Arma 3
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Spearhead 1944 Vehicle AnimateSource Things
   
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Data Type: Composition
Meta: Dependency
File Size
Posted
Updated
35.692 KB
30 Mar, 2024 @ 5:43pm
30 Mar, 2024 @ 5:54pm
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Spearhead 1944 Vehicle AnimateSource Things

In 1 collection by Moloti
Moloti's Arma 3 Compositions
95 items
Description
Meant to be something of a "base" for future compositions and whatnot.

This presently only uses "this animateSource ["<example>",1];" rather than the usual "this setObjectTextureGlobal [0, ""];"
10 Comments
IDFMI CaRdO 7 Aug, 2024 @ 4:48pm 
It works locally but on a server unfortunately the codes were broken
Moloti  [author] 7 Aug, 2024 @ 4:42pm 
On a server, I don't really have a good way to test that. Seems to work fine on my end.
IDFMI CaRdO 7 Aug, 2024 @ 3:39am 
Unfortunately I think the DLC update messed up some of the scripts when used on a server. I hope for a solution.
DickLouden 3 Apr, 2024 @ 11:48am 
That's about what I figured. It would be nice to be able to use this kind of commands vs trying to hide bits with textures, much simpler.... oh well
Moloti  [author] 3 Apr, 2024 @ 11:00am 
It is mostly a matter of how the vehicle is made. I know vanilla APCs, Iron Front (some), and Spearhead vehicles work with this sort of scripting better than other things.
DickLouden 3 Apr, 2024 @ 9:55am 
I have tried using similar commands on some other mod vehicles without success. Is it just a matter of how the model is set up by it's maker or is there a place to find appropriate commands?
Moloti  [author] 31 Mar, 2024 @ 10:15am 
It is found under "Custom Compositions" in your Compositions (F2) Tab. It can be dropped in Zeus (in theory) even though I'd argue that this particular composition really isn't made with Zeus in mind and is therefore of debatable usefulness in that context.
Archervong 31 Mar, 2024 @ 9:40am 
is can work with zeus??
Archervong 31 Mar, 2024 @ 9:39am 
how it work??
DickLouden 31 Mar, 2024 @ 2:25am 
excellent! thanks