Bezzen 11 Posted November 15, 2017 Hey guys! Im been searching a lot... I'm trying to add an insignia trough and Steam UID. I already have the insignia's. (There is unit logo and flags) I know how to add items through Steam UID (script: if ((getPlayerUID (_this select 0)) == "76561197966529348") then {(_this select 0) addItem "rhsusf_ach_helmet_m81";}; ) Heelp Share this post Link to post Share on other sites
Tajin 349 Posted November 15, 2017 there is a function for it: https://community.bistudio.com/wiki/BIS_fnc_setUnitInsignia Share this post Link to post Share on other sites
Bezzen 11 Posted November 17, 2017 yeah i know, but how do i script it to connect it to a specific UID? Im pretty bad at this :P Share this post Link to post Share on other sites
MKD3 27 Posted November 18, 2017 (edited) Seems like youd need an array of UIDs to check against. Eg. _playerUIDs = ["1234", "5678", "9101"]; if (getplayerUID in _playerUIDs) then {//Attach insignia}; My mistake, didn't realise you hadnt got them configured already. Edited November 19, 2017 by MKD3-FHI Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted November 18, 2017 As far as I know you have to define Insigna classes inside the description.ext or config.cpp. Everytime you want to add new insignias you have to go through this. Why they implemented it that way goes beyond me, why not simply read the texture from a file and be done with it. Cheers 1 Share this post Link to post Share on other sites
Lucullus 71 Posted November 18, 2017 Place the insignia in missionfolder, for example "missionroot\insignias\my_insignia.jpg" description.ext: class CfgUnitInsignia { class InsigniaClassName { // Name displayed in Arsenal displayName = "InsigniaDisplayName"; // Author displayed in Arsenal author = "name of author"; // Image path texture = "insignias\my_insignia.jpg"; // Does nothing currently, reserved for future use textureVehicle = ""; }; }; initPlayerLocal.sqf: _playerUIDs = ["1234567","2345678"]; if ((getPlayerUID player) in _playerUIDs) then { [player,"InsigniaClassName"] call bis_fnc_setUnitInsignia; }; Share this post Link to post Share on other sites
pierremgi 4867 Posted November 18, 2017 Please, tell me if you succeed in displaying a custom insignia (working, tested) , but defined in description.ext (mission) for an MP session, visible by all players. An insignia mod is OK, no problem about that, each player must have the mod and let's roll. But, imho and my experience, "description.ext" insignia classes are worthy for SP only. (setUnitInsignia is using setObjectTextureGlobal, then mess with the relative paths syntax for texture. Example: "insignias\my_insignia.jpg" doesn't mean nothing for a client who have just loaded the scenario to join the game!). So, I'm truly interested in MP example of custom insignia thru description.ext. Thanks! Share this post Link to post Share on other sites
Lucullus 71 Posted November 19, 2017 Dedicated-tested (Co08)Insignia_Test.VR.pbo Share this post Link to post Share on other sites
pierremgi 4867 Posted November 19, 2017 2 hours ago, Lucullus said: Dedicated-tested (Co08)Insignia_Test.VR.pbo well... thanks. It seems to me this context is so tiny as a virgin ass. I can write this kind of mission. With my similar mission: - First, any attempt to make this (description.ext) method work, fails if you try to launch an MP session from Eden >> no insignia on JIP, error at JIP; - Then, i tried with a pbo (MP saved in Eden, or even MP published on Steam). The mission is yellow in "create mission" menu. >> no insignia for JIP and error unknown texture steammpmission\_cur_mp.tanoa\(your paa relative path). As I wrote relative paths put the mess; - Then, I copy/paste the pbo in the MP official folder steamapps\common\Arma3\MPmissions, like for your test. The mission appears in white in the "create mission" menu. YES! that works! This is the only way (path) I've found. Subsidiary questions: - did I miss a "f...king" folder, as BI/Steam love to multiply? - How do you make it work for respawned player?? The insignia is lost anyway and no classic respawn script seems to work. I tried EH "respawn", MEH "MPrespawn", and even MissionEH "entityRespawned"... Sorry but this bis_fnc_setUnitInsignia upsets me. Share this post Link to post Share on other sites
Lucullus 71 Posted November 19, 2017 9 hours ago, pierremgi said: well... thanks. It seems to me this context is so tiny as a virgin ass I know butts that are so big and that's why they are virgin... btt: Don't know about problems with relative paths, but we put the mission on Dedi always in Arma 3\MPMissions\whatever.pbo. I know different paths on clientside, but still had no problems with it. I again test the respawn fitness, but we have not noticed anything yet. We use the insignias for a ranking system, and the script runs on respawn. 1 Share this post Link to post Share on other sites
Bezzen 11 Posted November 19, 2017 Thanks everyone! :D Share this post Link to post Share on other sites