OberSchutze 19 Posted January 29, 2016 Been looking for a while, is it possible to have a SSI load by default within the unit config? I haven't seen it anywhere. Would it just be considered an Item? Share this post Link to post Share on other sites
R0adki11 3949 Posted February 3, 2016 Been looking for a while, is it possible to have a SSI load by default within the unit config? I haven't seen it anywhere. Would it just be considered an Item? Could you clarify what you mean? What do you mean by SSI? Share this post Link to post Share on other sites
Jackal326 1181 Posted February 3, 2016 Could you clarify what you mean? What do you mean by SSI? Its the thread title :) Share this post Link to post Share on other sites
R0adki11 3949 Posted February 3, 2016 Its the thread title :) Oh, i guess he means can the Insignia be shown all the time on a particular unit. I am not sure if you do that? Unless you can set it up via the arsenal . Share this post Link to post Share on other sites
road runner 4344 Posted February 4, 2016 What's wrong with this? [this,"111thID"] call BIS_fnc_setUnitInsignia; Share this post Link to post Share on other sites
IndeedPete 1038 Posted February 4, 2016 You can do that via the init eventhandler in a unit's config: class B_soldier_F; class IP_B_soldier_F_EFAltis: B_soldier_F { faction = "IP_EUROFORCE_ALTIS"; hiddenSelectionsTextures[] = {"\IP_EUROFORCE\men\txt\clothing1_EF_altis_co.paa"}; linkedItems[] = {"IP_V_PlateCarrier1_rgrEF","IP_H_HelmetB_Green_Sand","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; respawnLinkedItems[] = {"IP_V_PlateCarrier1_rgrEF","IP_H_HelmetB_Green_Sand","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; respawnWeapons[] = {"IP_arifle_MX_Sage_Aco_pointer_F","hgun_P07_F","Throw","Put"}; uniformClass = "IP_U_B_CombatUniform_mcam_EFAltis"; vehicleClass = "IP_Men_EFAltis"; weapons[] = {"IP_arifle_MX_Sage_Aco_pointer_F","hgun_P07_F","Throw","Put"}; class EventHandlers { init = "[(_this select 0), '111thID'] call BIS_fnc_setUnitInsignia"; }; }; It would require you to create an addon though. But keep in mind that overwriting the inherited EHs breaks CBA's extended EHs and by that also ACE's interaction menu. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted February 4, 2016 It would require you to create an addon though. But keep in mind that overwriting the inherited EHs breaks CBA's extended EHs and by that also ACE's interaction menu. Since 1.54, Arma 3 has native support in cfgVehicles for that function of XEH (was referred to in the patch notes as "nested" eventhandlers). https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#EventHandlers..._Class So you just do something like class EventHandlers { class TAG_setInsignia } init = "[(_this select 0), '111thID'] call BIS_fnc_setUnitInsignia"; }; }; And it shouldn't overwrite anything 2 Share this post Link to post Share on other sites
IndeedPete 1038 Posted February 4, 2016 Since 1.54, Arma 3 has native support in cfgVehicles for that function of XEH (was referred to in the patch notes as "nested" eventhandlers). https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#EventHandlers..._Class So you just do something like class EventHandlers { class TAG_setInsignia } init = "[(_this select 0), '111thID'] call BIS_fnc_setUnitInsignia"; }; }; And it shouldn't overwrite anything Ah, good to know. So I don't have to create additional addons for optional XEH support anymore. Great, thank you! Share this post Link to post Share on other sites
OberSchutze 19 Posted February 5, 2016 Thanks guys, will try this tonight. It is for an addon so I'm not worried about adding some more code. Share this post Link to post Share on other sites
OberSchutze 19 Posted February 6, 2016 Worked great, thanks a lot. Share this post Link to post Share on other sites