Play3r 147 Posted January 2 class CfgUnitInsignia // [this,"WolfPack"] call BIS_fnc_setUnitInsignia; <-- this is inside the Init of the Unit { class WolfPack { displayName = "WolfPack 11"; // Name displayed in Arsenal author = "Play3r"; // Author displayed in Arsenal texture = "pictures\ulven.paa"; // Image path material = ""; // .rvmat path textureVehicle = ""; // Does nothing, reserved for future use }; }; I have this in my description.ext and this in the unit init [this,"WolfPack"] call BIS_fnc_setUnitInsignia; But is does not show up on my units. i'm using the SOG:PF Cdlc and it is for a MP game. i did read about the config.cpp, but i do understand that it is not a good idea to use. in my InitLocalPlayer.sqf i have this. So i get it back on ReSpawn. params ["_player"]; _player addMPEventHandler ["MPRespawn", { params ["_unit", "_corpse"]; private _insignia = [_corpse] call BIS_fnc_getUnitInsignia; [_unit, _insignia] spawn { params ["_unit", "_insignia"]; sleep 1; isNil { _unit setVariable ["BIS_fnc_setUnitInsignia_class", nil]; // you can also do [_unit, ""] call BIS_fnc_setUnitInsignia, but this way is faster (plus no network traffic) [_unit, _insignia] call BIS_fnc_setUnitInsignia; }; }; }]; Does anyone know why they don't show up on my units? Cheers Play3r Share this post Link to post Share on other sites
pierremgi 4943 Posted January 5 try a little delay: if isServer then {this spawn {sleep 1; [_this,"WolfPack"] call BIS_fnc_setUnitInsignia} }; 1 Share this post Link to post Share on other sites
Play3r 147 Posted January 8 Thanks Pierre. That did it, but when my friends and i are inside Arsenal it disappears from our uniforms, when we close the Arsenal. and it never comes back, not even on respawn. Any idea @pierre MGI I have this in my initPlayerLocal.sqf // Insignia [missionNamespace, "arsenalClosed", { _insignia = [player] call BIS_fnc_getUnitInsignia; player setVariable ['sign', _insignia]; }] call BIS_fnc_addScriptedEventHandler; Share this post Link to post Share on other sites
pierremgi 4943 Posted January 9 It seems devs recently pay some attention for these functions: https://feedback.bistudio.com/T161323 I hope that will do the trick. Anyway, as old recurring issue, it seems to me you should remove possible insignia, even not displayed, prior to re-add it in your scripted EH: [missionNamespace, "arsenalClosed", { _insignia = [player] call BIS_fnc_getUnitInsignia; player setVariable ["sign", _insignia]; player setVariable ["BIS_fnc_setUnitInsignia_class", nil]; [player, _insignia] call BIS_fnc_setUnitInsignia; }] call BIS_fnc_addScriptedEventHandler; For respawn, just follow Leopard20 note (whatever the EH you are using for that). 1 Share this post Link to post Share on other sites