CntoDev / cnto-additions

Other
0 stars 1 forks source link

Team Vehicle Markers #27

Open Aetherblade opened 3 years ago

Aetherblade commented 3 years ago

Wanted: (Optional) markers on the side of vehicles depicting the section of the platoon they belong to for easy recognition and speeding up vehicle related stuff like forming up a convoy, getting people onboard the right vics, keeping track of where they are, etc.

How: I am investigating how it is done in my old unit. I believe they simply made a new skin for their standard vehicles (Polaris and Fennik) with their unique markers on it. This should be doable for us too, though it would take some initial setup time. Alternatively we could perhaps make something automated somehow, but that's out of my ballpark.

My suggestion for this would be limited to the standard vehicles only. Personally any random vehicle we pick up should receive our emblems, which would perhaps make automation harder to do. That is, however, outside what I know about.

Misc. We would also need to decide upon proper emblems for each vehicle, of course, unless that is something we already have somewhere.

Aetherblade commented 3 years ago

image

I am entirely useless when it comes to coding or scripting, but I could make the skins if we want to go that way and we have a list of the vics we want to do it to.

freghar commented 3 years ago

If this is about adding images/assets, then cnto-assets, not cnto-additions.

Some vehicles have, like soldier uniforms, two "insignia" locations - one for the Arma 3 Unit called clan (former squad.xml) and one sometimes customizable.

See also https://github.com/CntoDev/compositions/issues/132#issuecomment-794825462 .

Looking at ie. the vanilla Hunter, it does have

                hiddenSelections[]=
                {
                        "Camo1",
                        "Camo2",
                        "riotpolice"
                };

So maybe the second one is for the "insignia" mentioned in the picture, would be worth trying with setObjectTexture. If it works even for at least some of the RHS vehicles, somebody should be then able to write some "database" of class + hidden selection name that an additional vehcle-postInit logic could use to lookup the highest ranking element present in the vehicle (on GetIn EventHandler) and do setUnitTextureGlobal appropriately.

The alternate approach, as mentioned, is to just re-texture the whole vehicle, which is more reliable, but also a LOT more work and data (in terms of GB).