Not as straight forward when setting up textures on vehicles that run multiple textures.
An example of this is with the Marshall APC. The Marshall uses a set of 3 different textures, each texture corresponds to a certain area of the vehicle or item.
In the code "this" is designated the object that the code is going to be executed on, by specifying our command as "this", we are telling Arma that we want to run on the object running the init script.
The next argument is rather straight forward "setObjectTexture" is telling Arma that we are changing the texture on the specified item or vehicle.
The final arguments are within the enclosed brackets "[0, example.jpg]"
In the brackets, the 0 is referring to the area in which we are applying the texture. In cases where only 1 texture is used, this will refer to the object in its entirety. Objects that have multiple textures will use further values to designate different textures and areas. Using the prior example, the Marshall designates textures using the following data set, not all vehicles will follow this and it may differ, you will have to experiment and find the correct set for your vehicle. This is for the Marshall:
0 - Main body
1 - Tires and lower body
2 - Turret
The ; in the line is telling Arma that we are finishing a command.
An example of a retexture for an SUV (uses a single texture) would be as follows
this setObjectTexture [0, "SUV_Custom.jpg"];
An example of a retexture for a Marshall (uses multiple textures) would be as follows:
this setObjectTexture [0, "Marshall_Body.jpg"];
this setObjectTexture [1, "Marshall_Tires.jpg"];
this setObjectTexture [2, "Marshall_Cannon.jpg"];
Excuse the poor wording