CfgFaces – Arma 2
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intro
Radical surgery occurred between arma1 and arma2. These notes apply to A2
Used in conjunction with setFace
person SetFace "cfgFaces.ClassName";// quotes required this SetFace "Marylin" soldier1 SetFace "Face33"
"Face01" to "Face107".
A subset of 6 Camo faces are available for each of above.
The full set of class names for "face77" would be:
Face77, Face77_camo1, Face77_camo2, Face77_camo3, Face77_camo4, Face77_camo5 and Face77_camo6
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"; }
- 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. This is part of the bi inconsistency and inability to use relative paths
- head= inevetibly leads to one, single, defaultp3d held in \ca\characters\man\defaulthead\defaulthead.p3d;
subset themes
the above 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. whatever happened to guba, angelina, and the real game? How these face classes are accessed, i don't know yet.
Adding a Face
camofluage subclasses are not required
class CfgFaces { class Default; // held in engine's ca_bin class Man: Default { class Default; // held in ca_chars class FaceWhatever: Default { disabled=false; // should be part of default, but was overlooked name = "$STR_Whatever"; texture=\some\texture\somewhere.paa; // THE face for this identityTypes[] = {"Default","Head_USMC","Head_USMC_CO","","","Head_CDF","Head_CDF_CO","","Head_GUE","Head_CIV",""}; };
- work required to figure out what identity does
references
Full List of Arma 2 Faces: http://community.bistudio.com/wiki/ArmA_2:_CfgIdentities