BIS_fnc_setUnitInsignia

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Hover & click on the images for description

Description

Description:
Set a config defined insignia to be displayed on a unit's uniform. See Arma 3 Unit Insignia for more details. This function is global and should work from any client. Do not remote execute
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[target , className] call BIS_fnc_setUnitInsignia;
Parameters:
target: Object - unit to which the insignia is going to be attached
class: String - CfgUnitInsignia class name to use. Use an empty string to remove the current insignia.
Return Value:
Boolean - Returns true if successful.

Examples

Example 1:
Place insignia: [player, "111thID"] call BIS_fnc_setUnitInsignia;
Example 2:
Remove insignia: [player, ""] call BIS_fnc_setUnitInsignia;

Additional Information

See also:
Arma 3 Unit InsigniaBIS_fnc_getUnitInsignia

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 29, 2014 1500
ffur2007slx2_5
(A3 1.24)Predefined textures that can be used directly in game.
Img Code Note
111thID ca.png [this,"111thID"] call BIS_fnc_setUnitInsignia; NATO division which dispatched one brigade to liberate Altis in Episode 3 - Win.
bi ca.png [this,"BI"] call BIS_fnc_setUnitInsignia; Bohemia Interactive glyph
curator ca.png [this,"Curator"] call BIS_fnc_setUnitInsignia; Zeus eye
gryffinRegiment ca.png [this,"GryffinRegiment"] call BIS_fnc_setUnitInsignia; CSAT regiment that occupied Altis in episodes 2 and 3 of the Arma 3 campaign.
manw ca.png [this,"MANW"] call BIS_fnc_setUnitInsignia; Make Arma Not War competition logo
TFAegis ca.png [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 September 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
Posted on August 9, 2016 2300
Pierre MGI
In https://community.bistudio.com/wiki/Arma_3_Unit_Insignia, you can read:
<quote>You can add a new insignia in Config.cpp and Description.ext.</quote>
If it's possible to add a cfgUnitInsignia class in a description.ext, please note that the path of the texture differs for server and client in MP environment. Config.cpp (addon) is more reliable. Description.ext, in this case, should be used for SP mission only.
This function calls the setObjectTextureGlobal, which is a broken command in MP (see feedback tracker) August 2016.

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