Sooooo... you're all good now?
Sooooo... you're all good now?
I'm completely revamping all these scripts so I'll get the instructions a bit more clear soon.
Yes I am all good, thank you. This is great!
Good to hear! Cheers for the feedback.
@incontinenetia quick question for what you are doing with this...when I played with this last time a few months ago it was relatively simple because I didn't have anything else in my init.sqf or description.ext files. Now that I do which items out of your files do I need to use? I am looking at the initUnits.sqf and initPlayerLocal.sqf and wasn't sure what goes into my init.sqf file.
Any help you can give me is greatly appreciated.
Hi @Nichols, if you can hold fire for a couple of days, I'm going to release a major update to the scripts which will require a different way of setting them up - I'll give instructions then if that's alright?
@incontinenetia no problem with that at all. Looking forward to seeing it.
Hi @Nichols - sorry for the delay. The updated standalone versions are live.
Download here:
Incon Undercover
Incon Persistence
Incon Intel
Hopefully the readme files (included in the downloads) should answer any setup questions but if you have any dramas, let me know and I'll guide you through.
@incontinenetia Hi @Nichols - sorry for the delay. The updated standalone versions are live.
Download here:
Incon Undercover
Incon Persistence
Incon IntelHopefully the readme.MD files should answer any setup questions but if you have any dramas, let me know and I'll guide you through.
SWEET!!!! Grabbing them right now!
OK I can't get your readme you linked without joining some site. I am going through the other three files right now and will get back with you if I have any questions.
OK the only things we are going to be using out of this right now will be the incognito and intel side of things. So I have many questions forming in my brain. Will PM you once they start getting out of jumbled masses of incomprehensible words and letters.
Ignore that weird readme link, it just came up automatically. The readme files are in the downloads. Might as well post the questions here, then if anyone else has something similar they can see the answer.
How do we make it so we don't spawn looking like our user profiles? I'm a white dude so when I place down a playable Middle Eastern BLUFOR unit, when dressed in the traditional garb I look more like a tantric hippie and less like an Afghani haha.
I haven't had a chance to check out the script yet (so maybe it checks for and corrects this?) but I'm loving the sounds of it. I have a scenario in mind I'd like to eventually put together with this.
Not sure if there is really a way to change that in A3 other than changing gear after spawn, pretty annoying.
Yeah it's really annoying. For instance, I'm working on an anti-Taliban mission, where BLUFOR can spawn in as USMC, or ANA and ANP. Well, I never like playing as ANA/ANP because it's like I'm the white savior leading the brown guys to freedom. :)
@HeroesandvillainsOS I never like playing as ANA/ANP because it's like I'm the white savior leading the brown guys to freedom. :)
Seemed to work for Jesus
You can also use a shemagh or balaclava to cover your face in that instance, which is even more effective if the group actually uses them ordinarily too.
So my user profile really won't let me play as a brown or black guy? I find that...
Odd. What the hell was BIS thinking? The enemy faction is freaking Iranian! There's got to be a way. Off to google. If I find anything, I'll report back.
What I want to make is something where I can pretend my guy is a CIA operative or something, of Afghani decent and looks the part and lives with the locals who's tasked with going deep undercover from the inside. That doesn't work if I look like Nathan Drake (which I wish I did in real life but still!)!
Unsurprisingly, googling "Arma 3" and putting any form of "profile" in the search gets you a crap ton of results unrelated to this.
I just opened a thread instead: https://forums.bistudio.com/topic/202288-how-to-not-look-like-your-user-profile-avatar/
The responses in that thread essentially mean: No
Try putting this in the init line of a unit:
0 = [this, face this] spawn {sleep 1; (_this select 0) setface (_this select 1)};
I swear I had some success changing my race during testing. If you still have any difficulties after using Spyder's method, let me know and I'll try recreating whatever I did.
@SpyderBlack723 The responses in that thread essentially mean: No
Try putting this in the init line of a unit:
0 = [this, face this] spawn {sleep 1; (_this select 0) setface (_this select 1)};
Yeah seems that way. Thanks for the code. Unfortunately, sticking this in the init of a unit in a mission I'm working on (a LOP ANA unit) isn't working. I'm still The Great White Hope. lol. No biggie really but if you guys have any other ideas, I'm down for testing.
I tried using R3vo's 3den Enhanced too because I vaguely remembered him adding some unit trait features, but unfortunately, although the unit is set to all the right stuff, I don't see any way to override the user profile.
@SpyderBlack723 The responses in that thread essentially mean: No
Try putting this in the init line of a unit:
0 = [this, face this] spawn {sleep 1; (_this select 0) setface (_this select 1)};
Yeah seems that way. Thanks for the code. Unfortunately, sticking this in the init of a unit in a mission I'm working on (a LOP ANA unit) isn't working. I'm still The Great White Hope. lol. No biggie really but if you guys have any other ideas, I'm down for testing.
I tried for the hell of it using R3vo's 3den Enhanced too because I vaguely remembered him adding some unit trait features, but unfortunately, although the unit is set to all the right stuff, I don't see any way to override the user profile.
