CfgFaces – Arma 2
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "<tt>([^ ]*=[^ ]*)<\/tt>" to "{{hl|c= $1}}") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
Line 3: | Line 3: | ||
Used in conjunction with [[setFace]]: | Used in conjunction with [[setFace]]: | ||
<sqf> | |||
person setFace "cfgFaces.ClassName"; // quotes required | |||
this setFace "Marylin" | |||
soldier1 setFace "Face33" | |||
</sqf> | |||
A subset of 6 Camo faces are available for each of the Face01..107 faces, named "Face'''00'''_camo'''#''', where '''#''' is in range 1..6 (e.g {{hl|"Face'''77'''_camo'''2'''"}}). | A subset of 6 Camo faces are available for each of the Face01..107 faces, named "Face'''00'''_camo'''#''', where '''#''' is in range 1..6 (e.g {{hl|"Face'''77'''_camo'''2'''"}}). |
Revision as of 01:06, 22 July 2022
Radical surgery occurred between Armed Assault and Arma 2. These notes apply to Arma 2.
Used in conjunction with setFace:
A subset of 6 Camo faces are available for each of the Face01..107 faces, named "Face00_camo#, where # is in range 1..6 (e.g "Face77_camo2").
Config Structure
class CfgFaces
{
class Default; // held in engine's ca_bin
class Man: Default
{
class Default; // held in ca_chars
class FaceWhatever : Default
{
name = "$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 = "$STR_UniqueName";
head = "alwaysOneOf6Classes"; // changes wounds
material = "\AlwaysOneOfSix\Different\FacePaints.rvmat";
};
};
};
Subset Themes
All of the face01..107 faces are duplicated classwise in black and green masks. also a perfunctory sop to women models, and, a few unimaginative face models for some special us soldiers.
Adding a Face
Camouflage subclasses are not required.
class CfgFaces
{
class Default;
class Man : Default
{
class Default;
class FaceWhatever : Default
{
disabled = false; // Should be part of default, but was overlooked
name = "$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
};
};
};