---
name: "setFace"
type: command
status: ok
groups: ["Unit Identity"]
arma3_since: "0.50"
locality: {"argument": "global", "effect": "local", "server_exec": false}
source: https://community.bistudio.com/wiki/setFace
revid: 369847
updated: 2024-10-16T13:51:59Z
---

# setFace

*Command · Unit Identity · Arma 3 v0.50 · introduced in Operation Flashpoint v1.00*

Locality: arguments **global** · effect **local**

## Description

Set person's face. For a list of available faces, check CfgIdentities or `CfgFaces` config.
If the face is non-existent, the face is set to 'Default' and the error is logged in the .rpt file.

- Operation Flashpoint faces
- Armed Assault faces
- Arma 2 faces
- Arma 3 faces
- Take On Helicopters faces

## Syntax

```sqf
person setFace face
```

**Parameters:**

- `person`: [Object](../topics/Object.md)
- `face`: [String](../topics/String.md)

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
soldier1 setFace "WhiteHead_02";
```

### Example 2

Set persistent face for a unit in multiplayer:

```sqf
this setFace "AsianHead_A3_02"; // in the init field if the unit already exists in Eden Editor
```

```sqf
if (isServer) then { [_unit, "AsianHead_A3_02"] remoteExec ["setFace", 0, _unit] }; 
// if the unit is created later in the game.
// This only works with stock faces; when a player joins with a custom face into this unit, 
// all current players need to be force-updated to the desired face as custom face overwrites current face.
// Use [[BIS_fnc_setIdentity]] for persistent identity.
```

## See also

[face](../commands/face.md) · [setIdentity](../commands/setIdentity.md) · [setSpeaker](../commands/setSpeaker.md) · [hasCustomFace](../commands/hasCustomFace.md)

<sub>Source: [BI Community Wiki — setFace](https://community.bistudio.com/wiki/setFace) (revision 369847).</sub>
