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{{ | {{RV|type=command | ||
| ofp |= | |game1= ofp | ||
|version1= 1.00 | |||
|1.00 | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
| | |game5= arma2oa | ||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |||
| |= | |game7= arma3 | ||
|version7= 0.50 | |||
|arg= global | |||
|eff= local | |||
|gr1= Unit Identity | |||
|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 | |||
|p1= person: [[Object]] | |||
|p2= face: [[String]] | |||
|r1= [[Nothing]] | |||
< | |x1= <sqf>soldier1 setFace "WhiteHead_02";</sqf> | ||
[[ | |||
[[ | |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> | ||
[[ | |||
<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> | |||
|seealso= [[face]] [[setIdentity]] [[setSpeaker]] [[hasCustomFace]] | |||
}} |
Latest revision as of 14:51, 16 October 2024
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
Examples
- Example 1:
- soldier1 setFace "WhiteHead_02";
- Example 2:
- Set persistent face for a unit in multiplayer:
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Unit Identity
- Scripting Commands: Local Effect