ROTAHOE 3 Posted June 11, 2018 Heads config.cpp: class CfgPatches { class WWM_Heads { author = "BlackOps"; hideName = 0; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_epa","A3_Characters_F_epb","A3_Characters_F_epc","A3_Characters_F_exp"}; }; }; class CfgFaces { class Default { class Custom; }; class Man_A3: Default { class Default; class AsianHead_A3_01; class Custom { material = "WWM_Heads\data\Custom.rvmat"; }; class WWMHead_KOR_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_co.paa"; material = "WWM_Heads\data\KOR.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; }; }; }; Now on my custom unit I'm using: class KOR_Special_Unit: B_soldier_F { author = "BlackOps"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "KOR Special Forces"; identityTypes[] = {"WWMHead_KOR_A3"}; genericNames = "AsianMen"; faction = "KOR_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "WWM_U_B_PCUHsW9"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {}; hiddenSelectionsMaterials[] = {}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; So the issue is identityTypes[] = {"WWMHead_KOR_A3"}; is wrong and giving me a random face instead. Also does anyone know of the Asain default voices to add to: identityTypes. If not Ill have to look in the config Any help would be amazing ! cheers Share this post Link to post Share on other sites
ROTAHOE 3 Posted June 11, 2018 Update: I've Noticed identityTypes[] = {"Head_Asian"}; Is working but its random of all Asian heads. So I have now added more CfgFaces but still getting non custom heads as there is 04,05,06 Tanoa Asian heads I have not made yet. Found out I can CfgIdentities but now having issues with faces not displaying at all. I know it has to do with face = "WWMHead_KOR_00_A3"; in CfgIdentities but I really not what else its ment to be. I've seriously tried everything ! Here's the updated configs config.cpp: class CfgPatches { class WWM_Heads { author = "BlackOps"; hideName = 0; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_epa","A3_Characters_F_epb","A3_Characters_F_epc","A3_Characters_F_exp"}; }; }; class CfgIdentities { class KOR_ID_00 { name = "KOR Translator"; face = "WWMHead_KOR_00_A3"; glasses = "None"; speaker = "Male09ENG"; pitch = 1; nameSound = "Translator"; }; class KOR_ID_01 { name = "Park Yu Jong"; face = "WWMHead_KOR_01_A3"; glasses = "None"; speaker = "Male01CHI"; pitch = 1; nameSound = "Park Yu Jong"; }; class KOR_ID_02 { name = "Seo-yeon"; face = "WWMHead_KOR_02_A3"; glasses = "None"; speaker = "Male02CHI"; pitch = 1; nameSound = "Seo-yeon"; }; class KOR_ID_03 { name = "Seo-hyeon"; face = "WWMHead_KOR_03_A3"; glasses = "None"; speaker = "Male03CHI"; pitch = 1; nameSound = "Seo-hyeon"; }; }; class CfgFaces { class Default { class Custom; }; class Man_A3: Default { class Default; class AsianHead_A3_01; class AsianHead_A3_02; class AsianHead_A3_03; class Custom { material = "WWM_Heads\data\Custom.rvmat"; }; class WWMHead_KOR_00_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_00_co.paa"; material = "WWM_Heads\data\KOR_00.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; }; class WWMHead_KOR_01_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_01_co.paa"; material = "WWM_Heads\data\KOR_01.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; }; class WWMHead_KOR_02_A3: AsianHead_A3_02 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_02_co.paa"; material = "WWM_Heads\data\KOR_02.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; }; class WWMHead_KOR_03_A3: AsianHead_A3_03 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; texture = "WWM_Heads\data\KOR_03_co.paa"; material = "WWM_Heads\data\KOR_03.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; }; }; }; Custom unit I'm using: class KOR_Special_Unit: B_soldier_F { author = "BlackOps"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "KOR Special Forces"; identityTypes[] = {"KOR_ID_02"}; genericNames = "AsianMen"; faction = "KOR_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "WWM_U_B_PCUHsW9"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {}; hiddenSelectionsMaterials[] = {}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; Please someone shine some light :P Cheers Share this post Link to post Share on other sites
ROTAHOE 3 Posted June 12, 2018 Updated: CfgFaces: class CfgFaces { class Default { class Custom; }; class Man_A3: Default { class Default; class AsianHead_A3_01; class AsianHead_A3_02; class AsianHead_A3_03; class AsianHead_A3_04; class AsianHead_A3_05; class AsianHead_A3_06; class AsianHead_A3_07; class Custom { material = "WWM_Heads\data\Custom.rvmat"; }; class WWMHead_KOR_00_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_00.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; texture = "WWM_Heads\data\KOR_00_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_01_A3: AsianHead_A3_01 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_01.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_01_injury.rvmat"; texture = "WWM_Heads\data\KOR_01_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_02_A3: AsianHead_A3_02 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_02.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_02_injury.rvmat"; texture = "WWM_Heads\data\KOR_02_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_03_A3: AsianHead_A3_03 { author = "BlackOps"; displayname = "KOR Special Forces"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_03.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; materialWounded2 = "A3\Characters_F\Heads\Data\m_Asian_03_injury.rvmat"; texture = "WWM_Heads\data\KOR_03_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_04_A3: AsianHead_A3_04 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_04.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_04_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_04_injury.rvmat"; texture = "WWM_Heads\data\KOR_04_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_05_A3: AsianHead_A3_05 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_05.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_05_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_05_injury.rvmat"; texture = "WWM_Heads\data\KOR_05_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_06_A3: AsianHead_A3_06 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_06.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_06_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_06_injury.rvmat"; texture = "WWM_Heads\data\KOR_06_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; class WWMHead_KOR_07_A3: AsianHead_A3_07 { author = "BlackOps"; displayname = "KOR Special Forces"; DLC = "Expansion"; identityTypes[] = {"Head_Asian"}; head = "AsianHead_A3"; material = "WWM_Heads\data\KOR_07.rvmat"; materialHL = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat"; materialWounded1 = "A3\Characters_F_Exp\Heads\Data\m_Asian_07_injury.rvmat"; materialWounded2 = "A3\Characters_F_Exp\Heads\Data\m_Asian_07_injury.rvmat"; texture = "WWM_Heads\data\KOR_07_co.paa"; textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa"; }; }; }; Cfg vehicles: class KOR_Special_Hood_Unit: B_soldier_F { author = "BlackOps"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "KOR Special Forces (Hood)"; identityTypes[] = {"Male02CHI","Head_Asian"}; genericNames = "AsianMen"; faction = "KOR_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "WWM_U_B_PCUHsW3"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {}; hiddenSelectionsMaterials[] = {}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; class EventHandlers { init = "_this execVM '\WWM_Uniforms\scripts\KOR\KOR_Face_00.sqf'"; }; }; KOR_Face_00.sqf: _player = _this select 0; _player setFace "WWMHead_KOR_00_A3"; // For SP if (isServer) then{[_player, "WWMHead_KOR_00_A3"] remoteExec ["setFace", 0, _player]}; // For MP Respawn_Function = { [_player, "WWMHead_KOR_00_A3"] remoteExec ["setFace", 0, _player] }; _player addMPEventHandler ["MPKilled", {_this call Respawn_Function}]; single player works fine with players and AI but tested in multiplayer and spawning with default face? Can someone help me please ? Share this post Link to post Share on other sites