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Huscurian

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About Huscurian

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  1. I have had this happen to me in BAF during "Mountain Lair". I do believe that the T-80 should be removed from the list of "targets" to be taken out in the base as it is not manned by anyone. Should it be, then it needs to be taken out. Hmm... odd, right? Anyway, thanks for the info, OMAC.
  2. Thank you for that! That gave me something to truly work with. I decided to go by class names as one singular word with an unit name functioning the same way. What I noticed was, if you forget to use the quotations between the classname after setIdentity, it won't work! I finally put in the init line as: Firebird setIdentity "Firebird". It finally REMOVED Vadim Kropacek's name and showed the real name I wanted! :) For future reference, do not type without the quotations: (unit's name) setIdentity "(classname)" Ex: Spartan setIdentity "John_Spartan" Spartan being the unit's name in the editor, and John_Spartan as the classname in the description.ext file.
  3. Let me paraphrase again the topic of the thread I created: in CfgIdentities, I need to find a way to enable the faces, speakers, pitch, and more to show up the characters in-game via the editor before packing the mission as .pbo. I am having current problems with CfgIdentities as I have coded my own personal description.ext containing classes, names, faces, though the majority of description.ext has been incomplete. My path directory to accessing the Editor via ArmA 2 is Documents\ArmA 2\Missions\. I can copy and paste my recent code on here, if needed; my original question was how to display female faces but since I have tried to create a Hunter Coleman using a functionary set for the West Side, his name has always been Vadim Kropacek though I have not been able to change his name. I was trying to utilize the description.ext using a testing map called "Cole.Test.Chernarus" and typed in exactly this: this set identity "Hunter_Coleman". To no avail, Vadim Kropacek's original name did not disappear. It still retained its parent authority! Any suggestions on how to solve this? If the problem was because I put in too much names, I may have to change it. The name_surname ident that I created for class Hunter_Coleman was "Hunter Tipton XII Coleman". Was the problem because of me adding too much names or did the setidentity REQUIRE only two names? Though I may add Jana Soderbosch to her parent thread (yes, a storyline of her own), I still have yet to solve the problem regarding how to change the name in the editor. Anyway, aside from all that, to your statement, steggieav. That's the idea I had the other day. Why not utilize 3dsMax to create a female model, rig the female model using the male skeleton, and then export the file and use whatever tools are necessary to texture, create, and add the female with her capabilities (such as primary & secondary weapons, accessories, etc.) and even enable her to carry a bagpack if needed be. Just how illegal is this to do it? Is this necessary? Sure, it will take months of work to make sure the female model created in 3dsMax becomes functional, but it is really important that if we cannot use the BIS models to enable the missing animations for the females, we should proceed with creating "personal" models that would be uploaded and given freely to anyone who wishes to use female civilians that can shoot firearms, do more than just walk around, etc. Rigging would require a male skeleton, and potentially a created female model in 3dsMax. I'm sure that there are people here who are using it and are more proficient with it. I am learning on that program but nowhere that proficient to create a female model though I'd love to try! I just want to start something simple: a bat, bike, etc. Then go from there. The female/male models, along with vehicles, houses, are the more complex part of 3dsMax and should be for advanced users! SLX? I just thought of a mod since the OFP days where someone created an SLX mod that involved beautiful women who were capable of carrying guns, shooting left and right, and doing more like men. I am not so sure if the SLX mod does exist, or if I am thinking of another one but that's why I mentioned it. Not sure if anyone remembers that SLX mod from the OFP days.
  4. I did exactly like this! I have a major problem. Either ArmA 2 does not like me or I am not doing this correctly like I think I was. I have a path directory where my Colemania folder goes under Documents\ArmA 2\User Mission\. I created a mission called Cole_Test for the purpose of testing out various things to understand mission design. I have created a description.ext file where I have coded and saved in the Colemania folder. When I log onto the ArmA 2 Editor, I have a Western Functionary (Chernarussian) standing in front of me. I named him potroc, typed in the initialization field: this setIdentity "Hunter_Coleman"; Here's my complete code for the CfgIdentities: class CfgIdentities { // Republic of Colemania class Hunter_Coleman // President of the Republic of Colemania { name="Hunter Tipton XII Coleman"; face="Face74"; glasses="Spectacles"; speaker="Dan"; pitch=.95; }; class Holson_Coleman // Main Character Thread #1 { name="Holson Coleman" face=""; glasses="none"; speaker=""; pitch=; }; class Jana_Soderbosch // Main Character, Thread #3 { name="Jana Soderbosch"; face=""; glasses="none"; speaker=""; pitch=; }; // Federated Republics of Ekhrenia class Ilya_Borissovich // Main Character, Thread #4 { name="Ilya Borissovich"; face=""; glasses="none"; speaker=""; pitch=; }; class The_Mortician// Ekhrenian assassin of Residency X, Thread #5 { name="The Mortician"; face="Face20"; glasses="BlackSun"; speaker=""; pitch=; }; // Republic of Chernaskriya class Andreiy_Krubachov // Police Officer, Thread #2 { name="Andreiy Krubachov"; face=""; glasses="none"; speaker=""; pitch=; }; }; I hope that someone here will tell me exactly what I did wrong or why my ArmA Editor won't display that Functionary's name as Hunter Coleman. His actual name in game is Vadim Kropacek, which I necessarily do not want! What did I exactly do wrong? Why does the ArmA 2 Editor not display the name, face, and options that I've laid out for a specific character? Anyone?
