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why are you not using Eden attributes? Script that you pasted can be used on vehicles spawned mid mission or created using old 2d editor |
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I tested it for an init script for a game mode (KP Liberation https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles [^] scroll down to kp_objectInits.sqf) So it only works mid mission? Thanks for the declaration. Also the quotation marks on you websites instead of [ “ ” ] it should be [ " " ]. Caused me some hour long confusion with weird errors till I realized that |
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do you happen to know if kp_objectInits is happening during mission init? If yes, then indeed, all your customization will be overwritten after spawn. I've also updated documentation so it's now referencing functions that we have, instead of execVM solution |
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I do not know, if it is it isn't working. Decals are applying but the exterior stays the same no matter what. Any other way to test? |
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tried it again in the init box of eden the first 3 scripts work
habarScr = [this,0] call RHS_fnc_t80_habar;
habarScr = [this,1] call RHS_fnc_t80_habar;
habarScr = [this,2] call RHS_fnc_t80_habar;
however the customization script does not work, it doesn't do anything no matter what the input for the array is. Instead of customizing the tank it functions the same as habarScr = [this,1] call RHS_fnc_t80_habar; (to enable all) |
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please use Eden attributes. Script that you pasted can be used on vehicles spawned mid mission or created using old 2d editor |
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