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Introduced in



Description:Defines the face of a person.

The available face variations depend on the faceType parameter defined in the model (see Person Parameters in the VBS3 Developer Reference). It can be determined with the code below, and a list of the associated faces can be seen in the Content Library:

  1. Open VBS3_Content.chm in the /docs/ folder of your VBS3 installation.
  2. Expand Classes and select CfgFaces.
_faceType = getText (configFile>>"cfgVehicles">>typeOf player>>"faceType"); 
// might return "vbs2_man_european_military"

New head models, introduced in V2.0, can also have different shapes, normally used for slender, average, and heavy builds (for example, in head model vbs2_male_american_military). To determine whether a head model is of the new type, check whether the configuration entry swappableHead is set to 1.

_newhead = getNumber(configFile>>"cfgVehicles">>typeOf player>>"swappableHead");


Syntax:person setFace face
  • person: Object - Unit to apply the new face to.
  • face: String - Class name of the new face.
Return Value:Nothing

Alternative Syntax

Syntax:person setFace [face, bitmap] (V3.3+)
  • person: Object - Unit to apply the new face to.
  • face: String - Class name of the face variation (for example, slender or heavy) to apply.
  • bitmap: String - Path to bitmap, to apply to the face variation. Can be JPG or PAA, and has to conform to the respective standards for VBS faces (either be created with the FaceEditor or a similar tool). If no absolute path is given, the VBS root folder is used.
Return Value:Nothing


unit1 setFace "face10";
player setFace ["vbs2_face_male_caucasian_heavy_59","d:\faces\heavy60.jpg"];

Demo mission, applying different face variations and bitmaps:

Additional Information

See also: faceTextures, setMimic
Multiplayer:Effects of standard syntax are local, effects of alternative syntax are global.