setFace: Difference between revisions

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m (Text replacement - "<sqf>([^↵][^<]*↵[^<]*)<\/sqf>" to "<sqf> $1 </sqf>")
m (Text replacement - "{{Link|:Category:" to "{{Link|Category:")
 
(2 intermediate revisions by the same user not shown)
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|gr1= Unit Identity
|gr1= Unit Identity


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


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


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|x2= Set persistent face for a unit in multiplayer:
|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>this setFace "AsianHead_A3_02"; // in the init field if the unit already exists in Eden Editor</sqf>
<sqf>
<sqf>
if (isServer) then { [_unit, "AsianHead_A3_02"] remoteExec ["setFace", 0, _unit] };  
if (isServer) then { [_unit, "AsianHead_A3_02"] remoteExec ["setFace", 0, _unit] };  
/* if the unit is created later in the game. However this will work only with stock faces, when player joins with a custom face into this unit,  
// if the unit is created later in the game.
all current players need to be force updated to the desired face as custom face overwrites current face. Use BIS_fnc_setIdenity for persistent identity.*/
// 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>
</sqf>


|seealso= [[face]] [[setIdentity]] [[setSpeaker]] [[hasCustomFace]]
|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

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Only post proven facts here! Add Note