Victim9l3 11 Posted July 1, 2014 Since bi decided to make FIA units spawn with random headgear, I can't go around it. I used this "THIS addHeadgear "H_Booniehat_indp";" as an example. It works on non FIA units but not FIA. They continue to want to wear stupid surfer bandanas and other things, but will not let me change it. I even looked at the pbo to see the list of random options and I selected headgear that is supposed to work on those units. Why would bi make random a default for anything. As mission makers we usually choose everything specifically. And if we want something random, we make it random. It doesn't make sense. It's about control and making units or vehicles random takes out the point of creation. Put random in the armory or bootcamp or whatever, but not mission making/editor. Random should not be default. Not for mission makers. Thanks. p.s. I was also looking for the previous guerilla1 uniform. The one for rifleman. I thought maybe I could script in an occasional unit to still have the old one, just like hidden selections for vehicles. But I can't find it anywhere. I saved the entire game as a backup 2 different times and I can't find that uniform in any of them. Share this post Link to post Share on other sites
Kerbanator 10 Posted July 1, 2014 (edited) The reason you can't change the FIA's headgear is because BIS's randomization script is likely over-riding whatever you try to add. You need to wait for the randomization script to finish, then you can change the headgear. use: null=this spawn {sleep 1; _this addHeadgear "H_Booniehat_indp";}; inside the unit's initialization. That "should" work. *EDIT - added "null=" to prevent editor error* Edited July 1, 2014 by Kerbanator Share this post Link to post Share on other sites
rakowozz 14 Posted July 1, 2014 Sleep doesn't work in unscheduled environment. Don't do that from the editor Init. field. Run a script, delay the addheadgear, and it should work. Maybe removeheadgear first? Share this post Link to post Share on other sites
Kerbanator 10 Posted July 1, 2014 Sleep doesn't work in unscheduled environment. Don't do that from the editor Init. field. Using "spawn" is the equivalent of running a script, its a scheduled environment. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 1, 2014 My guess is that players/mission makers weren't complaining enough. It's a pain to prevent all that random headgear stuff from happening, same goes for the random textures for civilian vehicles (has been fixed though). Way beyond me why they added the headgear randomization to FIA units now, since civilians were the only ones doing it until now. http://killzonekid.com/arma-annoyances-say-no-to-randomize/ Share this post Link to post Share on other sites
katipo66 94 Posted July 1, 2014 I've hated this randomization since OA, what's it's actual purpose? Share this post Link to post Share on other sites
Kerbanator 10 Posted July 1, 2014 I've hated this randomization since OA, what's it's actual purpose? Variation in units that are the same. Share this post Link to post Share on other sites
katipo66 94 Posted July 2, 2014 Variation in units that are the same. Ha! thats what i get for asking stupid questions :D Well i realize that, but in my opinion it doesnt work? and limits mission making.. The reason you can't change the FIA's headgear is because BIS's randomization script is likely over-riding whatever you try to add. You need to wait for the randomization script to finish, then you can change the headgear. use: null=this spawn {sleep 1; _this addHeadgear "H_Booniehat_indp";}; inside the unit's initialization. That "should" work. *EDIT - added "null=" to prevent editor error* Thanks for the work around, works great! Share this post Link to post Share on other sites
Locklear 214 Posted July 2, 2014 … The randomization script counts with a possibility to turn randomization off. If you want to do so, insert the following to the init of the character in the editor: this setVariable ["BIS_enableRandomization", false]; This way, the randomization script won't run and the configured headgear/facewear will be used. P.S.: The guerrilla1_1 uniform has been replaced by the new one, so the older version is no longer available. 1 Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 2, 2014 The randomization script counts with a possibility to turn randomization off. If you want to do so, insert the following to the init of the character in the editor: this setVariable ["BIS_enableRandomization", false]; This way, the randomization script won't run and the configured headgear/facewear will be used. P.S.: The guerrilla1_1 uniform has been replaced by the new one, so the older version is no longer available. Wow, really? Does this work for every randomized unit? Great news! Cheers Share this post Link to post Share on other sites
Locklear 214 Posted July 2, 2014 Wow, really? Does this work for every randomized unit?Great news! Cheers As far as I know, it shall work. If somewhere it doesn't, feel free to let me know. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 2, 2014 Good to know, gonna test a bit. On a sidenote: Do you happen to know how to return the randomly generated license numbers of civilian vehicles? Would help a ton! Thanks Share this post Link to post Share on other sites
Kydoimos 915 Posted July 2, 2014 Beautiful! Thanks ever so Locklear! Share this post Link to post Share on other sites
Locklear 214 Posted July 3, 2014 Good to know, gonna test a bit.On a sidenote: Do you happen to know how to return the randomly generated license numbers of civilian vehicles? Would help a ton! Thanks Generating license numbers works differently, so the randomization cannot be turned off. Also, I am not aware of any way how to get the number of a vehicle. I'm sorry. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted July 3, 2014 Generating license numbers works differently, so the randomization cannot be turned off. Also, I am not aware of any way how to get the number of a vehicle. I'm sorry. No harm done, Cheers! Share this post Link to post Share on other sites
Mr_Sideburns 1 Posted June 15, 2017 On 02/07/2014 at 2:42 PM, Locklear said: The randomization script counts with a possibility to turn randomization off. If you want to do so, insert the following to the init of the character in the editor: this setVariable ["BIS_enableRandomization", false]; This way, the randomization script won't run and the configured headgear/facewear will be used. P.S.: The guerrilla1_1 uniform has been replaced by the new one, so the older version is no longer available. Hi ! Sorry to resurect this old thread but your solution doesn't seem to work for me. I've been searching everywhere but I can't find an answer ... :/ Even if I insert this in the init field the uniform and gear are still random when I launch the mission Share this post Link to post Share on other sites
dystopian 25 Posted September 8, 2017 On 7/2/2014 at 8:42 AM, Locklear said: The randomization script counts with a possibility to turn randomization off. If you want to do so, insert the following to the init of the character in the editor: this setVariable ["BIS_enableRandomization", false]; This way, the randomization script won't run and the configured headgear/facewear will be used. P.S.: The guerrilla1_1 uniform has been replaced by the new one, so the older version is no longer available. That would work for random units but I think what I'm experiencing is that the player profile headgear is overriding the editor headgear I put on my guy... Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted September 8, 2017 Confirmed, this is no longer working as of devbranch 1.77.142881. Ticket here. Cheers Share this post Link to post Share on other sites