setFace: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
m (Text replacement - "{{Link|:Category:" to "{{Link|Category:")
 
(87 intermediate revisions by 18 users not shown)
Line 1: Line 1:
[[Category:Scripting Commands|SETFACE]]
{{RV|type=command
[[Category:Scripting Commands OFP 1.96|SETFACE]]
[[Category:Scripting Commands OFP 1.46|SETFACE]]
[[Category:Scripting Commands ArmA|SETFACE]]


|game1= ofp
|version1= 1.00


<h2 style="color:#000066">'''''person'' setFace ''face'''''</h2>
|game2= ofpe
|version2= 1.00


|game3= arma1
|version3= 1.00


'''Operand types:'''
|game4= arma2
|version4= 1.00


'''person:''' [[Object]]
|game5= arma2oa
|version5= 1.50


'''face:''' [[String]]
|game6= tkoh
|version6= 1.00


'''Type of returned value:'''
|game7= arma3
|version7= 0.50


[[Nothing]]
|arg= global


'''Description:'''
|eff= local


Set person's face.
|gr1= Unit Identity


|descr= Set person's face. For a list of available faces, check {{Link|Category:CfgIdentities}} or {{hl|CfgFaces}} config.
If the face is non-existent, the face is set to 'Default' and the error is logged in the [[Crash Files|.rpt file]].


'''Example:'''
{{Columns|3|
* {{Link|Operation Flashpoint: CfgIdentities#Faces|{{ofp}} faces}}
* {{Link|ArmA: Armed Assault: CfgIdentities#Faces|{{arma1}} faces}}
* {{Link|Arma 2: CfgIdentities#Faces|{{arma2}} faces}}
* {{Link|Arma 3: CfgIdentities#Faces|{{arma3}} faces}}
* {{Link|Take On Helicopters: CfgIdentities#Faces|{{tkoh}} faces}}
}}


soldier1 '''setFace''' "face10"
|s1= person [[setFace]] face
 
|p1= person: [[Object]]
 
|p2= face: [[String]]
 
|r1= [[Nothing]]
 
|x1= <sqf>soldier1 setFace "WhiteHead_02";</sqf>
 
|x2= Set persistent face for a unit in multiplayer:
<sqf>this setFace "AsianHead_A3_02"; // in the init field if the unit already exists in Eden Editor</sqf>
 
<sqf>
if (isServer) then { [_unit, "AsianHead_A3_02"] remoteExec ["setFace", 0, _unit] };
// if the unit is created later in the game.
// This only works with stock faces; when a player joins with a custom face into this unit,
// all current players need to be force-updated to the desired face as custom face overwrites current face.
// Use [[BIS_fnc_setIdentity]] for persistent identity.
</sqf>
 
|seealso= [[face]] [[setIdentity]] [[setSpeaker]] [[hasCustomFace]]
}}

Latest revision as of 14:51, 16 October 2024

Hover & click on the images for description

Description

Description:
Set person's face. For a list of available faces, check CfgIdentities Category or CfgFaces config. If the face is non-existent, the face is set to 'Default' and the error is logged in the .rpt file.
Groups:
Unit Identity

Syntax

Syntax:
person setFace face
Parameters:
person: Object
face: String
Return Value:
Nothing

Examples

Example 1:
soldier1 setFace "WhiteHead_02";
Example 2:
Set persistent face for a unit in multiplayer:
this setFace "AsianHead_A3_02"; // in the init field if the unit already exists in Eden Editor
if (isServer) then { [_unit, "AsianHead_A3_02"] remoteExec ["setFace", 0, _unit] }; // if the unit is created later in the game. // This only works with stock faces; when a player joins with a custom face into this unit, // all current players need to be force-updated to the desired face as custom face overwrites current face. // Use BIS_fnc_setIdentity for persistent identity.

Additional Information

See also:
face setIdentity setSpeaker hasCustomFace

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