What we need
It is pretty easy to force any of these tweaks to make those vehicles appear as you'd like. All you need is these three commands:
- setVariable - to access the color selection
- animate - to modify the little doodads and gadgets in the vehicles appearance
- animateDoor - to set the open/closed state of vehicle doors
Let's try it with the aforementioned civilian offroad:
Open the "Civilians" category and look at the "Features" column on the right. You're looking for any of these three lines:
- Randomization
- Script animations
- Script door sources
This means we can set any of 6 colors, animate no doors but can tweak all kinds of appearance.Randomization: Yes, 6 skins
Script door sources: None
Script animations: HideDoor1, HideDoor2, HideDoor3, HidePolice, HideServices, HideBackpacks, HideBumper1, HideBumper2, HideConstruction
Applying it in-editor
Now, what if we would want to place for example a blue police-offroad? Easy:
- 1. Place the civilian offroad.
2. In it's init-line, put:3. Preview the mission and admire your shiny police offroad.Code: Select all
this setVariable ["color",3]; nul = this spawn {sleep 0.1; _this animate["hidePolice",0];}
How exactly does it work?
For the color, we used setVariable with a number indicating to a possible color. The offroad has 6 colors available so we can put down any number between 0 and 5 (the possible colors are stored in an array, thus 0 references the first and 5 the last one).
For the animation we simple use the animation-name (as a "string") from the selection above and set either a 1 to activate it or a 0 to deactivate. In this case the animation actually hides the police lights so we set it to 0 to en-force them.
Animating doors works the exact same way. For example for the MH-900:
Code: Select all
this animateDoor ["DoorL_Front_Open",1,true];
I hope that helps, I'll add some pictures when I get around to it.