OFPEC Forum
Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Multiplayer => Topic started by: myke13021 on 15 Jul 2007, 00:50:52
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Hello
I'm trying to get rid off these Group Callsigns in the assigning Screen in MP.
Actually it says "1-1-A....1-1-B.....1-2-E" and so on. I would change this to something more reliable like "MyGroup.....OtherGroup...DifferentGroup".
Not sure if you get the point.
I've already tried to mess around with setGreoupId but this changed the Callsigns only in Radio, but not in assigning Screen.
If please someone could point me the Direction plz.
Greetz
Myke
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I'm not sure this can be done. It was always a minor annoyance in OFP. No code is run before the assignment screen so you can not change what is shown there. Would be nice if ArmA allowed a small bit of text description for each group...
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Thx Mr.Peanut
but at least the mission.sqm will be executed as the assigning screen has to "know" which units are playable. And also the decription.ext must be read in advance as this line
disabledAI = 1;
takes effect in the assigning screen, disabling the AI for all unused Slots.
And also this line
description="Gruppe Condor Leader";
is correctly shown in the assigning screen. Therefor the mission.sqm is already used for some informations.
But i'm affraid that this will not work for Group Callsigns. :(
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This may help: setGroupId (http://community.bistudio.com/wiki/setGroupId)
Look at the Note by Mondkalb ;)
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Thx T_D
already tried this and i'm in close contact to Mondkalb. As i mentoined in my first post it works ingame but not in the assigning screen.
Anyway, found something which says a stringtable.csv could also work and i tried this out (can't find the link right now, will edit later) but stil the same result.
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The only way I can figure the stringtable would work is if the mission stringtable over-rides the default stringtable, and the group ID's are actually part of the stringtable.
Yes, the description.ext is processed, and the mission is processed as far as player slots, but no actual scripting code is executed until after the assignment screen.
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In the 'Description' field of a playable unit.... (EDIT: In the editor I mean)
Put "Group: Dude #1" or something to that effect.
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@firecontrol
already have this (look my second post, the "description" thingy).
Seems theres no way to vhange the group name itself.
thx to all who tried to help.
i don't lock it, maybe one day a genius will have a solution. :D
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Oh, misread what you needed. Sorry. :)
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Well Im not trying to Hijack this thread but I figured people get tired of answering new threads when there are other threads already started but people dont use the search function ::)
Anywho I am very new to mission creating and I was wanting to change radio call signs to like Alpha Leader Alpha 2 ect how and where do I add the setgroupid? I already have lines drawing each unit to leader do I still need to use groupthis=Alpha ?
here is what I have in int. Groupthis=Alpha in all of "Alpha's" int. area
How do I get rid of the AI if noone fills the spot? I have all units as playable?
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I'm a bit confused by your post. groupthis is actually two commands, not one, and the way assignment works is actually the other way around! I suspect that you are mangling up a standard method of recording a group, without fully understanding how scripting works. E.g. common init line is:
alphaTeam = group this
is the way to assign the variable alphaTeam to the group of the character whose init field that code appears in. That group could be referred to in scripts as alphaTeam. This has nothing to do with labelling the group differently (sometimes people call assigning a variable for an object or group "naming" it, but this isn't the same as giving it a textual name label). For this, you'd use:
(group this) setGroupId ["Alpha Team", "GroupColor0"];
Hope that makes things a bit clearer for you...