Vehicle Texture concept

Inkko

Valued Member!
Was thinking about a way to spice up the look of vehicles and smashed out a script. Completely untested at the moment, don't have any textures either but is this something anyone would be looking interested in?

Pretty much there would be select vehicles with "additional" textures that could be applied when in the drivers seat. The textures would be applied then synced to other players, and on login would be resynced with any vehicles that have textures so it is consistent. There would be a timer on changing the texture as well to reduce public variable broadcasts. Here is a what I smashed out...again untested and just a concept of my thoughts.

Code:
/*
    Temporary vehicle retexture concept
    DZ_Retexture:
    Handles texture variables, Updating textured vehicles on login
    PVEH, and vehicle action to retexture.
  
    Helps syncronize texture changes and handles action to retexture.
*/
private ["_check","_texture"];

//if (isServer) exitwith {};

//waituntil {speed player > 1}; //wait for movement, helps run when player has fully loaded in.

DZ_Texture1 = "veh1.paa";
DZ_Texture2 = "veh2.paa";
DZ_Texture3 = "veh3.paa";
DZ_Texture4 = "veh4.paa";
DZ_Texture5 = "veh5.paa";
DZ_Texture6 = "veh6.paa";

DZ_TextureVehicles = ["SUV_DZ","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_PMC","SUV_PMC_BAF","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_TK_EP1","SUV_UN_EP1","SUV_White","SUV_Yellow","Lada1","Lada2","Lada1_GDR","Lada2_GDR","Lada4_GDR","Lada5_GDR","Lada_base","LadaLM","Lada1_TK_CIV_EP1","Lada2_TK_CIV_EP1"];


// Update vehicles after loading in
{
   if (typeOf _x in DZ_TextureVehicles) Then {
        _check = _x getVariable "DZ_Texture";
        if (!isnil "_check") then {
            switch (_check) do
            {
                case 0: {_texture = DZ_Texture1;}; // SUV texture 1
                case 1: {_texture = DZ_Texture2;}; // SUV texture 2
                case 2: {_texture = DZ_Texture3;}; // SUV texture 3
                case 3: {_texture = DZ_Texture4;}; // Lada texture 1
                case 4: {_texture = DZ_Texture5;}; // Lada texture 2
                case 5: {_texture = DZ_Texture6;}; // Lada texture 3
                default {_texture = 0;}; // default failsafe.
            };
            if (_texture != 0) then {
                _x setObjectTexture [0,_texture];
            };
        };
   };
} forEach vehicles;


//PVEH. Update textures during gameplay
"DZEH_TextureChange" addPublicVariableEventHandler {
    private ["_vehicle","_check","_texture"];
  
    _vehicle = _this select 0; // object
    _check = _this select 1; //texture number
  
    if (typeof _vehicle in DZ_TextureVehicles) then {
  
        switch (_check) do
        {
            case 0: {_texture = DZ_Texture1;}; // SUV texture 1
            case 1: {_texture = DZ_Texture2;}; // SUV texture 2
            case 2: {_texture = DZ_Texture3;}; // SUV texture 3
            case 3: {_texture = DZ_Texture4;}; // Lada texture 1
            case 4: {_texture = DZ_Texture5;}; // Lada texture 2
            case 5: {_texture = DZ_Texture6;}; // Lada texture 3
            default {_texture = 0;}; // default failsafe.
        };
      
        if (_texture != 0) then {
            _vehicle setObjectTexture [0,_texture];
        };
  
    };
};

// Action
[] spawn {
    private ["_vehicle","_action_id","_radius","_currentVehicle", "_isNearVeh", "_countVeh"];
    _vehicle = ObjNull;
    _action_id = -1;
    _radius = 10;

    while {true} do {
        if (!isNull player) then {
            _currentVehicle = vehicle player;
            _countVeh = (count nearestObjects [(position _currentVehicle),["SUV_DZ","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_PMC","SUV_PMC_BAF","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_TK_EP1","SUV_UN_EP1","SUV_White","SUV_Yellow"], _radius]);
            _countVeh = _countVeh + (count nearestObjects [(position _currentVehicle),["Lada1","Lada2","Lada1_GDR","Lada2_GDR","Lada4_GDR","Lada5_GDR","Lada_base","LadaLM","Lada1_TK_CIV_EP1","Lada2_TK_CIV_EP1"], _radius]);
            _isNearVeh = _countVeh > 0;

            if (_vehicle != _currentVehicle) then {
                if (!isNull _vehicle) then {
                    _vehicle removeAction _action_id;
                    _vehicle = objNull;
                };
    
                if (_currentVehicle != player && _isNearVeh) then {  //change "Bicycle" to "Land" to allow only air vehicles to aut-refuel
                    _vehicle = _currentVehicle;
    
