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BHD Mod

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Briefing Name
« on: 31 May 2004, 03:10:57 »
I looked in the description.ext file description tute, but i still can't find out how to make it say "Briefing, "player name" like it does in the original campaign. I also want to know how to name members in my group. Thanks!

TERA_Forrest

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Re:Briefing Name
« Reply #1 on: 31 May 2004, 06:34:02 »
i'm not sure if this is what your talking about but here it goes...  in the description file add these to the top of the page:

onloadmission= "type out whatever here";
onloadmissiontime= false;

onloadmissiontime whith false takes off the date and time when you load your missions up.  Hope this helps ;)

Offline h-

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Re:Briefing Name
« Reply #2 on: 31 May 2004, 09:35:45 »
It says always Briefing and the player's name ;)
I think you are referring to a character name (like Armstrong) ???

in that case you need to make an identity for the player (CfgIdentities) in the desc..ext and then give it to the players unit by using setIdentity.
« Last Edit: 31 May 2004, 09:36:21 by HateR_Kint »
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Loup-Garou

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Re:Briefing Name
« Reply #3 on: 31 May 2004, 10:54:36 »
Example (made by macguba) :


// this file sets up what we in internetland refer to as "cool stuff"
// lines starting with // are just notes to the reader and are igored by the game
// in script files you use ; instead of //


onloadintro = "You could just play this mission . . .  or you could take it to bits in the Mission Editor. "
onloadmission = "Le Moule, Everon"
debriefing =  1
showWatch =  1
showCompass =  1
showNotepad =  1
showGPS =  0
showMap =  1
onLoadIntroTime = false


// multiplayer things ... irrelevant in this single player mission

respawn = "Group"
respawndelay = 10


// scores for gold stars in the debriefing

minScore=0
avgScore=1800
maxScore=7500



// you need to put
// this SetIdentity "HarryPotter"
// in the init field of the unit, since that's the class that has been used
// note that Harry Potter is not the same as HarryPotter

class CfgIdentities
{
   class HarryPotter
   {
      name = "Harry Potter";
      face = "Face5";
      glasses = "none";
      speaker = "Marc";
      pitch = 1;
   };
};



// weapons selection


class Weapons
{
class binocular
{
count =  2;
};
class M21
{
count =  1;
};
class Steyr
{
count =  1;
};
class G36a
{
count =  1;
};
class XMS
{
count =  1;
};
class M16
{
count =  1;
};
class M16GrenadeLauncher
{
count =  1;
};
class M60
{
count =  1;
};
class kozlice
{
count =  1;
};
class MM1
{
count =  1;
};
class Mortar
{
count =  1;
};
class LAWLauncher
{
count =  1;
};
class CarlGustavLauncher
{
count =  1;
};
};



// and the ammo


class Magazines
{
class M21
{
count =  9;
};
class SteyrMag
{
count =  9;
};
class G36aMag
{
count =  9;
};
class M4
{
count =  9;
};
class M16
{
count =  9;
};
class M16GrenadeLauncher
{
count =  9;
};
class M60
{
count =  9;
};
class kozliceball
{
count =  9;
};
class kozliceshell
{
count =  9;
};
class MM1magazine
{
count =  9;
};
class HandGrenade
{
count =  9;
};
class Mortar
{
count =  9;
};
class LAWLauncher
{
count =  6;
};
class CarlGustavLauncher
{
count =  2;
};
class Pipebomb
{
count =  3;
};
class Flare
{
count =  4;
};
class FlareRed
{
count =  4;
};
class FlareGreen
{
count =  4;
};
class FlareYellow
{
count =  4;
};
class SmokeShell
{
count =  4;
};
class SmokeShellRed
{
count =  4;
};
class SmokeShellGreen
{
count =  4;
};
};