Home   Help Search Login Register  

Author Topic: How do you use setidentity?  (Read 574 times)

0 Members and 1 Guest are viewing this topic.

dave_taffer

  • Guest
How do you use setidentity?
« on: 02 Feb 2003, 22:35:15 »
How you set setidentity? I know it is done in description.ext, but how do you configure it for a mission? My scripting is crap so I don't know.

RunAwayScientist

  • Guest
Re:How do you use setidentity?
« Reply #1 on: 03 Feb 2003, 07:24:08 »

    I'm pulling most of this next text from the Un-Official Command Reference V.s. 1.04 Something...:
-------------------------------------------------------------------------------
  Sets an identity defined in the description.ext file to the specified unit. Identities are used for characters in the mission who will be using the say and radioMsg commands. Refer to the tutorials at  the OFP Editing Center website for more information on using identities.

Syntax :
unitName SetIdentity "identityName"

unitName is the name of the unit to assign the identity
identityName is the name of the CfgIdentity class in the description.ext file.


Example :
myUnit SetIdentity "Tony"
------------------------------------------------------------------------------

     Please remember, I did not write ANY of the above...

     So, what their saying, is that when you type your Text Messages, or you send them in Single Player Mode, sometimes, it will display: "West (Tony): Hey, East, behind ya!"

       When you set an identiy to a unit, like that, that's what it basically does, for the Radio Set-up.

  Unit1 setIdentity "Tony";
  Unit1 sidechat "We sure showed them East boys eh?!";
  RussianGuy domove WestCamp;
  RussianGuy globalchat "I turned around, and I saw de' smoke. Hands up, or else I blow them, and then you have none left! Ha ha!";
  Unit1 globalchat " Ha ha! Unit1 exec "Exit.sqs" ";
   RussianGuy globalchat " NOOOOO!!!!";
   exit


     Errr....ok, ok, so I ate some Cherry Pie. Sue me...No really, I dare you...Come on tough guy, I'm here ALL week!

       Well, I  hope that helps, and teaches you never to feed me CHerry Pie, or give me an Un-Official Reference, cause' I'm dangerouse!...Oo yeah!....
   
      -RunAwayScientist (Cheese Please!)
   P.s. If you get confused, or don't under-stand me, please contact me right away. I get like that some-times...(Eats Cherry Pie)

dave_taffer

  • Guest
Re:How do you use setidentity?
« Reply #2 on: 06 Feb 2003, 21:35:50 »
That's all well and good, but how do I use it? The command database gave the code (the one cocerning the A-Team) but what do I do to set it to what I want, cos just changing the names in the script does not work.

RunAwayScientist

  • Guest
Re:How do you use setidentity?
« Reply #3 on: 07 Feb 2003, 07:51:26 »

    How do you use it to you? Quote: "but how do I use it?"

        I just told you the correct command, right? Use it in a trigger, use it in a script, hell use it in your Hair-Spray.

    But, that's besides the point. Think of a script as a huge Activation Field, well it is really, so basically, when you exec your script (this exec "blah.sqs) and you have that setidentity command in there, it will change instantaneously. If it doesn't, then that's CodeMasters fault.

     To use it to what you want? Well, that's why I'm here...And created...I'm not sure what YOU WANT....Give me a scenario, and I'll help you...Such as my one in the previous post....

     Good luck, if you need any-more help, contact me.

           -RunAwayScientist

dave_taffer

  • Guest
Re:How do you use setidentity?
« Reply #4 on: 08 Feb 2003, 09:50:10 »
Your supposed to use it in a script? Are you sure? I tried that and it did not work, I read that your meant to put it in the description.ext file, which I did, and the game shut down the instant the mission started

RunAwayScientist

  • Guest
Re:How do you use setidentity?
« Reply #5 on: 08 Feb 2003, 23:35:53 »

   Hmmmm...I don't know alot about the descirption.ext...And yes, I believe you ARE supposed to put it in there.

    I believe this can help you, it's a large description of the description.ext , It'll help you alot. Use it well, and you will be rewarded with Cherry Pies and Apple Plumps, use it incorrrectly, and you will recieve: "Error, The Rain In Spain Falls Mainly On The Plain".


   NOTE: I did not write the next, and following portion, Lustypooh, Niosop are the creators, and should recieve full credit for their work, which is the next portion. Portion, Cherry Pie...Mmmmm....



// Description.ext (in the Mission directory) file format description
// OFP Editing Center ofpeditingcenter.com
//
// This file describes the format of the description.ext file which resides
// in each mission's directory.


