{"name":"Arma 3: Unit Insignia","title":"Arma 3: Unit Insignia","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Unit_Insignia","revid":351551,"updated":"2023-12-07T12:48:40Z","aliases":["Arma 3 Unit Insignia"],"markdown":"Unit insignia is a custom texture which can be mapped to a character to give it special look. It's similar to existing squad.xml clan logo, and it is based on real life [shoulder sleeve insignia](https://en.wikipedia.org/wiki/Shoulder_sleeve_insignia).\n\n### Usage\n\nSee BIS_fnc_setUnitInsignia.\n\n### Official Insignias\n\nThe game contains several predefined insignias. You can preview them in-game in Arsenal.\n\n| Image | Code | Name | Introduced with |\n|---|---|---|---|\n|  | `[this, \"111thID\"] call BIS_fnc_setUnitInsignia;` | 111th Infantry Division | Arma 3 |\n|  | `[this, \"TFAegis\"] call BIS_fnc_setUnitInsignia;` | Task Force Aegis | Arma 3 |\n|  | `[this, \"GryffinRegiment\"] call BIS_fnc_setUnitInsignia;` | Griffin Regiment | Arma 3 |\n|  | `[this, \"Curator\"] call BIS_fnc_setUnitInsignia;` | Zeus | Arma 3 |\n|  | `[this, \"BI\"] call BIS_fnc_setUnitInsignia;` | Bohemia Interactive | Arma 3 |\n|  | `[this, \"MANW\"] call BIS_fnc_setUnitInsignia;` | Make Arma Not War | Arma 3 |\n|  | `[this, \"CTRG15\"] call BIS_fnc_setUnitInsignia;` | CTRG 15 - NATO |  |\n|  | `[this, \"CTRG14\"] call BIS_fnc_setUnitInsignia;` | CTRG 14 - NATO |  |\n|  | `[this, \"CTRG\"] call BIS_fnc_setUnitInsignia;` | CTRG |  |\n|  | `[this, \"Jets_ID\"] call BIS_fnc_setUnitInsignia;` | Carrier Strike Group 14 |  |\n|  | `[this, \"CombatPatrol\"] call BIS_fnc_setUnitInsignia;` | Combat Patrol |  |\n|  | `[this, \"IDAP\"] call BIS_fnc_setUnitInsignia;` | IDAP |  |\n|  | `[this, \"AAF_3rdRegiment\"] call BIS_fnc_setUnitInsignia;` | AAF 3rd Support Regiment |  |\n|  | `[this, \"CSAT_ScimitarRegiment\"] call BIS_fnc_setUnitInsignia;` | Scimitar Regiment |  |\n|  | `[this, \"AAF_1stRegiment\"] call BIS_fnc_setUnitInsignia;` | 1st Regiment |  |\n|  | `[this, \"EAF_5thRegiment\"] call BIS_fnc_setUnitInsignia;` | 5th Regiment |  |\n|  | `[this, \"EnochJointTraining\"] call BIS_fnc_setUnitInsignia;` | Exercise Electron |  |\n|  | `[this, \"Spetsnaz223rdDetachment\"] call BIS_fnc_setUnitInsignia;` | Spetsnaz 223rd Special Purpose Detachment |  |\n|  | `[this, \"Astra\"] call BIS_fnc_setUnitInsignia;` | Astra |  |\n\n### Configuration\n\n#### Insignia\n\nYou can add a new insignia in Config.cpp and Description.ext.\n\n```cpp\nclass CfgUnitInsignia\n{\n    class 111thID\n    {\n        displayName = \"111th Infantry Division\";                                // Name displayed in Arsenal\n        author = \"Bohemia Interactive\";                                            // Author displayed in Arsenal\n        texture = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\UnitInsignia\\111thID_ca.paa\";            // Image path\n        material = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\UnitInsignia\\default_insignia.rvmat\";    // .rvmat path\n        textureVehicle = \"\";                                                    // Does nothing, reserved for future use\n    };\n};\n```\n\n> [!NOTE]\n> Insignia texture should ideally be 128x128px PAA file.\n\n#### Objects\n\nObjects like soldiers or cars must contain special selections on which insignia and clan logo can be displayed. Consider following these rules to make sure your addon is consistent with the official ones:\n\n1. To all playable vehicles (types listed in table below) of all factions, add following selections:\n   - *insignia* - designers fills it with story-related unit insignia. **Must be square**.\n   - *clan* - engine fills it with clan logo. **Must be square**.