And - what are you trying to do?
For example - make camo faces?
Well, 1. you can make a seperate PBO file (ex. my faces) with it's own config file:
example:
class CfgPatches
{
class woodcamofaces1
{
units[] = {};
weapons[] = {};
requiredVersion = 1.30;
};
};
class CfgFaces
{
class woodcamo_1
{
name="camoFace1";
texture="\camo_facesW\camoface.paa";
east=1;
west=1;
};class woodcamo_2
{
name="woodcamo_2";
texture="\camo_facesW\camoface2.paa";
east=1;
west=1;
};class woodcamo_3
{
name="camoFace3";
texture="\camo_facesW\camoface3.paa";
east=1;
west=1;
};class woodcamo_4
{
name="Max Payne";
texture="\camo_facesW\camoface4.paa";
east=1;
west=1;
};class woodcamo_5
{
name="camoface5";
texture="\camo_facesW\camoface5.paa";
east=1;
west=1;
};class woodcamo_6
{
name="camoface6";
texture="\camo_facesW\camoface6.paa";
east=1;
west=1;
};class woodcamo_7
{
name="camoface7";
texture="\camo_facesW\camoface7.paa";
east=1;
west=1;
};
};
2. You then need to create a script file in your addon pbo in seperate folder "init_soldier.sqs:
_i = random 7
?(_i <= 1) : _soldier setface "woodcamo_1"
?(_i > 1) AND (_i <= 2) : _soldier setface "woodcamo_2"
?(_i > 2) AND (_i <= 3) : _soldier setface "woodcamo_3"
?(_i > 3) AND (_i <= 4) : _soldier setface "woodcamo_4"
?(_i > 4) AND (_i <= 5) : _soldier setface "woodcamo_5"
?(_i > 5) AND (_i <= 6) : _soldier setface "woodcamo_6"
?(_i > 6) AND (_i <= 7) : _soldier setface "woodcamo_7"
exit
3. You then need to put something like this under your units' entries in their config:
class EventHandlers {
Init="[_this select 0] exec ""\win_blk\scripts\init.sqs"";";
Works really nice!
---------- Post added at 05:51 PM ---------- Previous post was at 05:47 PM ----------
Also facetex2 is Llama's head.
The head requires something like Fset in config. The directions for use are rather confusing, as this is actually an animation - not something to add to p3d file on O2.
HYK's US soldiers are customs faces created by the author...