CfgFaces – Arma 2

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


Used in conjunction with [[setFace]]
Used in conjunction with [[setFace]]:
<sqf>
person setFace "cfgFaces.ClassName"; // quotes required


person SetFace "cfgFaces.ClassName";// quotes required
this setFace "Marylin"
soldier1 setFace "Face33"  
this SetFace "Marylin"
</sqf>
soldier1 SetFace "Face33"  


"Face01" to "Face107".
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 above.
{{Feature|informative|See [[Arma 2: CfgIdentities]] for a list of all possible {{arma2}} (and {{Name|arma2oa|short}}) identities.}}


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 ==


=structure=
<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
};


class CfgFaces
class OneOfSixCamos : FaceWhatever
{
{
  class Default; // held in engine's ca_bin
/* uses the same face texture (obviously) */
  class Man: Default
disabled = true; // always
  {
name = "$STR_UniqueName";
  class Default; // held in ca_chars
head = "alwaysOneOf6Classes"; // changes wounds
  class FaceWhatever: Default
material = "\AlwaysOneOfSix\Different\FacePaints.rvmat";
  {
};
      name = "$STR_Whatever"; // every class, different string name
};
      texture=\some\texture\somewhere.paa; // THE face for this
};
      head=defaultHead;//classname in cfgHeads
</syntaxhighlight>
      material=\some\rvmat\somewhere.rvmat;
      disabled = false;// always TRUE for inherited camo faces
  };


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


the above 107 faces are duplicated, classwise in black and green masks
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. 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.


=Adding a Face=


camofluage subclasses are not required
== Adding a Face ==


class CfgFaces
Camouflage subclasses are not required.
{
  class Default; // held in engine's ca_bin
  class Man: Default
  {
  class Default; // held in ca_chars
  class FaceWhatever: Default
  {
      disabled=false; // should be part of default, but was overlooked
      name = "$STR_Whatever";
      texture=\some\texture\somewhere.paa; // THE face for this
      identityTypes[] = {"Default","Head_USMC","Head_USMC_CO","","","Head_CDF","Head_CDF_CO","","Head_GUE","Head_CIV",""};
  };


*work required to figure out what identity does
<syntaxhighlight lang="cpp">
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
};
};
};
</syntaxhighlight>


=references=


Full List of Armed Assault Faces:
== References ==
https://community.bistudio.com/wiki/ArmA:_CfgIdentities
 
* [[:Category:CfgIdentities|CfgIdentities]]


Full List of Arma 2 Faces:
http://community.bistudio.com/wiki/ArmA_2:_CfgIdentities


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

Latest revision as of 10:58, 6 December 2023

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