BadHabitz 235 Posted June 22, 2016 Please add the ability to assign an insignia through the cfgVehicles entry for units. As it stands now you have to make an init entry in the mission or try a work around through a script. You (BI) added insignias, which was awesome, but I think the way that we are made to go about using them needs some re-imagining and support. Thanks. If something has changed and I am completely wrong then please let me know. 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted June 22, 2016 Can't you just use an init eventhandler to call the insignia function (i.e. the same way you'd call it via init line in the editor)? Share this post Link to post Share on other sites
BadHabitz 235 Posted June 22, 2016 Can't you just use an init eventhandler to call the insignia function (i.e. the same way you'd call it via init line in the editor)? You probably can, as I indicated, but it would be far more practical to assign it in the config. addInsignia="\mod\data\tex.paa"; or addInsignia="insignia_className"; would be so much easier. 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted June 22, 2016 You probably can, as I indicated, but it would be far more practical to assign it in the config. addInsignia="\mod\data\tex.paa"; or addInsignia="insignia_className"; would be so much easier. True, but init eventhandlers can be added in the config, which is the original point I was getting at... Share this post Link to post Share on other sites
Jackal326 1181 Posted June 22, 2016 Another possible solution (though un-tested on my part) would be to include the "insignia" selection in the hiddenSelections array within the unit define and then simply include a valid texture for it in the hiddenSelectionsTextures array. 2 Share this post Link to post Share on other sites
road runner 4344 Posted June 23, 2016 Another possible solution (though un-tested on my part) would be to include the "insignia" selection in the hiddenSelections array within the unit define and then simply include a valid texture for it in the hiddenSelectionsTextures array. That's what the guys that created the Polish Special Forces addon, that used the RHS G3's did, and it works pretty well, so there must already be hidden selections set up on the RHS G3's already for that to work, but I got the impression from Cunico, that his standalone doesn't have that ability. Share this post Link to post Share on other sites