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Introduced with Arma 3 version 1.24
  Arguments of this scripting function don't have to be local to the client the function is executed onEffects of this scripting function are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Arma 3


Sets unit insignia (e.g., shoulder insignia on soldiers). See Arma 3 Unit Insignia for more details. This function is global and should work from any client. Do not remote execute


[target , className] call BIS_fnc_setUnitInsignia
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.


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


Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To


Posted on July 29, 2014 1500
(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
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, 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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