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when i save, setface"" is not on people..

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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?

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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.

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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..?

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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..

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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..

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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)

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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.

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