                    _action_id = _vehicle addAction ["Retexture", "retexture.sqf", [_vehicle], -1, false, true, "", "vehicle _this == _target && local _target"];
                };
            };
  
            if (!_isNearVeh) then {
                _vehicle removeAction _action_id;
                _vehicle = objNull;
            };
    };
    sleep 2;
    };

};

Code:
private ["_vehicle","_delay","_retexturetime"];

_vehicle = (_this select 3) select 0;
_delay = 300;

if (isnil "LastReTexture") then {
LastReTexture = 0;
};

_retexturetime = time - LastReTexture;

if(_retexturetime < _delay) exitWith { // If cooldown is not done then exit script
    cutText [format["You may not retexture a vehicle so soon %1 seconds till you can!",((_retexturetime - _delay) * -1)], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done
};

retexture_menu =
[
    ["",true],
    ["Texture 1", [2],  "", -5, [["expression", "(vehicle player) setObjectTexture [0,DZ_Texture1]; (vehicle player) setVariable ['DZ_Texture',0,true];DZEH_TextureChange = [vehicle player, 0]; publicVariable 'DZEH_TextureChange'; LastReTexture = time;"]], "1", "1"],
    ["Texture 2", [3],  "", -5, [["expression", "(vehicle player) setObjectTexture [0,DZ_Texture2]; (vehicle player) setVariable ['DZ_Texture',1,true];DZEH_TextureChange = [vehicle player, 1]; publicVariable 'DZEH_TextureChange'; LastReTexture = time;"]], "1", "1"],
    ["Texture 3", [4],  "", -5, [["expression", "(vehicle player) setObjectTexture [0,DZ_Texture3]; (vehicle player) setVariable ['DZ_Texture',2,true];DZEH_TextureChange = [vehicle player, 2]; publicVariable 'DZEH_TextureChange'; LastReTexture = time;"]], "1", "1"],
    ["", [-1], "", -5, [["expression", ""]], "1", "0"],
    ["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];

retexture_menu2 =
[
    ["",true],
    ["Texture 1", [2],  "", -5, [["expression", "(vehicle player) setObjectTexture [0,DZ_Texture4]; (vehicle player) setVariable ['DZ_Texture',3,true];DZEH_TextureChange = [vehicle player, 3]; publicVariable 'DZEH_TextureChange'; LastReTexture = time;"]], "1", "1"],
    ["Texture 2", [3],  "", -5, [["expression", "(vehicle player) setObjectTexture [0,DZ_Texture5]; (vehicle player) setVariable ['DZ_Texture',4,true];DZEH_TextureChange = [vehicle player, 4]; publicVariable 'DZEH_TextureChange'; LastReTexture = time;"]], "1", "1"],
    ["Texture 3", [4],  "", -5, [["expression", "(vehicle player) setObjectTexture [0,DZ_Texture6]; (vehicle player) setVariable ['DZ_Texture',5,true];DZEH_TextureChange = [vehicle player, 5]; publicVariable 'DZEH_TextureChange'; LastReTexture = time;"]], "1", "1"],
    ["", [-1], "", -5, [["expression", ""]], "1", "0"],
    ["Exit", [13], "", -3, [["expression", ""]], "1", "1"]
];

if (typeOf _vehicle in ["SUV_DZ","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_PMC","SUV_PMC_BAF","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_TK_EP1","SUV_UN_EP1","SUV_White","SUV_Yellow"]) then {
    showCommandingMenu "#USER:retexture_menu";
};

if (typeOf _vehicle in ["Lada1","Lada2","Lada1_GDR","Lada2_GDR","Lada4_GDR","Lada5_GDR","Lada_base","LadaLM","Lada1_TK_CIV_EP1","Lada2_TK_CIV_EP1"]) then {
    showCommandingMenu "#USER:retexture_menu2";
};

Updated my concept code a little and went into the arma 2 editor to test things out, seems to be working but missing the client sync part since its just me able to test. I found some random textures online/just overlayed colors over current ones for options during my testing.

L388qG1.jpg
 
Last edited:
thats an awesome script ... myself, I am not much for player selections though so I would prefer some preset textured vehicles, but definately something I would/will use when I get a server running again [hopefully soon]
 
thats an awesome script ... myself, I am not much for player selections though so I would prefer some preset textured vehicles, but definately something I would/will use when I get a server running again [hopefully soon]

I could also make something server side that randomizes some textures then clients loading in get updated with them. But would mean every restart they'd have different textures. So you may get a vehicle you like then after a restart its something different.
 
i had something like this going for a bit but having to put the textures in the mission kinda killed it.

You might be able to do like the walls/gates and overload the inventory column and keep it persistent, but thats a lot more work.
 
i had something like this going for a bit but having to put the textures in the mission kinda killed it.

You might be able to do like the walls/gates and overload the inventory column and keep it persistent, but thats a lot more work.

The only downside is that the textures would be in the mission and depending on how many you have it can add up.
 
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