Comments (1)
I think the easiest way would be to call this code after the vehicle is created:
// force show all camo net options. Use animationNames to get all available animation sources. Vehicles that don't support certain animations are simply ignored.
[vehicle player, false, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle;
I got the code here: https://community.bistudio.com/wiki/BIS_fnc_initVehicle
I added this feature to my exile server a few years back. It was done by adding every vehicle name to the script.
Here is how it was done: https://exile.majormittens.co.uk/topic/26728-solved-tanks-dlc-adding-the-custom-camo/
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