// Used for scoring the mission.
minScore=200
avgScore=2500
maxScore=6000

// Title that appears on screen in briefing
onLoadIntro="Eric Stratton. Rush Chairman. Damn glad to meet ya"

// Title that appears on screen at beginning of mission
onLoadMission="Central part of Malden, near the camp in Lolisse"


// Seems to be some definition of Respawns, if and how it is possible
respawn=3;
// Seems to be Time between Respawns
respawndelay=2;

// Indicates whether or not the debriefing window appears at end of the mission 0 = no, 1 = yes
debriefing = 0

// Indicates whether or not to display the watch during the briefing 0 = no, 1 = yes
showWatch = 1

// Indicates whether or not to display the compass during the briefing 0 = no, 1 = yes
showCompass = 1

// Indicates whether or not to display the notepad during the briefing 0 = no, 1 = yes
showNotepad = 1

// Indicates whether or not to display the global positioning system during the
// briefing 0 = no, 1 = yes
showGPS = 1

// Indicates whether or not to display the map during the briefing 0 = no, 1 = yes
showMap = 1

// ??
onLoadIntroTime = true




// This class allows you to provide some uniqueness to some of the characters in the game.
class CfgIdentities
{


// The class name is referenced in missions.sqm file with setidentify command
class Officer
{
// Name of this individual
// This name appears on the screen when the associated character does a
// builtin action (for example..telling others to dismount)
name = "Ngwala Bahalai";

// Face texture to use for this character
// Values are :
// "Face33"
// "Face2"
// "Face8"
// "Face10"
// "Face11"
// "Face18"
face = "Face33";


// Wearing glasses?
// Values are :
// "none" = no glasses
// "spectacles"
// "sunglasses"
glasses = "none";


// Voice to use for this character
// Values are :
// "Adam"
speaker = "Adam";


// Pitch of voice
// 1.0 = normal pitch
// < 1.0 = deeper voice
// > 1.0 = higher voice
pitch = 1.00;
};


};


// Define sounds in the game.
class CfgSounds
{
// Contains a list of all the .ogg files (without the .ogg extension) which are
// in all of the CfgSounds class instances below.
sounds[] =
{
S02v01, S02v02, S02v03, S02v05, S02v06, S02v07, S02v08, S02v12, S02v13, S02v14,
S02v50
};


// Define a specific sound
// The class name is referenced in the mission.sqm file. (e.g. say ""S02v61"")
class S02v61
{
// Name. Why do some have names and others don't? How is this used?
name = "";

// Sound file to use
// First entry is sound file to use (from sounds directory)
// Second field?
// Third field? Pitch maybe?
sound[] = {"S02v61.ogg", db-10, 1.0};


// Text String to accompany the sound. Found in stringtable.csv file
// What does multiple entries mean?
titles[] =
{
0, $STRM_S02v61
};
};



}


// Sound effects? Wasn't used in demo
class CfgSFX
{
sounds[] = {};
};


// Env sounds? Wasn't used in demo.
class CfgEnvSounds
{
sounds[] = {};
};


// Radio chatter?
// Same struct as CfgSounds
class CfgRadio
{
// Contains a list of all the .ogg files (without the .ogg extension) which are
// in all of the CfgRadio class instances below.
sounds[] =
{
S02r16, S02r17, S02r18, S02r19, S02r20, S02r21, S02r22, S02r23, S02r24
};


// Class name is referenced in the mission.sqm file. (E.g. sideRadio ""S02r15"")
class S02r15
{
name = "";

// Sound file to use
// First entry is sound file to use (from sounds directory)
// Second field?
// Third field? Pitch maybe?
sound[] = {"S02r15.ogg", db-40, 1.0};



// Text String to accompany the sound. Found in stringtable.csv file
title = $STRM_S02r15;
};
};



// Music
class CfgMusic
{
// Contains a list of all the .ogg files (without the .ogg extension) which are
// in all of the CfgMusic class instances below.
tracks[]=
{
01demo, 05demo, 11demo,
demo1985, democut, demomixdown
};


// Definition for a specific music track
// The class name is referenced in the mission.sqm file. (E.g. track="01demo")
class 01demo
{
// Name. How is this used?
name = "Demo 01";


// Sound file to use
// First entry is sound file to use (from music directory)
// Second field?
// Third field? Pitch maybe?
sound[] = {\music\01demo.ogg, db+0, 1.0};
};
};

// This class indicates what weapons to make available to the player in the mission
// briefing. Each subclass is optional. The count field in each subclass indicates
// the number of that weapon to make available.
// NEED TO FIGURE OUT THE OTHER TYPES
class Weapons
{
class M16
{
count = 1;
};
class M16GrenadeLauncher
{
count = 1;
};
class M4
{
count = 1;
};
class M60
{
count = 1;
};
class HK
{
count = 1;
};
class M21
{
count = 1;
};
class CarlGustavLauncher
{
count = 1;
};
class LAWLauncher
{
count = 1;
};
};

// This class indicates what weapon magazines to make available to the player in the mission
// briefing. Each subclass is optional. The count field in each subclass indicates
// the number of that magazine to make available.
// NEED TO FIGURE OUT THE OTHER TYPES
class Magazines
{
class M16
{
count = 10;
};
class HandGrenade
{
count = 10;
};
class GrenadeLauncher
{
count = 10;
};
class M4
{
count = 10;
};
class M60
{
count = 10;
};
class M21
{
count = 10;
};
class HK
{
count = 10;
};
class Mine
{
count = 10;
};
class PipeBomb
{
count = 10;
};
class TimeBomb
{
count = 5;
};
class CarlGustavLauncher
{
count = 1;
};
class LAWLauncher
{
count = 4;
};
class Mortar
{
count = 5;
};
class SmokeShell
{
count = 10;
};

};



   Hope that helped! You need any more info just come on down to me...He he (Rhymes)

    -RunAwayScientist