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Thread: Editor Database

  1. #11
    This is a full list of workable building classes with pictures to allow mission editors to scroll through all the buildings to find what there looking for, and the classname is displayed to the left of the picture.

    please note, theres 597 images which totals to 40meg of loading, bear with it

    http://www.armaleague.com/buildingclasses
    plz no

  2. #12
    great list, thx
    can someone add the missing leaders please ?:

    "OfficerW"
    "TeamLeaderW"
    "SquadLeaderW"

    "OfficerE"
    "TeamLeaderE"
    "SquadLeaderE"

    "OfficerG"
    "TeamLeaderG"
    "SquadLeaderG"

    also block with the civilian units would be great.
    if no one has it ready for copy&paste i might post it here

    edit: well ok, the complete list can be found in the BIKI
    http://community.bistudio.com/wiki/C...eference_Lists
    and this should be fine



    "The simplest is always the best"
    -Thomas Jefferson

  3.   This is the last Developer post in this thread.   #13
    Please quote the questions in your posts when you are providing the solution. You may quote images in this thread when you are providing a solution.
    We will delete a post with a question when a solution has been provided to keep the thread as clean as possible with quick access to solutions to problems.


    Quote Originally Posted by (KJAM @ June 12 2007,11:51)
    Does anyone know the weapon and magazine classnames for the A-10 Mavericks?
    Weaponname: mavericklauncher
    Magazinename: 5rnd_maverick_a10

    Quote Originally Posted by [b
    Quote[/b] ]I keep posting " thank you", are you the one deleting it?
    hmmmmm
    Yes




  4. #14
    Removed link for obsolete faces and uploaded new 1.08 face reference plus tutorial.
    You can download it here
    or go to the Biki SetFace page and download it from there.

  5. #15
    Since this question is coming up over an over again:

    To have access to more objects than the ones available in the editor you need an "Editor Update".

    There exist two versions:

    * 6thSense.eu's EditorUpdate, which give you access to objects that already have class names, and are just not listed in the editor (about 400 objects).

    * EditorUpdate 1.02 by LowFly, which creates custom classes for every object in ArmA (over 1,000 objects).
    This update has to be treated like a custom addon, i.e. if you are using objects from this update in your mission people will need to have this update installed as well to play it. (This is not the case with the first, smaller update).

  6. #16
    What is the database name for West officers?

  7. #17
    Procedure:

    Open Arma, Start Editor, Place an Officer, Save the mission, Take a look into the mission.sqm

    Or

    Open Arma, Start Editor, Place an Officer, Place a 'hint format["%1",typeOf this];' in the Initline.

    => OfficerW

    E: But what are you asking for? Do you have your eyes closed while browsing the Biki?

    http://community.bistudio.com/wiki/ArmA:_Infantry
    http://community.bistudio.com/wiki/O...t:_CfgVehicles




  8. #18
    Added an online gallery of Arma 1.08 faces to spare people from downloading the whole set if they are just looking to get the names of some faces.
    You can browse all Arma 1.08 faces at the Arma faces gallery

  9. #19
    Quote Originally Posted by (Al Simmons @ Dec. 01 2006,09:51)
    Originally written by: XCess
    Source: Sickboy &th sense forum

    Giving the player the ability to switch units (known as team switch) is pretty simple in Armed Assault, and requires only a very basic knowledge of the scripting language.
    Commands
    There are several commands associated with this feature:
    - enableTeamSwitch
    - addSwitchableUnit
    - teamSwitch
    - teamSwitchEnabled
    - selectPlayer
    - setPlayable
    - switchableUnits
    - removeSwitchableUnit

    addSwitchableUnit:
    Adds a single unit to team switch
    eg: addSwitchableUnit aP

    enableTeamSwitch:
    This turns team switch on.
    eg: enableTeamSwitch true

    teamSwitch
    Forces the team switch dialog to appear.
    eg: teamSwitch

    teamSwitchEnabled
    Check if team switch has been turned on.
    eg: ?(teamSwitchEnabled) : teamSwitch

    selectPlayer
    Forces a player to switch to a specific unit.
    eg: selectPlayer aP

    setPlayable
    Makes a unit playable, therefore, entering them into an array of switchable units.
    eg: setPlayable aP
    note: playable units can also be set in the editor, in the control drop down menu when placing a unit.

    switchableUnits
    Returns an array of all units eligible for teamswitch.
    eg: _x = switchableUnits

    removeSwitchableUnit
    Removes a unit from the array of switchable units.
    eg: removeSwitchableUnit ap

    Possibilities
    This new features adds quite a few possibilities to the game other than the obvious switching of roles when you die. This feature allows something that many mission creators
    begged and wished for in Operation Flashpoint, the ability to change clothes in game.
    Have you ever wished you could sneak through a town dressed as a civilian, and then pick up a gun and a uniform when you meet your comrades? Have you ever wished you could take that big, cumbersome ghillie suit off while in town? Have you ever wished you could steal the uniform of a dead foe and pretend to be one of their kind? Well, now you can, and, for all you realists out there, team switch can be disabled on death. So you don't have to worry about switching into other peoples bodies when you die.

    Disabling Team Switch On Death
    Team switch can be used purely as a role or uniform changing feature. If you wish to allow changing of uniforms or roles without giving the player the advantage of having multiple
    lives, there is a simple trick to make this possible.
    Create a trigger, change nothing other than the condition and onActivation fields.
    In the condition field type: !(alive player)
    In the onActivation field type: enableTeamSwitch false
    Now you can switch clothes without switching lives.
    So does this "uniform-switching" work in MP games? I haven't heard of this before, but it sounds very interesting.

    What would a basic script to run something like this look like? Anyone have an example script?
    Looking for more COOP realism in Arma on MP servers? ***Try out for the 3rd Mechanized Infantry Division @ Regiment HQ. The way Arma was meant to be played!

  10. #20
    teamswitch does not work in MP. In my CTI mission I give the illusion of it working by allowing the user to switch spots & weapons with their squad AI. The user model doesn't change though.

    Ranger School - Make your own mission in game! Full MP support (Old ver)
    DooACS - Arma2 anti-cheat to protect your server, feared by cheaters

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