setFace: Difference between revisions

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(MP example, see also)
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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.00


|1.00|= Game version
|game2= ofpe
|version2= 1.00


|arg= global |= Arguments in MP
|game3= arma1
|version3= 1.00


|eff= local |= Effects in MP
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| Set person's face. For a list of available faces, check [[:Category:CfgIdentities]]. |= Description
|game5= arma2oa
____________________________________________________________________________________________
|version5= 1.50


| person '''setFace''' face |= Syntax
|game6= tkoh
|version6= 1.00


|p1= person: [[Object]] |= Parameter 1
|game7= arma3
|version7= 0.50


|p2= face: [[String]] |= Parameter 2
|arg= global


| [[Nothing]] |= Return value
|eff= local
____________________________________________________________________________________________
 
|x1= <code>soldier1 [[setFace]] "WhiteHead_02"</code> |= Example 1
|x2= Set persistent face for a unit in MP<code>[[if]] ([[isServer]]) [[then]] {[_unit, "AsianHead_A3_02"] [[remoteExec]] ["setFace", 0, _unit]};</code>|=
____________________________________________________________________________________________


|[[setIdentity]], [[setSpeaker]] |= See also
|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}}
}}
}}


<h3 style="display:none">Notes</h3>
|s1= person [[setFace]] face
<dl class="command_description">
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on September 19, 2013
|p1= person: [[Object]]
<dt class="note">'''[[User:kylania|kylania]]'''<dd class="note">


For ArmA 3 '''face''' can be any of the following:
|p2= face: [[String]]
AfricanHead_01
AfricanHead_02
AfricanHead_03
AsianHead_A3_01
AsianHead_A3_02
AsianHead_A3_03
GreekHead_A3_01
GreekHead_A3_02
GreekHead_A3_03
GreekHead_A3_04
GreekHead_A3_05
GreekHead_A3_06
GreekHead_A3_07
GreekHead_A3_08
GreekHead_A3_09
PersianHead_A3_01
PersianHead_A3_02
PersianHead_A3_03
NATOHead_01
WhiteHead_02
WhiteHead_03
WhiteHead_04
WhiteHead_05
WhiteHead_06
WhiteHead_07
WhiteHead_08
WhiteHead_09
WhiteHead_10
WhiteHead_11
WhiteHead_12
WhiteHead_13
WhiteHead_14
WhiteHead_15


<dd class="notedate">Posted on unknown
|r1= [[Nothing]]
<dt class="note">unknown
<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.ciahome.net/~web7_balschoiw/Facetutorial.rar All Armed Assault 1.08 faces plus tutorial],
* [http://www.ciahome.net/~web7_balschoiw/ArmaAlbum/index.html Online gallery of 1.08 Armed Assault faces]
* [http://www.ofpec.com/forum/index.php?topic=33444.0 a full list of Arma 2 faces]


|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]]
<!-- Note Section END -->
}}
</dl>
 
<h3 style="display:none">Bottom Section</h3>
[[Category:Scripting Commands|SETFACE]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|SETFACE]]
[[Category:Scripting Commands OFP 1.46|SETFACE]]
[[Category:Scripting Commands ArmA|SETFACE]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]

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