Rich_R 1087 Posted July 23, 2015 I'm creating a custom faction and seem to get random balaclavas popping on the bad guys faces. I've tried using the noglass in identity types but it doesn't seem to help. I've tried googling this and searching the forums but couldn't find anything. Here's a sample of the config.cpp class PAMA_SLDR_R2 : O_Soldier_base_F { author = "Rich"; _generalMacro = "PAMA_SLDR_R2"; scope = 2; side = 0; faction = "PAMA"; vehicleClass = "PAMAINF"; identityTypes[] = {"NoGlasses",0,"LanguageENG_F","Head_Asian","G_HAF_default"}; genericnames = "AsianMen"; displayName = "Squad 1 Rifleman 2"; icon = "iconMan"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "PAMA_uni_03"; //the uniform item model = "\A3\characters_F_gamma\Guerrilla\ig_guerrilla2_1.p3d"; hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\PAMA\data\suniform02_co.paa"}; LinkedItems[] = {"SEEM_Patrolcap","V_BandollierB_oli","ItemMap","ItemCompass","ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"SEEM_Patrolcap","V_BandollierB_oli","ItemMap","ItemCompass", "ItemWatch", "ItemRadio"}; Weapons[] = {"arifle_mas_g3","Put","Throw"}; respawnWeapons[] = {"arifle_mas_g3","Put","Throw"}; Magazines[] = {"20Rnd_mas_762x51_T_Stanag", "20Rnd_mas_762x51_T_Stanag", "20Rnd_mas_762x51_T_Stanag", "20Rnd_mas_762x51_T_Stanag", "20Rnd_mas_762x51_T_Stanag","HandGrenade","HandGrenade","SmokeShell"}; respawnMagazines[] = {"20Rnd_mas_762x51_T_Stanag", "20Rnd_mas_762x51_T_Stanag", "20Rnd_mas_762x51_T_Stanag", "20Rnd_mas_762x51_T_Stanag", "20Rnd_mas_762x51_T_Stanag","HandGrenade","HandGrenade","SmokeShell"}; }; Share this post Link to post Share on other sites
ianbanks 30 Posted July 23, 2015 Hey Mustangdelta, the important line is: identityTypes[] = {"NoGlasses",0,"LanguageENG_F","Head_Asian","G_HAF_default"}; identityTypes tags only add options for the randomiser, which means "NoGlasses" won't force no glasses/head gear if any of your other tags include head gear. In your case, "G_HAF_default" is actually a glasses tag (the G_ prefix indicates this) that probably includes the balaclavas. Also the "0" shouldn't be there, that only applies to "identityTypes" arrays within a CfgGlasses glasses class. Try: identityTypes[] = {"NoGlasses","LanguageENG_F","Head_Asian"}; Also I mentioned a bit more about identityTypes in this recent post. Share this post Link to post Share on other sites
Rich_R 1087 Posted July 24, 2015 (edited) Thanks for the reply! Copy and pasted your line into the CPP and still get those darn balaclavas! After playing with some other solutions, I went basic and put; identityTypes[] = {"Head_Asian"}; It seemed to work! Go figure Edited July 24, 2015 by Mustangdelta Share this post Link to post Share on other sites
ianbanks 30 Posted July 24, 2015 Sounds like one of your third party addons has an incorrect identityTypes[] in one of the CfgGlasses classes, then; in vanilla ARMA 3 NoGlasses is empty and is used to assign a probability to a unit having no glasses at all (in the "None" CfgGlasses class). You can test that by spawning in Nikos (from the "Civilian, Story" faction and grouping); if he ever has a balaclava then some addon is definitely messing things up. Also "LanguageENG_F" isn't likely to be responsible for the balaclava's; if having it in there gave you balaclava's then the addon responsible has really stuffed up. ;) Share this post Link to post Share on other sites
Rich_R 1087 Posted July 24, 2015 I'll look at that, thanks! Share this post Link to post Share on other sites
Rich_R 1087 Posted July 24, 2015 Took apart one of the third party bad guys we use, would this be the culprit? class CfgGlasses { class None; class IRA_Balaclava_Brown: None { scope = 2; displayname = "Balaclava (Brown)"; model = "\A3\characters_f_bootcamp\Guerrilla\g_balaclava_clean.p3d"; hiddenSelectionsTextures[] = {"\IRA_Pack\Balaclava\Brown_balaclava.paa"}; hiddenSelections[] = {"Camo"}; picture = "\IRA_Pack\UI\BrownBalaclava.paa"; identityTypes[] = {"NoGlasses",1000}; }; }; Share this post Link to post Share on other sites
ianbanks 30 Posted July 25, 2015 Yeap, that's it. It either needs to be excluded from all randomisation with: identityTypes[] = {}; Or they could make up their own tags to allow custom units to have random balaclava's: class IRA_Balaclava_Brown: None { ... identityTypes[] = {"G_IRA_Balaclava", 20}; } class IRA_Balaclava_Green: None { ... identityTypes[] = {"G_IRA_Balaclava", 30}; } etc. Share this post Link to post Share on other sites
Rich_R 1087 Posted July 25, 2015 Thanks for all your help and feedback my friend! Share this post Link to post Share on other sites