CfgFaces – Arma 2

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=intro=
Radical surgery occurred between {{arma1}} and {{arma2}}. These notes apply to {{arma2}}.
Radical surgery occurred between arma1 and arma2. These notes apply to A2


Used in conjunction with [[setFace]]
Used in conjunction with [[setFace]]


  person SetFace "cfgFaces.ClassName";// quotes required
  person [[setFace]] "cfgFaces.ClassName";// quotes required
   
   
  this SetFace "Marylin"
  this SetFace "Marylin"
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  Face77, Face77_camo1, Face77_camo2, Face77_camo3, Face77_camo4, Face77_camo5 and Face77_camo6
  Face77, Face77_camo1, Face77_camo2, Face77_camo3, Face77_camo4, Face77_camo5 and Face77_camo6


=structure=
= Config Structure =


  class CfgFaces  
  class CfgFaces  
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*head= inevetibly leads to one, single, defaultp3d held in \ca\characters\man\defaulthead\defaulthead.p3d;
*head= inevetibly leads to one, single, defaultp3d held in \ca\characters\man\defaulthead\defaulthead.p3d;


=subset themes=
= Subset Themes =
 
The above 107 faces are duplicated, classwise in black and green masks
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.
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=
= Adding a Face =
 
Camouflage subclasses are not required.
camofluage subclasses are not required


  class CfgFaces  
  class CfgFaces  
  {
  {
   class Default; // held in engine's ca_bin
   class Default;
   class Man: Default
   class Man: Default
   {
   {
   class Default; // held in ca_chars
   class Default;
   class FaceWhatever: Default
   class FaceWhatever: Default
   {
   {
       disabled=false; // should be part of default, but was overlooked
       disabled = false; // Should be part of default, but was overlooked
       name = "$STR_Whatever";  
       name = "$STR_Whatever";  
       texture=\some\texture\somewhere.paa; // THE face for this
       texture=\some\texture\somewhere.paa; // Face texture
       identityTypes[] = {"Default","Head_USMC","Head_USMC_CO","","","Head_CDF","Head_CDF_CO","","Head_GUE","Head_CIV",""};
       identityTypes[] = {"Default","Head_USMC","Head_USMC_CO","","","Head_CDF","Head_CDF_CO","","Head_GUE","Head_CIV",""}; // Unknown
   };
   };
};


*work required to figure out what identity does
= References =
 
* [[:Category:CfgIdentities|CfgIdentities]]
=references=
 
Full List of Armed Assault Faces:
https://community.bistudio.com/wiki/ArmA:_CfgIdentities
 
Full List of Arma 2 Faces:
http://community.bistudio.com/wiki/ArmA_2:_CfgIdentities


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

Revision as of 19:21, 4 April 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" 

"Face01" to "Face107".

A subset of 6 Camo faces are available for each of above.

The full set of class names for "face77" would be:

Face77, Face77_camo1, Face77_camo2, Face77_camo3, Face77_camo4, Face77_camo5 and Face77_camo6

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. 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

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.

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