Closed karmaklave closed 8 years ago
Are you sure it is TFAR?
I had the same problem with some vehicles from The Iraqi Warfare Mod: I will test without TFAR and report.
Same problem without TFAR for me.
We tested under the following conditions :+1: running No Mods = no resetting of textures. running CBA_A3 = no resetting of textures. running CBA_A3 & Task_Force_Radio = texture resetting as outlined above.
we have developed a work around where we sleep for 5 seconds and reapply the custom texture, but since the issue is not documented anywhere, we felt it worthy of reporting.
Issue confirmed across 3 separate dedicated environments running different mission files. The only common factor is cba_a3 and TFAR.
Could you please provide mission and instruction to reproduce?
I have tested it on both our Dev and live altis server by removing TFAR from server and/or CBA and can also confirm that textures only full off road vehicles when TFAR and CBA are running. CBA on its own is fine. Helicopters do not seem to be effected by TFAR and work fine.
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On 26 Oct 2014, at 12:46, karmaklave notifications@github.com wrote:
Issue confirmed across 3 separate dedicated environments running different mission files. The only common factor is cba_a3 and TFAR.
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Could you give script you use to change textures?
probably related:
Updating base class ->O_APC_Tracked_02_base_F, by a3\armor_f_beta\apc_tracked_02\config.bin/CfgVehicles/O_APC_Tracked_02_cannon_F/ Updating base class Optics_Commander_02->Optics_Armored, by a3\armor_f_epb\apc_tracked_03\config.bin/Optics_Commander_03/ Updating base class ->B_MBT_01_base_F, by a3\armor_f_gamma\mbt_01\config.bin/CfgVehicles/B_MBT_01_cannon_F/ Updating base class ->Ship_F, by a3\boat_f\config.bin/CfgVehicles/Boat_F/ Updating base class ->Ship_F, by a3\boat_f_gamma\boat_civil_01\config.bin/CfgVehicles/Boat_Civil_01_base_F/ Updating base class ->Car_F, by a3\soft_f\config.bin/CfgVehicles/Truck_F/ Updating base class ->Car_F, by a3\soft_f\offroad_01\config.bin/CfgVehicles/Offroad_01_base_F/
Those seem like BIS overrides. But something we should look into.
I have noticed today that the only custom textures that fall off are those on vehicles without radios. Pickup, suv and hatch.
@karmaklave would you mind posting your work around code. I'm only just starting out on scripting so bit beyond me right now😢 thanks
We had to rebuild our spawn system outside of our function database for the work around, for your purposes the following simple code should suffice:
_vehicleName = "C_Offroad_01_F" createvehicle position player; sleep 5; _vehicleName setobjecttextureglobal [0,"path_to_texture\texturename.paa"];
We found that the vehicle would change textures up to 3 times during the five second sleep, so we have also made the vehicle spawn offsite and then teleport to the place we want it after the five seconds have elapsed.
This is a very clunky workaround, and is only being used while we wait for a fix.
Can't get the sleep method to work with the code we are using on Altis life. Vehicles just don't spawn.
Is this still an issue? I will check the inheritance that we are doing in case it is changing things.
I can confirm the same thing is happening to my server, I didn't know if it was the new randomization thing for vehicles and its only happening to a couple of them, not all. So now that I have seen this, I think the issue may be still there
Cannot reproduce, seems fixed.
Reproduce by: get server to spawn a vehicle. (we used the hatchback for our test) sleep 0.1 set custom texture of vehicle observe for 10 seconds
You should see that TFR resets the vehicle skin to a random BIS default after a short duration.