\n   - *clan_sign* - engine fills it with clan name. Dimensions not specified, but should be **short and wide**.\n1. Map transparent texture `\"#(argb,8,8,3)color(0,0,0,0)\"` to all selections.\n1. When same selection is on both sides of a vehicle, none of them should be mirrored.\n1. Civilians characters and vehicles can be less unified, but must still contain all selections as military type (e.g. instead of shoulders, civilian character can have both selections on front and back side of his t-shirt).\n\nOnce the model is ready, list the selection in object's config. The order of selections is not important, BIS_fnc_setUnitInsignia is looking specifically for *insignia*.\n\n```cpp\nclass CfgVehicles\n{\n    class MyVehicle\n    {\n        hiddenSelections[] = { \"someSelection\", \"anotherSelection\", \"insignia\" }; // insignia selection has to be present\n    };\n};\n```\n\n| Vehicle | Insignia | Clan | Clan Text | Preview Image |\n|---|---|---|---|---|\n| **Character** | **Left** shoulder | **Right** shoulder | N/A |  |\n| **Car** | **Both** sides | **Front** and **back** | Optional above or below *clan*, if there is space |  |\n| **Armored Vehicle** | **Both** sides above wheels / tracks | **Both** sides of the turret.<br>Front and back if turret is too small or missing completely. | Optional above or below *clan*, if there is space |  |\n| **Helicopter** | **Left** side near a cabin<br>**Both** sides when *clan* is on front | **Right** side near a cabin<br>Front on large helicopters. *insignia* is then on both sides near cabin | On tail |  |\n| **Plane** | **Both** sides near a cabin | **Both** (outer) sides of vertical stabilizer(s) | Above or below *clan* |  |\n| **Ship** | **Both** sides, anywhere where there is space | **Both** sides, anywhere where there is space | Optional above or below *clan*, if there is space | N/A |","sections":[{"heading":null,"level":1,"markdown":"Unit insignia is a custom texture which can be mapped to a character to give it special look. It's similar to existing squad.xml clan logo, and it is based on real life [shoulder sleeve insignia](https://en.wikipedia.org/wiki/Shoulder_sleeve_insignia)."},{"heading":"Usage","level":3,"markdown":"See BIS_fnc_setUnitInsignia."},{"heading":"Official Insignias","level":3,"markdown":"The game contains several predefined insignias. You can preview them in-game in Arsenal.\n\n| Image | Code | Name | Introduced with |\n|---|---|---|---|\n|  | `[this, \"111thID\"] call BIS_fnc_setUnitInsignia;` | 111th Infantry Division | Arma 3 |\n|  | `[this, \"TFAegis\"] call BIS_fnc_setUnitInsignia;` | Task Force Aegis | Arma 3 |\n|  | `[this, \"GryffinRegiment\"] call BIS_fnc_setUnitInsignia;` | Griffin Regiment | Arma 3 |\n|  | `[this, \"Curator\"] call BIS_fnc_setUnitInsignia;` | Zeus | Arma 3 |\n|  | `[this, \"BI\"] call BIS_fnc_setUnitInsignia;` | Bohemia Interactive | Arma 3 |\n|  | `[this, \"MANW\"] call BIS_fnc_setUnitInsignia;` | Make Arma Not War | Arma 3 |\n|  | `[this, \"CTRG15\"] call BIS_fnc_setUnitInsignia;` | CTRG 15 - NATO |  |\n|  | `[this, \"CTRG14\"] call BIS_fnc_setUnitInsignia;` | CTRG 14 - NATO |  |\n|  | `[this, \"CTRG\"] call BIS_fnc_setUnitInsignia;` | CTRG |  |\n|  | `[this, \"Jets_ID\"] call BIS_fnc_setUnitInsignia;` | Carrier Strike Group 14 |  |\n|  | `[this, \"CombatPatrol\"] call BIS_fnc_setUnitInsignia;` | Combat Patrol |  |\n|  | `[this, \"IDAP\"] call BIS_fnc_setUnitInsignia;` | IDAP |  |\n|  | `[this, \"AAF_3rdRegiment\"] call BIS_fnc_setUnitInsignia;` | AAF 3rd Support Regiment |  |\n|  | `[this, \"CSAT_ScimitarRegiment\"] call BIS_fnc_setUnitInsignia;` | Scimitar Regiment |  |\n|  | `[this, \"AAF_1stRegiment\"] call BIS_fnc_setUnitInsignia;` | 1st Regiment |  |\n|  | `[this, \"EAF_5thRegiment\"] call BIS_fnc_setUnitInsignia;` | 5th Regiment |  |\n|  | `[this, \"EnochJointTraining\"] call BIS_fnc_setUnitInsignia;` | Exercise Electron |  |\n|  | `[this, \"Spetsnaz223rdDetachment\"] call BIS_fnc_setUnitInsignia;` | Spetsnaz 223rd Special Purpose Detachment |  |\n|  | `[this, \"Astra\"] call BIS_fnc_setUnitInsignia;` | Astra |  |"},{"heading":"Configuration","level":3,"markdown":""},{"heading":"Insignia","level":4,"markdown":"You can add a new insignia in Config.cpp and Description.ext.