]

NOTE: all the textures in the hidden selection (defined in the O2 model) will be changed to the set texture so watch how you use this

Here is anexample line from a script (_unit is defined by passing "this" into an init line script)

_unit setobjecttexture [ 3 , "\AddonName\newtexture.paa"

where the hidden selections might read like this from the config:

hiddenselections = [selection0,selection1,selection2,CHANGINGTEXTUREselection3,selection4,selection5];


hope this helps, if your still confused try unpacking something like the OFP truck from the OFP demo and looking at that, or give me an msn message and i'll run you through it

Iain
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Creator of Vietnam CTI
« Last Edit: 21 Sep 2004, 23:35:42 by RonMcAsskick »