These commands are not working as expected when applied to AI units. Namely, "unitA setFace (face unitB)" should result in unitB acquiring unitA's face, but in practice the outcomes are inconsistently wild and nothing of the sort. {F22665}
Description
Details
- Legacy ID
- 2432085758
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Scripting
Please see the repro mission. Further instuctions and notes can be found within the comments of the "init.sqf" file.
Event Timeline
The command 'Face' also doesn't return the new face if used 'SetFace' on a unit.
'Face' appears to only return the face the unit was spawned with even after changing the face with 'SetFace'.
'SetFace' properly changes the face, just 'Face' doesn't return the changed face.
version: 1.18.124097
The 'face' command also doesn't return the correct face in Multiplayer. It appears to return a random face (perhaps one that was randomly assigned to the unit before the player joined and their identity was applied to it).
To reproduce just put 'face player' in one of the Watch boxes in the debug console. It seems to work fine in the editor, just not multiplayer maps.
This makes it impossible to clone a player properly. If anyone has any workarounds, I'd be happy to hear them.
version: 1.20.124746
While at it maybe devs could add setCustomFace command and profileParams that contains player identity from game profile?
setFace is a "argument global" "effect local" function. Perhaps, it should be the contrary AL EG .