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That is reason i mentioned it. Yeah it makes no sense to think about it in that way, but that simply is how the configuration is in arma.
> Q: It is snowing but it applies the rain texture, is this broken?
private _units = allUnits;
_units append allDead;
then what ever is in the "_units" variable is being checked. I could add a functionality, so other mods can add what ever objects they want, but me directly supporting other mod objects which are not units is probably not gonna happen.
You will need to elaborate a little more what do you mean with texture scan?
and a small correction on my end, if the dirt value is above 25% then it becomes washable.
What does it say if you run this
systemChat str (player getVariable ["dirt_main_groundDirtValue", 1])
or double clicking onto a water bottle in the inventory?
This small bugfix update reverse the look up of texture selections. Now, pants from S&S for example get dynamic textures applied :D
( i kind of need to make the framework a bit more resilient against that, so new update soon and thus i am trying to get more relevant hidden selection entries)
["#(argb,2048,2048,1)ui(""RscDisplayEmpty"",""dirt_textures§0"",""ca"")","grcb_tweaks_ss_35\data\p53_mc_lows_mitch_co.paa","simc_uaf_67\data\bot_dschungel_mk2_primus_co.paa","",""]
not sure what it means, but the last two textures are from selections "camo2" and "bots2"
Backpack:
getobjecttextures (backpackContainer player)
Uniform
getObjectTextures player
It has 2 hidden selections: "sekop" and "roll2"
But the hidden selection textures are defined as this: {""}
first off, wrong count of entries for the textures, second an empty string is interpreted as "no texture". The textures given to you in a mission are twice an empty string then, which frankly does not help.
Of course that means you can retexture these selections using mods and config changes, but not on the fly in a mission.
If this is the case, I think some of the uniforms still aren't working. I have a uniform with config defined as such, and still only get textures on the blouse:
hiddenSelections[] = {"camo", "camo2", "bots2", "rank", "gas"};
hiddenSelectionsTextures[] = {"\grcb_tweaks_ss_35\data\p53_mc_mitch_co.paa", "\grcb_tweaks_ss_35\data\p53_mc_lows_mitch_co.paa", "", ""};
"sekop" is a shovel texture, attached to backpacks. For example, in S&S the "[USMC] M1941/44 (M43)"
["","ass","band","bleft","blow","botol","camo","camo1","camo2","camo3","camo_1","camob","extras","golok","hose_apr","hose_base","hose_regulator","ifak","insignia","left","lows","radio1_hide","radio2_hide","regt","roll","roll2","sekop","smonk","zusp"]
I can add sekop as well easily, tho i would like to know on which item i can find it first.
Dirt has these hidden selections marked as supported
["camo","camo_1","camo_2","camo_3","camo_4","camo_5","camo_6","camo_7","camo_launcher","camo_lod","camo_tube","camo_veil","camo01","camo1","camo1a","camo2","camo02","camo3_nutsack","camo03","camo3","camo4","camo05","camo5","camo6","camo7","camo8","camo9","camo10","camo11","camo12","camo13","camob","camogl","camomag","tex_01","tex_02","tex_03","tex_04","tex_05","tex_06","tex_07","tex_08","tex1","tex2","tex3","tex4","tex5","cmao","camo_01","camo_02","camo_03"]
Also backpacks, if the backpack itself is "camo" but say an attached shovel is "sekop", the textures only apply to the backpack itself.
But here's my own mod that's based on S&S
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2775924904
@Georg Ravioli
mind linking the mod in question?
There are many more in backpacks and such, goonworks mods specifically use an odd naming structure.
I could be that the uniform is using another none standard selection name. If you are tech savvy could you send me the hiddenSelection (not the hiddenSelectionTextures array!) array from the uniform's config?
If you do not know what that is, mind sending me the name of the uniform and from which mod it is?
Any way to fix this? PDD has an option to increase the number of selections allowed but I don't want to use it because of performance