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Author Topic: Naming Groups and Group ID : UNSOLVED or Unsolveable  (Read 1710 times)

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Offline Nixer6

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Well I know how to name a group, set a group ID and color, but there is one thing I can't seem to do....

Lets say I have a group of 5 playable units. Let's call em Team_Alpha.

In the init of the group leader I put

Code: [Select]
Team_Alpha = group this;
in the init.sqf I put

Code: [Select]
Alpha_Team  setgroupid ["Alpha Team","GroupColor3"];

What I would like to do is get rid of that darn alphanumeric group ID that shows up in the player assignment screen...

1-1-A

1-1-B  etc, etc.

Is there anyway to do this? I would like it to say Team Alpha....or at worst case Team_Alpha.

Is it a "feature"?  ???

edit:

Also, is there anyway to have the group name in the briefing, under group? It just says Group now.

ie;

Group

LT Fred Scmuck
Pvt Ima Slacker
Pvt M.A. Loon

I'd like it to say

Team Alpha

LT Fred Scmuck
Pvt Ima Slacker
Pvt M.A. Loon

edit: I see this has been asked before...My Bad, and no can seem to solve the problem. Locking it and marking it Unsolved..for Now

« Last Edit: 23 Aug 2007, 13:33:14 by Nixer6 »
Why do I have to be a Rocket Scientist to make a good mission?

Offline Mr.Peanut

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Re: Naming Groups and Group ID
« Reply #1 on: 22 Aug 2007, 15:10:28 »
This was never possible in OFP, and is probably not possible in ArmA. No code is run before the slot screen.

What others have done as a workaround is to display a message at the mission start that tells people which group they are in. They can then recheck the briefing.

There is a small text also displayed at the top of the slot screen that you could use to say 1st group is alpha red, 2nd group is charlie black etc. I think this text is set in the intel button in the mission editor. The text must be quite short.

edit: make sure you set the group in all units' init fields, not just the leaders', otherwise it will not work when the leader slot is empty.
urp!

Offline Nixer6

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Re: Naming Groups and Group ID
« Reply #2 on: 22 Aug 2007, 15:43:18 »
No code is run before the slot screen

Thanks...that's what I was afraid of.

make sure you set the group in all units' init fields, not just the leaders', otherwise it will not work when the leader slot is empty

Again, thanks. I knew that but it is easy to forget when you have additional code in the unit init.  :good:

I know, I forgot about it in the latest iteration of one I am working on.  :P

Why do I have to be a Rocket Scientist to make a good mission?