global corps 0 Posted July 9, 2004 I just finished up my mission, and saved it to 'single missions'. And when i play it everyone has a custom face (from my anime face pack) {this setface "customface";in therr int}, just as i put them. BUT.... When i save or a trigger saves the game, and i Load it, EVERYONE has a default OFP face! Is this a bug? Is there any way to fix this? Share this post Link to post Share on other sites
Junker 0 Posted July 10, 2004 If im reading this right u want all the AI to have the same face right..? Is so U have to make the custom faces into an addon, u cant just put faces from your custom face folder onto AI. Or maybe you have to reload the setface commands to mission after u reload it. Share this post Link to post Share on other sites
DanAK47 1 Posted July 10, 2004 If im reading this right u want all the AI to have the same face right..?Is so U have to make the custom faces into an addon, u cant just put faces from your custom face folder onto AI. Or  maybe you have to reload the setface commands to mission after u reload it. And how would you do that..? Share this post Link to post Share on other sites
global corps 0 Posted July 10, 2004 If im reading this right u want all the AI to have the same face right..?Is so U have to make the custom faces into an addon, u cant just put faces from your custom face folder onto AI. Or  maybe you have to reload the setface commands to mission after u reload it. negative: i already made a face pack (over 20 faces) and everyone has  custom faces at the start of the mission,(i used all faces from my addon) (this setface "b1"; "bx";"v1" ect.) But after you saveingame & load, all faces goback to default faces... Heres what my faceaddons cpp looks like, incase theres something wrong with it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Faces { units[] = {}; weapons[] = {}; requiredVersion = 1.20; }; }; class CfgFaces { class b { name="b"; texture="\vash\b.jpg"; east=1; west=1; }; class bx { name="bx"; texture="\vash\bx.jpg"; east=1; west=1; }; class b1 { name="b1"; texture="\vash\b1.jpg"; east=1; west=1; };                                   class b1x { name="b1x"; texture="\vash\b1x.jpg"; east=1; west=1; };                                   class b2 { name="b2"; texture="\vash\b2.jpg"; east=1; west=1; };                                   class p { name="p"; texture="\vash\p.jpg"; east=1; west=1; };                                   class px { name="px"; texture="\vash\px.jpg"; east=1; west=1; };                                   class p1 { name="p1"; texture="\vash\p1.jpg"; east=1; west=1;    };                                      class p1x { name="p1x"; texture="\vash\p1x.jpg"; east=1; west=1; };                                   class w { name="w"; texture="\vash\w.jpg"; east=1; west=1;    };                                      class wx { name="wx"; texture="\vash\wx.jpg"; east=1; west=1; };                                   class v { name="v"; texture="\vash\v.jpg"; east=1; west=1;    };                                      class vx { name="vx"; texture="\vash\vx.jpg"; east=1; west=1; };                                   class v1 { name="v1"; texture="\vash\v1.jpg"; east=1; west=1;    };                                      class v1x { name="v1x"; texture="\vash\v1x.jpg"; east=1; west=1; };                                   class v2 { name="v2"; texture="\vash\v2.jpg"; east=1; west=1;    };                                       class v2x { name="v2x"; texture="\vash\v2x.jpg"; east=1; west=1; };                                   class v3 { name="v3"; texture="\vash\v3.jpg"; east=1; west=1;    };                                      class v4 { name="v4"; texture="\vash\v4.jpg"; east=1; west=1; };                                   class gass { name="gass"; texture="\vash\gass.jpg"; east=1; west=1;    };                                      class v5 { name="v5"; texture="\vash\v5.jpg"; east=1; west=1;    };                                      class v5x { name="v5x"; texture="\vash\v5x.jpg"; east=1; west=1;    };                                      class v6 { name="v6"; texture="\vash\v6.jpg"; east=1; west=1;    };                                      class v6x { name="v6x"; texture="\vash\v6x.jpg"; east=1; west=1;    };                                      class v7 { name="v7"; texture="\vash\v7.jpg"; east=1; west=1;    };                                      class v7x { name="v7x"; texture="\vash\v7x.jpg"; east=1; west=1; }; (after class b1, the code got messed up, i dont know why. it doesnt look like that in my cpp though) "Or  maybe you have to reload the setface commands to mission after u reload it." I dont undersatnd this.. Share this post Link to post Share on other sites
DanAK47 1 Posted July 11, 2004 I had a similar topic open that RED replied to.. This should help you out. Quote[/b] ]I think that when the game is reloaded either the _time or time variable gets reset to 0. You could check for them to equal 0 then reapply textures.RED I did a quick check and it seems to work perfectly.. Share this post Link to post Share on other sites
global corps 0 Posted July 11, 2004 i'm not that advanced to understand what he's talking about... could you explain how i can get it to work? (copy/paste style) Share this post Link to post Share on other sites
DanAK47 1 Posted July 12, 2004 I think the easiest way to do it for your mission would be to use a trigger. Make it repeatable, make the condition: time == 0 and in On Activation put: soldier1 setFace "myface1"; soldier2 setFace "myface2"; soldier3 setFace "myface3"; and so forth.. If you know how to script you could just make a loop that setFaces everyone and at the top put condition Time == 0. Share this post Link to post Share on other sites