CfgFaces – Arma 2

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Radical surgery occurred between {{arma1}} and {{arma2}}. These notes apply to {{arma2}}.
Radical surgery occurred between {{arma1}} and {{arma2}}. These notes apply to {{arma2}}.


Used in conjunction with [[setFace]]
Used in conjunction with [[setFace]]:
person [[setFace]] "cfgFaces.ClassName"; {{cc|quotes required}}
[[this]] [[setFace]] "Marylin"
soldier1 [[setFace]] "Face33"
 
A subset of 6 Camo faces are available for each of the Face01..107 faces, named "Face'''00'''_camo'''#''', where '''#''' is in range 1..6 (e.g <tt>"Face'''77'''_camo'''2'''"</tt>).
 
{{Feature|informative|See [[Arma 2: CfgIdentities]] for a list of all possible {{arma2}} (and {{Name|arma2oa|short}}) identities.}}


person [[setFace]] "cfgFaces.ClassName";// quotes required
this SetFace "Marylin"
soldier1 SetFace "Face33"


"Face01" to "Face107".
== Config Structure ==


A subset of 6 Camo faces are available for each of above.
<syntaxhighlight lang="cpp">
class CfgFaces
{
class Default; // held in engine's ca_bin
class Man: Default
{
class Default; // held in ca_chars
class FaceWhatever : Default
{
name = "$STR_Whatever"; // every class, different string name
texture = "\some\texture\somewhere.paa"; // THE face for this
head = defaultHead; // classname in cfgHeads
material= "\some\rvmat\somewhere.rvmat";
disabled = false; // always TRUE for inherited camo faces
};


The full set of class names for "face77" would be:
class OneOfSixCamos : FaceWhatever
{
/* uses the same face texture (obviously) */
disabled = true; // always
name = "$STR_UniqueName";
head = "alwaysOneOf6Classes"; // changes wounds
material = "\AlwaysOneOfSix\Different\FacePaints.rvmat";
};
};
};
</syntaxhighlight>


Face77, Face77_camo1, Face77_camo2, Face77_camo3, Face77_camo4, Face77_camo5 and Face77_camo6
{{Feature|informative|
* One, single, head model is used for ALL faces. On which, a different base texture is applied for EVERY 'face'
* Separately, each of these faces have different face paint, and they, require a separate head class to reflect the different wound appearances.
** ALL of the cammo derivates use one of six common facepaints
* specifiying \root and .paa extension are essential
* <tt>head{{=}}</tt> inevitably leads to one, single, default p3d stored in <tt>\ca\characters\man\defaulthead\defaulthead.p3d</tt>;
}}


= Config Structure =


class CfgFaces
== Subset Themes ==
{
  class Default; // held in engine's ca_bin
  class Man: Default
  {
  class Default; // held in ca_chars
  class FaceWhatever: Default
  {
      name = "$STR_Whatever"; // every class, different string name
      texture=\some\texture\somewhere.paa; // THE face for this
      head=defaultHead;//classname in cfgHeads
      material=\some\rvmat\somewhere.rvmat;
      disabled = false;// always TRUE for inherited camo faces
  };


  class OneOfSixCamos:FaceWhatever
All of the face01..107 faces are duplicated classwise in black and green masks.
  {
also a perfunctory sop to women models, and, a few unimaginative face models for some special us soldiers.
      /* uses the same face texture (obviously) */
      disabled=true; // always
      name=$STR_UniqueName;
      head="alwaysOneOf6Classes";// changes wounds
      material = "\AlwaysOneOfSix\Different\FacePaints.rvmat";
  }


*One, single, head model is used for ALL faces. On which, a different base texture is applied for EVERY 'face'
*Separately, each of these faces have different face paint, and they, require a separate head class to reflect the different wound appearances.
**ALL of the cammo derivates use one of six common facepaints
*specifiying \root and .paa extension are essential. This is part of the bi inconsistency and inability to use relative paths
*head= inevetibly leads to one, single, defaultp3d held in \ca\characters\man\defaulthead\defaulthead.p3d;


= Subset Themes =
== Adding a Face ==
The above 107 faces are duplicated, classwise in black and green masks
also a perfunctory sop to women models, and, a few unimaginative face models for some special us soldiers. whatever happened to guba, angelina, and the real game? How these face classes are accessed, i don't know yet.


