Home   Help Search Login Register  

Author Topic: description editors  (Read 658 times)

0 Members and 1 Guest are viewing this topic.

Thresher

  • Guest
description editors
« on: 01 Jun 2004, 07:31:17 »
I'm getting the hang of this mission building, but my next hurdle is understanding the description file. I understand that it allows me to put in personal idents and weapons, but does anyone have a descrption wizard that allows you to use addon weapons? i have two different wizards, but neither allows you to input new weapon files into their master list. it kinda defeats the purpose of the wizards cause I have to input the addons by hand...

basically, is there a quick method some of you pro's use?
thanks...

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:description editors
« Reply #1 on: 01 Jun 2004, 07:36:39 »
Use the wizard and then change the names by hand. Shouldn't be too hard. :)

:beat: *Gets Shot* :beat:

PsyWarrior

  • Guest
Re:description editors
« Reply #2 on: 01 Jun 2004, 10:51:33 »
Greetings,

Chris' OFP Script Editor lets you edit the info files that contain the names of the weapons. It's an option in one of the submenus.

Pick it up at the OFPEC Editing Depot -> Editing tools

-Supr. Cmdr. PsyWarrior

Thresher

  • Guest
Re:description editors
« Reply #3 on: 03 Jun 2004, 21:42:50 »
yeah I tried to input weapons into the list that you're talking about, but it doesn't allow me to select it during description writing. ah well.

_hammy_

  • Guest
Re:description editors
« Reply #4 on: 03 Jun 2004, 22:59:51 »
try my description wizard, its in my executable command reference.

See the download link in my signature

Thresher

  • Guest
Re:description editors
« Reply #5 on: 04 Jun 2004, 19:28:55 »
yeah I have yours, just got it the other day. How do I add waepons to the usable list? Meaning, a BAS_M4, is there a way to add this to the wizards wpn and ammo list?

other then that problem, I like the program. great job

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:description editors
« Reply #6 on: 04 Jun 2004, 19:33:26 »
M8, you don't want to mess around with the programs code. Just simply create the description than manually change the weapons like i said in the first post.

:beat: *Gets Shot* :beat:

Dubieman

  • Guest
Re:description editors
« Reply #7 on: 04 Jun 2004, 23:04:55 »
This doesn't sound like a problem with the programs or .exts, it sounds like you need to get more familiar with the interface itself. :)

Thresher

  • Guest
Re:description editors
« Reply #8 on: 05 Jun 2004, 17:47:37 »
"This doesn't sound like a problem with the programs or .exts, it sounds like you need to get more familiar with the interface itself"

apparently I'm familiar enough to see that the wizards out there can't do what I want them to do, so whats the point?

Dubieman

  • Guest
Re:description editors
« Reply #9 on: 06 Jun 2004, 02:23:58 »
What the hell was I thinking! :-[
I skipped the part about the add ons...

Sorry bout that.

Alright how about this. You created your .ext with a few standard bis weapons and you want to put in your add on ones. Just go to the .ext file and open with CHOFPSE and then change weapon names or put in new ones.

Like say yours was...


class Weapons
{
   // Add the weapons to the mission gear
   class Binocular
   {
      Count = 5;
   };
   class XMS
   {
      Count = 3;
   };
*****************************
then replace the names with
****************************

class Weapons
{
   // Add the weapons to the mission gear
   class laser
   {
      Count = 5;
   };
   class supagun
   {
      Count = 3;
   };

***************
Then do the same for ammo. Except replace
Class Weapons with Class Magazines.

Sorry about before... :P

Thresher

  • Guest
Re:description editors
« Reply #10 on: 06 Jun 2004, 18:04:03 »
 :) yeah I have been doing that. I was just wondering if anyone had created a wizard that allowed you to add weapons to the master list, that way when , say, you were using Chris's editor, you pulled down the scroll menu and selected weapon X. Apparently you cannot, so thats fine. Just wanted to tap the brains of you experts out there. Appreciate the help.

anyone know why I create a unit template in the wizard, type the script into the unit Init, it works during the preview, but when I move the mission to single player with a briefing and Description, the unit defaults to its original setting? It seems to conflict with the briefing or desc, but they are all made with same editor. Am I doing something wrong or has anyone else had this problem?