So this is how we do our .sqf for each character. I honestly don't know what they make me look like in game as we play in 1st person and I don't really pay attention to the face.
comment "Exported from Arsenal by Nichols"; private ["_unit"]; _unit = _this select 0; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; _unit forceAddUniform "U_BG_Guerilla3_1"; for "_i" from 1 to 4 do {this addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 2 do {this addItemToUniform "ACE_elasticBandage";}; _unit addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 2 do {this addItemToUniform "ACE_tourniquet";}; _unit addItemToUniform "ACE_MapTools"; _unit addItemToUniform "ACE_Flashlight_XL50"; _unit addItemToUniform "ACE_epinephrine"; _unit addItemToUniform "ACE_morphine"; _unit addItemToUniform "ACE_wirecutter"; _unit addItemToUniform "RH_10Rnd_22LR_mk2"; _unit addVest "V_Rangemaster_belt"; _unit addItemToVest "ACE_SpraypaintRed"; _unit addItemToVest "ACE_EarPlugs"; for "_i" from 1 to 4 do {this addItemToVest "VME_QBZ95_1_30Rnd_DBP10";}; for "_i" from 1 to 3 do {this addItemToVest "RH_10Rnd_22LR_mk2";}; _unit addBackpack "B_AssaultPack_blk"; _unit addItemToBackpack "ACE_IR_Strobe_Item"; _unit addItemToBackpack "NVGoggles_INDEP"; _unit addHeadgear "H_Booniehat_tan"; _unit addGoggles "G_Aviator"; comment "Add weapons"; _unit addWeapon "vme_pla_qbz95B_1"; _unit addPrimaryWeaponItem "VME_QBZ95_1_Silencer"; _unit addPrimaryWeaponItem "VME_QBZ95_laser_IR_flashlight"; _unit addPrimaryWeaponItem "VME_Eotech_557_Magnifier_DOWN"; _unit addPrimaryWeaponItem "VME_rail_scopes"; _unit addWeapon "RH_mk2"; _unit addWeapon "Binocular"; comment "Add items"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "tf_anprc148jem"; _unit linkItem "ItemGPS"; comment "Set identity"; _unit setFace "TanoanHead_A3_03"; _unit setSpeaker "Male02FRE";
This is how we have it done for player characters. I am not sure if it works for faces as I never pay attention to the other players faces and we are all in 1st person.
comment "Exported from Arsenal by Nichols"; private ["_unit"]; _unit = _this select 0; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; _unit forceAddUniform "U_BG_Guerilla3_1"; for "_i" from 1 to 4 do {this addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 2 do {this addItemToUniform "ACE_elasticBandage";}; _unit addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 2 do {this addItemToUniform "ACE_tourniquet";}; _unit addItemToUniform "ACE_MapTools"; _unit addItemToUniform "ACE_Flashlight_XL50"; _unit addItemToUniform "ACE_epinephrine"; _unit addItemToUniform "ACE_morphine"; _unit addItemToUniform "ACE_wirecutter"; _unit addItemToUniform "RH_10Rnd_22LR_mk2"; _unit addVest "V_Rangemaster_belt"; _unit addItemToVest "ACE_SpraypaintRed"; _unit addItemToVest "ACE_EarPlugs"; for "_i" from 1 to 4 do {this addItemToVest "VME_QBZ95_1_30Rnd_DBP10";}; for "_i" from 1 to 3 do {this addItemToVest "RH_10Rnd_22LR_mk2";}; _unit addBackpack "B_AssaultPack_blk"; _unit addItemToBackpack "ACE_IR_Strobe_Item"; _unit addItemToBackpack "NVGoggles_INDEP"; _unit addHeadgear "H_Booniehat_tan"; _unit addGoggles "G_Aviator"; comment "Add weapons"; _unit addWeapon "vme_pla_qbz95B_1"; _unit addPrimaryWeaponItem "VME_QBZ95_1_Silencer"; _unit addPrimaryWeaponItem "VME_QBZ95_laser_IR_flashlight"; _unit addPrimaryWeaponItem "VME_Eotech_557_Magnifier_DOWN"; _unit addPrimaryWeaponItem "VME_rail_scopes"; _unit addWeapon "RH_mk2"; _unit addWeapon "Binocular"; comment "Add items"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "tf_anprc148jem"; _unit linkItem "ItemGPS"; comment "Set identity"; _unit setFace "TanoanHead_A3_03"; _unit setSpeaker "Male02FRE";
No idea how I managed to get it to change, but I suspect it might have just been altering my profile. At any rate, hats, scarfs, glasses all help hide your identity. Plus, if you get busted, they won't remember your face if you have something over it (you'll have to change your clothes too probably). If all else fails, there's a racism scalar in the options so you can turn it down or up or whatever.
There's some weird shit going on...
This would work. Even writing [this,"TanoanHead_A3_03"] remoteExec ["setFace",0] ;
in the unit's init box should override your pasty white face (technically the code doesn't need to be remotely executed as per this snippet as the script runs the racial checks locally but it will help with your 'murhsin if you look the same to everyone on a multiplayer server).
@incontinenetia Let me be one of the first to let you know that our group is loving this Incognito script. The mission we are coming up on has most of our player base working as a civilian based insurgency against an occupying Chinese invasion with support from a US SOCOM unit that is there to provide unconventional warfare support. So my IND (players) are able to go incognito while having support by the US SOCOM teams in the woods on overwatch.
Anyway the short version is if you want to see how we have it done feel free to drop by at anytime.
@incontinenetia Our guys are loving this incognito script. You are going to have to swing by our server and play with them while they are fighting against the Chinese PLA occupiers.
@incontinenetia is the default time for cooldown 60 minutes?
if ((isPlayer _unit) && {time < 60}) then {{_x setVariable ["INC_notDismissable",true]} forEach (units group _unit)};
We are having an issue where players are not reverting to incognito after they put on enemy uniforms and put their whitelisted gear back on.