= Adding a Face =
Camouflage subclasses are not required.
Camouflage subclasses are not required.


class CfgFaces  
<syntaxhighlight lang="cpp">
{
class CfgFaces  
  class Default;
{
  class Man: Default
class Default;
  {
class Man : Default
  class Default;
{
  class FaceWhatever: Default
class Default;
  {
class FaceWhatever : Default
      disabled = false; // Should be part of default, but was overlooked
{
      name = "$STR_Whatever";  
disabled = false; // Should be part of default, but was overlooked
      texture=\some\texture\somewhere.paa; // Face texture  
name = "$STR_Whatever";
      identityTypes[] = {"Default","Head_USMC","Head_USMC_CO","","","Head_CDF","Head_CDF_CO","","Head_GUE","Head_CIV",""}; // Unknown
texture = "\some\texture\somewhere.paa"; // Face texture
  };
identityTypes[] = { "Default", "Head_USMC", "Head_USMC_CO", "", "", "Head_CDF", "Head_CDF_CO", "", "Head_GUE", "Head_CIV", "" }; // Unknown
};
};
};
};
</syntaxhighlight>
 
 
== References ==


= References =
* [[:Category:CfgIdentities|CfgIdentities]]
* [[:Category:CfgIdentities|CfgIdentities]]


{{GameCategory|arma2|Reference Lists}}
{{GameCategory|arma2|Reference Lists}}

Revision as of 00:50, 8 August 2021

Radical surgery occurred between Armed Assault and Arma 2. These notes apply to Arma 2.

Used in conjunction with setFace:

person setFace "cfgFaces.ClassName"; // quotes required

this setFace "Marylin"
soldier1 setFace "Face33" 

A subset of 6 Camo faces are available for each of the Face01..107 faces, named "Face00_camo#, where # is in range 1..6 (e.g "Face77_camo2").

See Arma 2: CfgIdentities for a list of all possible Arma 2 (and Arma 2:OA) identities.


Config Structure

class CfgFaces 
{
	class Default;		// held in engine's ca_bin
	class Man: Default
	{
		class Default;	// held in ca_chars
		class FaceWhatever : Default
		{
			name = "$STR_Whatever";						// every class, different string name
			texture = "\some\texture\somewhere.paa";	// THE face for this 
			head = defaultHead;							// classname in cfgHeads
			material= "\some\rvmat\somewhere.rvmat";
			disabled = false;							// always TRUE for inherited camo faces
		};

		class OneOfSixCamos : FaceWhatever
		{
			/* uses the same face texture (obviously) */
			disabled = true;				// always
			name = "$STR_UniqueName";
			head = "alwaysOneOf6Classes";	// changes wounds
			material = "\AlwaysOneOfSix\Different\FacePaints.rvmat";
		};
	};
};
  • One, single, head model is used for ALL faces. On which, a different base texture is applied for EVERY 'face'
  • Separately, each of these faces have different face paint, and they, require a separate head class to reflect the different wound appearances.
    • ALL of the cammo derivates use one of six common facepaints
  • specifiying \root and .paa extension are essential
  • head= inevitably leads to one, single, default p3d stored in \ca\characters\man\defaulthead\defaulthead.p3d;


Subset Themes

All of the face01..107 faces are duplicated classwise in black and green masks. also a perfunctory sop to women models, and, a few unimaginative face models for some special us soldiers.


Adding a Face

Camouflage subclasses are not required.

class CfgFaces 
{
	class Default;
	class Man : Default
	{
		class Default;
		class FaceWhatever : Default
		{
			disabled = false;							// Should be part of default, but was overlooked
			name = "$STR_Whatever";
			texture = "\some\texture\somewhere.paa";	// Face texture
			identityTypes[] = { "Default", "Head_USMC", "Head_USMC_CO", "", "", "Head_CDF", "Head_CDF_CO", "", "Head_GUE", "Head_CIV", "" }; // Unknown
		};
	};
};


References