OxPecker 0 Posted January 10, 2003 Just a very quick ME question - is there anything I can put in an AI's init. field to specify which face he has and if he is wearing glasses (sunglasses or spectacles). If this can be done, where can I find a list of faces and corresponding numbers? Thanks in advance. Share this post Link to post Share on other sites
Major Fubar 0 Posted January 10, 2003 Hmm, good question, that could be very handy for some things I'm working on...anybody know how? Share this post Link to post Share on other sites
ralphwiggum 6 Posted January 10, 2003 you have to define class in description.ext and then use it along with "setidentity" command in the init field of the soldier. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgIdentities { Identities[] = {}; class ralphy { name = "ralphy"; face = "face26"; glasses = "spectacles"; speaker="Adam"; pitch = 1.00; }; };<span id='postcolor'> and use setidentity command in the init line of each soldier that needs face. just for reference, Guba is face15, Blake is face16.(not sure about number though) the face number is in order in which you can view from your profile setup. 1.46 had upto 99, i beleive. for changing glasses, you can use "spectacles" or "sunglasses"(i'm not sure on sunglass one). you canalso define speaker and pitch of voice. Share this post Link to post Share on other sites
OxPecker 0 Posted January 15, 2003 Thanks for the info Ralph, I was hoping not to mess around with .ext files, but if that's the only way, then I guess it'll do. Share this post Link to post Share on other sites
Holy Smoke 0 Posted January 17, 2003 Actually you can change the face just typing this on the unit's init box: this SetFace "facexx" Where xx is just a number -> 01, 33... etc (don't know how many faces, I guess about 50 or so) Don't have a clue if this is also possible for glasses. Regards Share this post Link to post Share on other sites
OxPecker 0 Posted January 17, 2003 Awesome! I'll try this out as soon as I get home, thanks! Share this post Link to post Share on other sites
theavonlady 2 Posted November 14, 2004 /bump I'm having the opposite problem - how to get rid of glasses! I've got the exact same setface command for two AI soldiers. There's not setIdentity command for them. The mission starts off at around 8AM on a winters day. No glasses on soldier #1. I then use the skipTime command to forward the time to about 17:20. It's dark outside and soldier #2 is wearing sunglasses - the dummy! What's causing this? Can glasses be forced off? UPDATE: I bypassed the problem by coding a cfgIdentities entry used by both AIs. No more glasses. Yet it still has to be asked: are glasses a potential randomized possibility or was something else triggering the AI unit to have glasses? Also, a suggestion for OFP2: change the setFace command to the following syntax: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit setFace [face, glasses, mimic] Allow for all values to be set to "random" and for glasses to be set to "none" Share this post Link to post Share on other sites
Winters 1 Posted November 14, 2004 If your not using cfgidentities i believe the face and glasses are done at random. But as far as wearing sunglasses at night maybe the soldier was trying to keep track of visions in his mind  OK bad joke but i couldnt help quoting the song  Share this post Link to post Share on other sites
theavonlady 2 Posted November 15, 2004 If your not using cfgidentities i believe the face and glasses are done at random. Then I would suggest to BIS to consider not allowing sunglasses at random when the unit's start time in the game is at night. Or, if BIS wants to really be nifty, they can support UV ray transition lenses that change shades according to the amount of sunlight. Share this post Link to post Share on other sites