\n\n```cpp\nclass CfgUnitInsignia\n{\n    class 111thID\n    {\n        displayName = \"111th Infantry Division\";                                // Name displayed in Arsenal\n        author = \"Bohemia Interactive\";                                            // Author displayed in Arsenal\n        texture = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\UnitInsignia\\111thID_ca.paa\";            // Image path\n        material = \"\\A3\\Ui_f\\data\\GUI\\Cfg\\UnitInsignia\\default_insignia.rvmat\";    // .rvmat path\n        textureVehicle = \"\";                                                    // Does nothing, reserved for future use\n    };\n};\n```\n\n> [!NOTE]\n> Insignia texture should ideally be 128x128px PAA file."},{"heading":"Objects","level":4,"markdown":"Objects like soldiers or cars must contain special selections on which insignia and clan logo can be displayed. Consider following these rules to make sure your addon is consistent with the official ones:\n\n1. To all playable vehicles (types listed in table below) of all factions, add following selections:\n   - *insignia* - designers fills it with story-related unit insignia. **Must be square**.\n   - *clan* - engine fills it with clan logo. **Must be square**.\n   - *clan_sign* - engine fills it with clan name. Dimensions not specified, but should be **short and wide**.\n1. Map transparent texture `\"#(argb,8,8,3)color(0,0,0,0)\"` to all selections.\n1. When same selection is on both sides of a vehicle, none of them should be mirrored.\n1. Civilians characters and vehicles can be less unified, but must still contain all selections as military type (e.g. instead of shoulders, civilian character can have both selections on front and back side of his t-shirt).\n\nOnce the model is ready, list the selection in object's config. The order of selections is not important, BIS_fnc_setUnitInsignia is looking specifically for *insignia*.\n\n```cpp\nclass CfgVehicles\n{\n    class MyVehicle\n    {\n        hiddenSelections[] = { \"someSelection\", \"anotherSelection\", \"insignia\" }; // insignia selection has to be present\n    };\n};\n```\n\n| Vehicle | Insignia | Clan | Clan Text | Preview Image |\n|---|---|---|---|---|\n| **Character** | **Left** shoulder | **Right** shoulder | N/A |  |\n| **Car** | **Both** sides | **Front** and **back** | Optional above or below *clan*, if there is space |  |\n| **Armored Vehicle** | **Both** sides above wheels / tracks | **Both** sides of the turret.<br>Front and back if turret is too small or missing completely. | Optional above or below *clan*, if there is space |  |\n| **Helicopter** | **Left** side near a cabin<br>**Both** sides when *clan* is on front | **Right** side near a cabin<br>Front on large helicopters. *insignia* is then on both sides near cabin | On tail |  |\n| **Plane** | **Both** sides near a cabin | **Both** (outer) sides of vertical stabilizer(s) | Above or below *clan* |  |\n| **Ship** | **Both** sides, anywhere where there is space | **Both** sides, anywhere where there is space | Optional above or below *clan*, if there is space | N/A |"}],"categories":["Arma 3: Editing"],"groups":["General"]}