HaZZarD 2 Posted April 16, 2013 hi all i used the command this setFace 'AfricanHead_03'; in the init of one character but then in multiplayer with other human players look like from my perspective i see that character with the true face i gave him in the init but other players see the same character with different face . Same when i respawn as one of the characters i made with custom face , the setface init no more work and my profile face replaces the one i gave in the init soldier . well sorry for my english , hope you understand and help me :D Share this post Link to post Share on other sites
killzone_kid 1331 Posted April 17, 2013 setface has local effect as per wiki, has to be executed on every machine to have global effect 1 Share this post Link to post Share on other sites
clydefrog 3 Posted April 17, 2013 So is setface now supported in Arma 3? Because I heard at least before this recent patch that it wasn't, I can't find any CfgIdentities list for it either. Share this post Link to post Share on other sites
HaZZarD 2 Posted April 17, 2013 setface has local effect as per wiki, has to be executed on every machine to have global effect is there a way to me as mission creator and host to "FORCE" the other players to use and see the faces i gave in the init ? right now they use their profile face and this is very bad because this ruin the character i created , i really dont like clone soldiers and i like to use the this setface command in the init. and another problem , when i die and respwan SIDE on a custom character in my squad , the character then keep my profile face and not the one i gave him in the init :S this is a BIG MESS in term of gameplay because you go in situations like this one : player Argo saw from my perspective player Argo saw from my friend perspective so happen I say " hey mate Argo is the Afro one with red sunglasses" and my friend says me " what ? there is no Afro soldier here" O__O this is funny but in term of gameplay is damn horrible and ruin all and add confusion :S Share this post Link to post Share on other sites
icewindo 29 Posted April 17, 2013 (edited) is there a way to me as mission creator and host to "FORCE" the other players to use and see the faces i gave in the init ? right now they use their profile face and this is very bad because this ruin the character i created , i really dont like clone soldiers and i like to use the this setface command in the init. and another problem , when i die and respwan SIDE on a custom character in my squad , the character then keep my profile face and not the one i gave him in the init :S this is a BIG MESS in term of gameplay because you go in situations like this one : player Argo saw from my perspective http://i.imgur.com/yMaFeT9.jpg player Argo saw from my friend perspective http://i.imgur.com/hRLoVER.jpg so happen I say " hey mate Argo is the Afro one with red sunglasses" and my friend says me " what ? there is no Afro soldier here" O__O this is funny but in term of gameplay is damn horrible and ruin all and add confusion :S So you change the players face by this setface "facename" ? Try doing it by defining a custom identity in the description.ext and set the identity with setIdentity in the init line of the player units. That should be the proper way (if it properly works in A3). http://community.bistudio.com/wiki/Description.ext#cfgIdentities http://community.bistudio.com/wiki/setIdentity Use Male01 - Male04 for the speakers. Dunno though if this properly works on respawn - you could fix it by adding a script executed by adding a eventhandler killed in each individual playable unit and make it reset the identity. Edited April 17, 2013 by Icewindo Share this post Link to post Share on other sites
HaZZarD 2 Posted April 17, 2013 ye like i do for custom gear , this add weapon this addvest etc etc and all work good when people join my mission or die and respawn side , they have the custom gear they should have , the one i wrote in the init of every custom unit the only problem is with " this setface " where two problems happens 1 - when i host i see my friends with the face they should have but from their prospective they have their custom face they configured in the profile option 2 - when i respawn side in a custom soldier i previously modified in the editor , all the gear is ok as should be but the character get the face of my profile instead of the one of the init so look like the profile face have the priority over the command this setface , i think they should give the priority to the command this setface instead of the face of the profile because is more important to keep the things how the creator of the mission has thought , is more important to keep the face as the mission creator decided instead to have the profile face one's which add confusion however thanks I am taking a look : ) ---------- Post added at 17:03 ---------- Previous post was at 16:44 ---------- ok two questions : 1 - where i can find the Category:CfgIdentities for arma III ? with all faces voices etc class names ? 2 - what if instead of using the setidentity in the description i put this : null = [this] execVM "loadout.sqf" this addeventhandler ["respawn","_this execVM 'loadout.sqf'"]; ? does it work keeping the face the custom one of the loadout.sqf ? Share this post Link to post Share on other sites
HaZZarD 2 Posted April 22, 2013 tried as suggested to add this in the description http://community.bistudio.com/wiki/D...#cfgIdentities http://community.bistudio.com/wiki/setIdentity but still nothing :( i can't sync the setface with other players in multiplayer and then when I respawn it set my profile face instead of the one of the init can someone give me some other suggestions ? :) Share this post Link to post Share on other sites
M1ke_SK 230 Posted August 2, 2016 setface has local effect as per wiki, has to be executed on every machine to have global effect @KK How to send it to all machines? I presume using remoteExec. Can you write example how to use it with setFace so it will have global effect ? Share this post Link to post Share on other sites
pedeathtrian 99 Posted August 2, 2016 [unit, "faceName"] remoteExec ["setFace", 0, unit] or [unit, "faceName"] remoteExec ["setFace", 0, netId unit] This way command will be executed for every client and every foregoing JIP while unit exists. Share this post Link to post Share on other sites
killzone_kid 1331 Posted August 2, 2016 @KK How to send it to all machines? I presume using remoteExec. Can you write example how to use it with setFace so it will have global effect ? Added here https://community.bistudio.com/wiki/setFace 2 Share this post Link to post Share on other sites
pedeathtrian 99 Posted August 2, 2016 Added here https://community.bistudio.com/wiki/setFace KK, can you please also clarify remoteExec in part on manual removal of JIP statement: wiki page says I use remoteExec ["", car]; or remoteExec ["", netId car]; whereas I see these commands miss targets parameter. What value should it have? Same as at establishing JIP statement? Or maybe it is a correct syntax when functionName is set to empty string? Thanks. Share this post Link to post Share on other sites
killzone_kid 1331 Posted August 2, 2016 KK, can you please also clarify remoteExec in part on manual removal of JIP statement: wiki page says I use remoteExec ["", car]; or remoteExec ["", netId car]; whereas I see these commands miss targets parameter. What value should it have? Same as at establishing JIP statement? Or maybe it is a correct syntax when functionName is set to empty string? Thanks. There is no target param, this is the correct format, I believe I commented on it here https://community.bistudio.com/wiki/remoteExecCall 1 Share this post Link to post Share on other sites
M1ke_SK 230 Posted August 2, 2016 Added here https://community.bistudio.com/wiki/setFace I think many mission makers will appriciate this snippet. Thank you. Share this post Link to post Share on other sites
dmb_ 11 Posted December 5, 2017 On 8/3/2016 at 12:20 AM, pedeathtrian said: [unit, "faceName"] remoteExec ["setFace", 0, unit] or [unit, "faceName"] remoteExec ["setFace", 0, netId unit] This way command will be executed for every client and every foregoing JIP while unit exists. Where should this command go? Seems to work when it's in both initPlayerLocal.sqf and onPlayerRespawn.sqf, but I take it that's not the efficient method. Share this post Link to post Share on other sites