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Assign my custom face to custom unit

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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

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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

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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 ?

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