Grumpy Old Man 3546 Posted July 17, 2014 Hey folks, quickly threw together this little gem: makes all existing rank icons available for use with the new UnitInsignia function. description.ext: class CfgUnitInsignia { class Private { displayName = "Private"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Corporal { displayName = "Corporal"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Sergeant { displayName = "Sergeant"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Lieutenant { displayName = "Lieutenant"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Captain { displayName = "Captain"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\captain_gs.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Major { displayName = "Major"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\major_gs.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class Colonel { displayName = "Colonel"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\colonel_gs.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; class General { displayName = "General"; // Name displayed in Arsenal author = "Bohemia Interactive"; // Author displayed in Arsenal texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; from wherever you want you can call {[_x,rank _x] call BIS_fnc_setUnitInsignia} foreach allunits; to set the insignia according to the units rank. Enjoy! Share this post Link to post Share on other sites
drunken officer 18 Posted May 31, 2015 (edited) Script on serverside: private ["_RANKICON"]; { _RANKICON = [_x,"texture"] call BIS_fnc_rankParams; if (_x isKindOf "B_Soldier_base_F" || _x isKindOf "I_Soldier_base_F") then { _x setObjectTextureGlobal [1, _RANKICON]; } else { _x setObjectTextureGlobal [2, _RANKICON]; }; } forEAch allunits CSAT units has more hiddenselections then USA / AAF Edited June 2, 2015 by Drunken Officer Share this post Link to post Share on other sites