CfgFaces – Arma 2
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{{TOC|side}} | |||
Radical surgery occurred between arma1 and arma2. These notes apply to | 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 | |||
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'''"}}). | |||
{{Feature|informative|See [[Arma 2: CfgIdentities]] for a list of all possible {{arma2}} (and {{Name|arma2oa|short}}) identities.}} | |||
== Config 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 = "$STR_Whatever"; // every class, different string name | |||
texture = "\some\texture\somewhere.paa"; // THE face for this | |||
head = defaultHead; // classname in cfgHeads | |||
material= "\some\rvmat\somewhere.rvmat"; | |||
disabled = false; // always TRUE for inherited camo faces | |||
}; | |||
class OneOfSixCamos : FaceWhatever | |||
{ | |||
/* uses the same face texture (obviously) */ | |||
disabled = true; // always | |||
name = "$STR_UniqueName"; | |||
head = "alwaysOneOf6Classes"; // changes wounds | |||
material = "\AlwaysOneOfSix\Different\FacePaints.rvmat"; | |||
}; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{Feature|informative| | |||
* 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 | |||
* {{hl|c= head{{=}}}} inevitably leads to one, single, default p3d stored in {{hl|\ca\characters\man\defaulthead\defaulthead.p3d}}; | |||
}} | |||
= | == Subset Themes == | ||
the | 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 | 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. | |||
<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 = "$STR_Whatever"; | |||
texture = "\some\texture\somewhere.paa"; // Face texture | |||
identityTypes[] = { "Default", "Head_USMC", "Head_USMC_CO", "", "", "Head_CDF", "Head_CDF_CO", "", "Head_GUE", "Head_CIV", "" }; // Unknown | |||
}; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
== References == | |||
*[ | * [[:Category:CfgIdentities|CfgIdentities]] | ||
{{GameCategory|arma2|Reference Lists}} |
Latest revision as of 10:58, 6 December 2023
Radical surgery occurred between Armed Assault and Arma 2. These notes apply to Arma 2.
Used in conjunction with setFace:
A subset of 6 Camo faces are available for each of the Face01..107 faces, named "Face00_camo#, where # is in range 1..6 (e.g "Face77_camo2").
Config Structure
class CfgFaces
{
class Default; // held in engine's ca_bin
class Man : Default
{
class Default; // held in ca_chars
class FaceWhatever : Default
{
name = "$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
};
};
};