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|gr1= Unit Identity | |gr1= Unit Identity | ||
|descr= Set person's face. For a list of available faces, check | |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| | {{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}} | ||
}} | }} | ||
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|x2= Set persistent face for a unit in multiplayer: | |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>this setFace "AsianHead_A3_02"; // in the init field if the unit already exists in Eden Editor</sqf> | ||
|seealso= [[face]] [[setIdentity]] [[setSpeaker]] | <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