BIS fnc setUnitInsignia: Difference between revisions
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<dd class="notedate">Posted on July 29, 2014 1500 | |||
<dt class="note>'''[[User:BrotherhoodOfHam|BrotherhoodOfHam]]''' | |||
<dd class="note">There are two ways of removing an insignia when placed.<br/> | |||
The first way would be to run this function on the unit: | |||
<br/> | |||
<code>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, ""]; | |||
}; | |||
</code> | |||
<code>[player] [[call]] fnc_removeUnitInsignia</code> | |||
<br/> | |||
The second way would be to create an empty cfgUnitInsignia class in the description.ext: | |||
<br/> | |||
<code>class CfgUnitInsignia | |||
{ | |||
class empty | |||
{ | |||
author = ""; | |||
displayName = ""; | |||
texture = ""; | |||
}; | |||
};</code> | |||
And then run it the normal way: | |||
<code>[player, "empty"] [[call]] [[BIS_fnc_setUnitInsignia]]</code> | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 21:54, 29 September 2014
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 [this,"111thID"] call BIS_fnc_setUnitInsignia;
NATO division which dispatched one brigade to liberate Altis in Episode 3 - Win. [this,"BI"] call BIS_fnc_setUnitInsignia;
Bohemia Interactive glyph [this,"Curator"] call BIS_fnc_setUnitInsignia;
Zeus eye [this,"GryffinRegiment"] call BIS_fnc_setUnitInsignia;
CSAT regiment that occupied Altis in episodes 2 and 3 of the Arma 3 campaign. [this,"MANW"] call BIS_fnc_setUnitInsignia;
Make Arma Not War competition logo [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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