BIS fnc setUnitInsignia: Difference between revisions

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<code>fnc_removeUnitInsignia =
<code>fnc_removeUnitInsignia =
{
{
_unit = _this select 0;
_unit = _this [[select]] 0;
_index = -1;
_index = -1;
{
{
if (_x == "insignia") [[exitwith]] {_index = _foreachindex;};
if (_x == "insignia") [[exitwith]] {_index = _foreachindex;};
} foreach getarray (configfile >> "CfgVehicles" >> gettext (configfile >> "CfgWeapons" >> uniform _unit >> "ItemInfo" >> "uniformClass") >> "hiddenSelections");
} foreach getarray (configfile >> "CfgVehicles" >> [[gettext]] ( [[configfile]] >> "CfgWeapons" >> [[uniform]] _unit >> "ItemInfo" >> "uniformClass") >> "hiddenSelections");
_unit [[setObjectTextureGlobal]] [_index, ""];
_unit [[setObjectTextureGlobal]] [_index, ""];
};
};

Revision as of 21:55, 29 September 2014


Hover & click on the images for description

Description

Description:
/*

	Description:
	Set unit inisgnia (e.g., should insignia on soldiers)

	Parameter(s):
		0: OBJECT
		2: STRING - CfgUnitInsignia class

	Returns:
	BOOL - true if insignia was set
*/

(Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki)
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
Syntax needed
Return Value:
Return value needed

Examples

Example 1:

Additional Information

See also:
Arma 3 Unit Insignia

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

Notes

Posted on July 28, 2014 - 12:58 (UTC)
Sxp2hiiigh
Multiplayer locality (As of Arma 3 v1.24):
Effect of this function is global, it should be executed consistently for JIP otherwise insignias are gone after respawn, so they have to be reapplied afterwards (On all machines again).
This would apply insignia "111thID" to player unit on all machines (incl. Join In Progress): [[ player, "111thID"], "BIS_fnc_setUnitInsignia", nil, true, true] call BIS_fnc_MP;
Posted on July 29, 2014 1500
ffur2007slx2_5
(A3 1.24)Predefined textures that can be used directly in game.
Img Code Note
111thID ca.png [this,"111thID"] call BIS_fnc_setUnitInsignia; NATO division which dispatched one brigade to liberate Altis in Episode 3 - Win.
bi ca.png [this,"BI"] call BIS_fnc_setUnitInsignia; Bohemia Interactive glyph
curator ca.png [this,"Curator"] call BIS_fnc_setUnitInsignia; Zeus eye
gryffinRegiment ca.png [this,"GryffinRegiment"] call BIS_fnc_setUnitInsignia; CSAT regiment that occupied Altis in episodes 2 and 3 of the Arma 3 campaign.
manw ca.png [this,"MANW"] call BIS_fnc_setUnitInsignia; Make Arma Not War competition logo
TFAegis ca.png [this,"TFAegis"] call BIS_fnc_setUnitInsignia; Combined force of NATO and AAF which operated on Stratis and Altis at the beginning of Episode 1 and in the Bootcamp campaign.


Posted on July 29, 2014 1500
BrotherhoodOfHam
There are two ways of removing an insignia when placed.
The first way would be to run this function on the unit:
fnc_removeUnitInsignia = { _unit = _this select 0; _index = -1; { if (_x == "insignia") exitwith {_index = _foreachindex;}; } foreach getarray (configfile >> "CfgVehicles" >> gettext ( configfile >> "CfgWeapons" >> uniform _unit >> "ItemInfo" >> "uniformClass") >> "hiddenSelections"); _unit setObjectTextureGlobal [_index, ""]; }; [player] call fnc_removeUnitInsignia
The second way would be to create an empty cfgUnitInsignia class in the description.ext:
class CfgUnitInsignia { class empty { author = ""; displayName = ""; texture = ""; }; }; And then run it the normal way: [player, "empty"] call BIS_fnc_setUnitInsignia

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