Redrumovy 20 Posted March 12, 2018 I'm trying to make my own faction and I encountered a problem that units get random facewear if they don't have specifically set one up and it's looking terrible. How can I disable it? 2nd question - how can I set up my custom icon for units instead of default 'addon' icon? 3rd question - there seems to be something wrong with identities in my config because units spawn with default face instead of Persian head I choosen. Here's my base class config. class O_Soldier_F; class r_ypg_base: O_Soldier_F { displayName = "YPG Base"; genericnames = "TakistaniMen"; scope = 0; scopeCurator = 0; faction = "[R] YPG"; modelsides[] = {1,2}; side = 1; vehicleClass = "R_YPG"; icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "LOP_U_ISTS_Fatigue_27"; camouflage = 1; hiddenSelections[] = {"Camo","Insignia"}; linkedItems[] = {"OTK_L_Chestrig_Khaki1","shemagh_loosetan","LOP_H_Beanie_marpat","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"OTK_L_Chestrig_Khaki1","shemagh_loosetan","LOP_H_Beanie_marpat","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; weapons[] = {"rhs_weap_akms","Binocular","Throw","Put"}; respawnWeapons[] = {"rhs_weap_akms","Binocular","Throw","Put"}; magazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; respawnMagazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; identityTypes[] = {"NoGlasses", "LanguagePER_F", "Head_Persian", "G_IRAN_default"}; class EventHandlers { init = "[(_this select 0),""ypg1""] call BIS_fnc_setUnitInsignia;"; }; }; Share this post Link to post Share on other sites
pierremgi 4850 Posted March 12, 2018 init = "(_this select 0) setVariable ["BIS_enableRandomization",false]; [(_this select 0),""ypg1""] call BIS_fnc_setUnitInsignia;"; should work. Not tested. Share this post Link to post Share on other sites
Redrumovy 20 Posted March 12, 2018 Sadly it doesn't work. I tried to put it with insignia line, but then game didn't want to start. I tried using only one disabling randomization, but the facewear still were appearing. However I made some changes to in config I removed identityTypes[] = {"NoGlasses", "LanguagePER_F", "Head_Persian", "G_IRAN_default"}; and added this line to set faces I wanted for units (it works) face = ("PersianHead_A3_01","PersianHead_A3_02","PersianHead_A3_03"); Now it seems like not all headgear is spawning at random, only googles. Any idea how can I remove them too? I'm out of ideas. My current base soldier config: class O_Soldier_F; class r_ypg_base: O_Soldier_F { displayName = "YPG Base"; genericnames = "TakistaniMen"; scope = 0; scopeCurator = 0; faction = "[R] YPG"; modelsides[] = {1,2}; side = 1; vehicleClass = "R_YPG"; icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "LOP_U_ISTS_Fatigue_27"; camouflage = 1; face = ("PersianHead_A3_01","PersianHead_A3_02","PersianHead_A3_03"); linkedItems[] = {"OTK_L_Chestrig_Khaki1","LOP_H_Beanie_marpat","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"OTK_L_Chestrig_Khaki1","LOP_H_Beanie_marpat","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; weapons[] = {"rhs_weap_akms","Binocular","Throw","Put"}; respawnWeapons[] = {"rhs_weap_akms","Binocular","Throw","Put"}; magazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; respawnMagazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell","SmokeShell",}; class EventHandlers { init = "[(_this select 0),""ypg1""] call BIS_fnc_setUnitInsignia;"; }; Share this post Link to post Share on other sites
oldbear 390 Posted March 12, 2018 For a while, After having editing an unit, I am using this in the unit "init" ... this setVariable ["BIS_enableRandomization", false]; ... and it works . Share this post Link to post Share on other sites
Redrumovy 20 Posted March 12, 2018 19 minutes ago, oldbear said: For a while, After having editing an unit, I am using this in the unit "init" ... this setVariable ["BIS_enableRandomization", false]; ... and it works . It works when I put it in init in the editor, but I want to make it work from config so my units just spawn how I wanted them to be without having to edit them in editor. Share this post Link to post Share on other sites
Redrumovy 20 Posted March 12, 2018 All right, I think I found a soluton: I added these lines to my config and now facewear doesn't randomize anymore. facewear = ""; allowedfacewear[] = {""}; allowedHeadgear[] = {""}; allowedHeadgearB[] = {""}; headgearList[] = {""}; 1 Share this post Link to post Share on other sites
pierremgi 4850 Posted March 12, 2018 40 minutes ago, Redrumovy said: It works when I put it in init in the editor, but I want to make it work from config so my units just spawn how I wanted them to be without having to edit them in editor. I wrote some typo errors with the single/double quotes: Read: init = "(_this select 0) setVariable [""BIS_enableRandomization"",false]; [(_this select 0),""ypg1""] call BIS_fnc_setUnitInsignia;"; 1 Share this post Link to post Share on other sites
Redrumovy 20 Posted March 13, 2018 Thanks, it works now. Share this post Link to post Share on other sites
BTCheesecake 0 Posted September 12, 2020 I came upon this post looking for something else. It is about that net headgear in the picture. Which mod is that? I know it's been 2 years, but I am getting desperate. Share this post Link to post Share on other sites