setFace: Difference between revisions

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m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>")
m (Text replacement - "{{Link|:Category:" to "{{Link|Category:")
 
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|gr1= Unit Identity
|gr1= Unit Identity


|descr= Set person's face. For a list of available faces, check [[:Category:CfgIdentities]].
|descr= Set person's face. For a list of available faces, check {{Link|Category:CfgIdentities}} or {{hl|CfgFaces}} config.
If the face is non-existent, the face is set to 'Default' and the error is logged in the [[Crash Files|.rpt file]].
 
{{Columns|3|
* {{Link|Operation Flashpoint: CfgIdentities#Faces|{{ofp}} faces}}
* {{Link|ArmA: Armed Assault: CfgIdentities#Faces|{{arma1}} faces}}
* {{Link|Arma 2: CfgIdentities#Faces|{{arma2}} faces}}
* {{Link|Arma 3: CfgIdentities#Faces|{{arma3}} faces}}
* {{Link|Take On Helicopters: CfgIdentities#Faces|{{tkoh}} faces}}
}}


|s1= person [[setFace]] face
|s1= person [[setFace]] face
Line 38: Line 47:
|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <sqf>soldier1 setFace "WhiteHead_02"</sqf>
|x1= <sqf>soldier1 setFace "WhiteHead_02";</sqf>
|x2= Set persistent face for a unit in MP<code>if (isServer) then {[_unit, "AsianHead_A3_02"] remoteExec ["setFace", 0, _unit]};</code>


|seealso= [[face]] [[setIdentity]] [[setSpeaker]]
|x2= Set persistent face for a unit in multiplayer:
}}
<sqf>this setFace "AsianHead_A3_02"; // in the init field if the unit already exists in Eden Editor</sqf>


<dl class="command_description">
<sqf>
if (isServer) then { [_unit, "AsianHead_A3_02"] remoteExec ["setFace", 0, _unit] };
// if the unit is created later in the game.
// This only works with stock faces; when a player joins with a custom face into this unit,
// all current players need to be force-updated to the desired face as custom face overwrites current face.
// Use [[BIS_fnc_setIdentity]] for persistent identity.
</sqf>


<dt><dt>
|seealso= [[face]] [[setIdentity]] [[setSpeaker]] [[hasCustomFace]]
<dd class="notedate">Posted on unknown</dd>
}}
<dt class="note">unknown</dt>
<dd class="note">
For '''Arma 2''' the face value is a string from ''Face01'' to ''Face107''. Camo faces are available as well, 6 per face.  For example the full set of class names for face value 77 would be:
  Face77, Face77_camo1, Face77_camo2, Face77_camo3, Face77_camo4, Face77_camo5 and Face77_camo6
----
* [http://www.ofpec.com/forum/index.php?topic=33444.0 a full list of Arma 2 faces]
</dl>

Latest revision as of 14:51, 16 October 2024

Hover & click on the images for description

Description

Description:
Set person's face. For a list of available faces, check CfgIdentities Category or CfgFaces config. If the face is non-existent, the face is set to 'Default' and the error is logged in the .rpt file.
Groups:
Unit Identity

Syntax

Syntax:
person setFace face
Parameters:
person: Object
face: String
Return Value:
Nothing

Examples

Example 1:
soldier1 setFace "WhiteHead_02";
Example 2:
Set persistent face for a unit in multiplayer:
this setFace "AsianHead_A3_02"; // in the init field if the unit already exists in Eden Editor
if (isServer) then { [_unit, "AsianHead_A3_02"] remoteExec ["setFace", 0, _unit] }; // if the unit is created later in the game. // This only works with stock faces; when a player joins with a custom face into this unit, // all current players need to be force-updated to the desired face as custom face overwrites current face. // Use BIS_fnc_setIdentity for persistent identity.

Additional Information

See also:
face setIdentity setSpeaker hasCustomFace

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note