  5. Greatly appreciated, tpw! :) I will for sure be downloading that mod! :) I have a problem. I used a female Damsel in the Editor to test her out, removed weapons then added something. Just for kicks a machine pistol. Turns out she won't move faster and I think, in regards to a certain topic, the female civilians are not ALLOWED to carry guns. Weird that female civvies do not have the proper anims that male civvies do! Wasn't there a SLX mod of female civilians carrying guns? Is there any other mod for A2 that enables that? That soldier mod you just linked me will help me with some of the ideas that I've been brainstorming!
  6. Hello, I'm just working on a simple CfgIdentities list through the Description.ext. Just a simple piece of work while I just tinker with the mission editor. I have several questions. To be honest, I have tried the search function within this forum and it sucks. I don't mean to be very rude but I think the search function handles its searches differently than I am used to googling, I think. Correct me if I'm wrong... Now back on topic. I have several females I have in idea for the CfgIdentities because I'm brainstorming about a mission. The problem is that the CfgIdentities that included the Faces here are all male! Here's a working part of the Description.ext file: class Jana //Main Character, Thread #3 { name="Jana Soderbosch"; face=""; glasses="none"; speaker=""; pitch=; }; I want Jana Soderbosch to potentially have a beautiful face, wear civilian clothes (preferably a nice jacket with tight fitting blue jeans) and in her unit configuration (which I'll sort out myself) she carries a silenced handgun, several gadgets, and a radio. Now that I've explained a part about Jana, my question is, where are the female faces? Secondly, is it possible to make Jana a soldier with a female face just to briefly detail her storyline before diving right into her civvies? Or is that not feasible? Are there any existing mods that may help serve this character? Another question... Suppose that I have chosen a Western Functionary. He is the President and I've decided to add a particular character from the CfgIdentities. I MUST choose the Functionary from the Editor via ArmA 2, plop him right onto the editor, name him FunctionaryROC, and put in the init field as: _FunctionaryROC setidentity Firebird;, click OK. Would this enable the character I've selected to adopt the class that was written in the description.ext file? I just want to make sure that I have a clear cut understanding of what works, what doesn't. To be honest, we do need to add females into the game for a variety of reasons, and let's not forget it could add spice to a mission! Not that kind of spice, the kind of spice where the mission lends to itself a certain authenticity, for instance storyline progression, background information, or mutual understanding of other characters...
  7. You mean parade formation? I was thinking about that the other day and wondered why does ArmA lack the capability to produce formations outside of the originals that we have (Vee Left, Vee Right, Diamond, etc.) It would be nice if known military formations such as parade, two-ranks, three or more-ranks, skirmishing (one frontal line composing of more than just one unit spaced apart. The second line is pushed to the left but each unit is behind the gap acting as the second-string skirmisher. Think the Roman Maniple except one unit each), and even in our crazier dreams: the battle formation! It would be cool if we are able to link the units per group to follow its advance group. For instance the first parade group marches on to their waypoint while the rest of the other groups follow when connected via waypoint... or is that solved by synching via editor? Not only do those formations work on infantry, it should also apply on military vehicles too! I am not so sure if Bohemia is truly interested in adopting those formations but it would be nice. Though I have went to the last page in this thread, I have confirmed that what I wanted out of ArmA 3 may not be the wishlist: 1) Being able to kill the enemy, put on the uniform treating the player himself as a part of their side unless exposed or returning fire. 2) Utilizing quad core processors or better for more improved performance along with more GPU output for more than one video card (think this was mentioned but not sure) 3) More support for 3dsMax? (Not sure if this is mentioned; does this fall under "Customizable and Moddable?) I think that's it unless I have more to spill but I do think that A3 would be a great game with all the features implemented! :) Bohemia Interactive, thanks for making great military simulators! I enjoy them even today!
  8. I remember back in the days of OFP that there was someone who were creating CIA missions through the editor, and was about to release them to the web. He said that he had to stop making them because his hard drive crashed, and he did not backup all his files. He decided then on that he would not create any more because it was a lot of work for him. I wanted to know if anyone on here knows of any user-made mission in which one must be the spy and try to extract someone, gather intelligence, or go around assassinating key officers, members of some extremist group, etc.?
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