TheBombDoctor 10 Posted July 10, 2015 Hey everyone, I have two two questions: 1. How do I produce random faces for units in my config? 2. How do I produce permanent faces for specific units? IE: I drop them I the editor and don't have to use the setidentity in every in it box every time? I have an identity set (face and voice) in the units cfg in my cfgvehicles.hpp, but it seems that A3 bypasses it or I've got something wrong. I've included a copy of the section of the config in question. class UFFA_Leader2: B_Soldier_base_F { side = 1; //Blufor faction = "UFFA"; //Your Faction //backpack = ""; //Backpack vehicleclass = "Leaders"; //Unit Group author = "Stychiz"; _generalMacro = "UFFA_Leader"; //Class Name scope = 2; displayName = "Xian" //In-Game Name Weapons[] = {"srifle_mas_m24_v_h","hgun_mas_m9_F","Rangefinder","Throw","Put"}; respawnWeapons[] = {"srifle_mas_m24_v_h","hgun_mas_m9_F","Rangefinder","Throw","Put"}; magazines[] = {mag_20("5Rnd_mas_762x51_Stanag"),mag_3("15Rnd_mas_9x21_Mag"), mag_2("HandGrenade")}; Items[] = {mag_1("FirstAidKit")}; RespawnItems[] = {mag_1("FirstAidKit")}; respawnMagazines[] = {mag_20("5Rnd_mas_762x51_Stanag"),mag_3("15Rnd_mas_9x21_Mag"), mag_2("HandGrenade")}; cost = 300000; threat[] = {1,0.7,0.3}; linkedItems[] = {"V_mas_cer_PlateCarrier1_rgr","G_Spectacles_Tinted","H_mas_cer_c2","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_mas_cer_PlateCarrier1_rgr","G_Spectacles_Tinted","H_mas_cer_c2","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; model = "UFFA\data\o_officer1.p3d"; //Path to model uniformClass = "UF15"; //uniform you are using camouflage = .2; sensitivity = .2; hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {"UFFA\data\camo\GsX.paa"}; //Uniform textures identityTypes[] = {"Male02GRE ","WhiteHead_17"}; }; Share this post Link to post Share on other sites
ianbanks 30 Posted July 17, 2015 Hey stychiz, The CfgVehicle config entry that specified faces is: identityTypes[] = { "Male02GRE", "WhiteHead_17" }; The identityTypes array is a list of "tags" that indirectly link not just to faces, but also to glasses and voices ("Male02GRE" is a tag used for voice selection if I recall correctly). The way the tag links to faces is pretty simple; each face specifies one or more "identityTypes" tags: class CfgFaces { class Man_A3: Default { class AfricanHead_01 : Default { identityTypes[] = {"Head_NATO","Head_African"}; // ... }; This face is then included in the pool of random faces for any character that has an identityTypes[] containing either Head_NATO or Head_African. If you want a special head for a particular character, you can simply create a tag that is unique to the identityTypes[] array in your CfgFaces, and also unique to the CfgVehicles identityTypes[] array. It's exactly how BIS does it for campaign characters. In your CfgVehicles identityTypes[] you may also have tags that are for glasses (e.g. "G_NATO_pilot") and tags that are for voices (e.g. "LanguageGRE_F"). Glasses don't work quite the same way; they have weighted probabilities instead. Share this post Link to post Share on other sites
Victim_913 26 Posted September 4, 2015 Since I can't start my own topic, even though I've been a member for 5 years, I'll ask my question on this thread since it somewhat relates, in a way. I'm at the very end of a mod and a part of that mod is retextured FIA units to be CSAT. Using the normal procedures I am only able to give the FIA units MiddleEastern faces but there arms stay white. This is in my config: identityTypes[]= { "LanguagePER_F", "Head_TK", "G_IRAN_default" }; I also am using the opfor as inheritance CSAT_GUE1_SquadLeader: O_Soldier_F But the arms stay with white skin color. So they have bodies of white people with middle eastern head. How do I fix that? Thanks Share this post Link to post Share on other sites