dragon01 903 Posted July 6, 2016 I've hit a snag again. Is there any way to set the player character's face, voice and name without actually making a mod with a custom-designed character? I've tried to use "this setFace", "this setName" and "this setSpeaker" commands with appropriate arguments in the unit's init field, but this doesn't seem to work. The player character always reverts to my profile settings (it doesn't work on AI, either, they revert to what I gave them in the editor). How can override these settings? Share this post Link to post Share on other sites
kylania 568 Posted July 7, 2016 Declare CfgIdentities in description.ext and use setIdentity Share this post Link to post Share on other sites
dragon01 903 Posted July 7, 2016 Thanks. I was hoping there'd be an easier way. The Wiki seems to indicate that's the case: In ArmA 3 1.04+ these settings can also be set individually without description.ext editing by using the following commands: setFace,setName, setNameSound, setSpeaker, setPitch https://community.bistudio.com/wiki/setIdentity Am I making some mistake with regards to how to use them, or are those command simply bugged (I'm on devbranch, for the record)? Share this post Link to post Share on other sites
kylania 568 Posted July 7, 2016 What exactly isn't working for you? On Dev Branch I'm able to get those commands to work. Do note they have Local effect, so you'll need to execute them on all clients for everyone to see the same thing. Share this post Link to post Share on other sites
dragon01 903 Posted July 7, 2016 I didn't get as far as making a multiplayer mission. :) All my testing is SP only (and all my mission plans are, as well). What doesn't work for me is putting those commands in the unit's "init" field, attempting to make them set those parameters at the start of a mission. They seem to have no effect. Likewise with the debug console. I type "squadmate setFace WhiteHead_19" (squadmate being what I named the soldier in question) and his face doesn't change. I'm using Zee Identity Pack and RHS, if that's of any importance. The test case was done with vanilla faces and units only, though. Share this post Link to post Share on other sites
kylania 568 Posted July 7, 2016 "squadmate setFace WhiteHead_19" The face name needs to be a string, so you'd type this in the unit's init field: this setFace "WhiteHead_19" 1 Share this post Link to post Share on other sites
dragon01 903 Posted July 7, 2016 Thanks, it worked. Should have noticed the quotes myself, turns out it's right there in the wiki. :) I'll probably be using this for my first mission (first one that I'll release, of course). 1 Share this post Link to post Share on other sites