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Texture Label

Broström.A | Evul edited this page Aug 11, 2023 · 13 revisions

This function applies a texture to a given supported vehicle (see below). All textures are per default available but any kind of texture can be used. Some textures have multiple behaviours depending on the vehicle. For instance, a UH60 tail number have smaller numbers then a C-130 tail number for instance. The function is applied manually, or sometimes automatic, via Eden or can be spawned using a Zeus-Modules.

Supported vehicles

  C-130              3 PARMS     <LETTER and NUMBER> OR <SPECIAL>    (Locations: Tail)
  UH60 Black Hawks   2 PARMS     <LETTER and NUMBER> OR <SPECIAL>    (Locations: Tail)
  STRYKER            NONE        NONE                                (Locations: Front)
  MRAP               5 PARMS     <LETTER and NUMBER> OR <SPECIAL>    (Locations: Side)
  M1A1 Abrams        2 PARMS     <SPECIAL>                           (Locations: Front, Side)
  M2/M3 Bradley      1 PARMS     <SPECIAL>                           (Locations: Side)

Texture library

  • A[1]
  • B[1]
  • C[1]
  • S[1]
  • 0 to 9[1][2]
  • line[A]
  • stryker[B]
  • vic1
  • vic2
  • vic3
  • vic4
  • vic5
  • vic6

[1] UH60 Black Hawks have a special variant of this texture when in use.
[2] C-130 have a special variant of this texture when in use.
[A] This texture is automatically applyed to the UH 60 when using two parmeters "B","2".
[B] Gets applied to the striker front no arguments required.

Other textures

To use other custom textures as a vehicle label by using the full path to the texture. Exsample: cScripts\Data\Insignia\1-1-C-17.paa

/* Arguments:
 * 0: Vehicles <OBJECT>
 * 1: Texture <STRING> (Optional)
 * 2: Texture <STRING> (Optional)
 * 3: Texture <STRING> (Optional)
 * 4: Texture <STRING> (Optional)
 * 5: Texture <STRING> (Optional)
 * 6: Texture <STRING> (Optional)
 * 7: Texture <STRING> (Optional)
 * 8: Texture <STRING> (Optional)
 * 9: Texture <STRING> (Optional)
 */

[this] call cScripts_fnc_setVehicleLable;
[this,"B","5"] call cScripts_fnc_setVehicleLable;
[this,"RedCross"] call cScripts_fnc_setVehicleLable;
[this,"RedCross","RedCross","S","6"] call cScripts_fnc_setVehicleLable;
[this,"RedCross","RedCross","S","6"] call cScripts_fnc_setVehicleLable;
[this,"path/to/texture_ca.paa"] call cScripts_fnc_setVehicleLable;

See also