Jump to content
Sign in to follow this  
Gameboy789

Mission Editor Question

Recommended Posts

I have a new mission I am starting that will include "The Undead Mod" and "Desert Mercenaries and Blackops" Addons. It starts of with US army men being dropped off by helicopters in an overrun airfield. They kill some zombies. Ive got all that done but its the next part that is confusing me. Then Mercenary Blackops men are dropped off (same team as Army) and are ordered to kill Zombies and US army men because they are at risk of being infected. I don't want the US army men to shoot back. So how can I achieve this? Almost forgot to add: The "Desert MErcenaries and Blackops" Addon adds gas masks as a type of glasses. So I use "this setidentity "gasmask". It works but it makes everybody the same with no names. is there a way to make it randomize everything else besides the glasses? Thanks!

Edited by Gameboy789

Share this post


Link to post
Share on other sites

Easiest way would be to use the 3 factions.

Example.

Have the zombies as Independant set to be friendly to no-one, US Army to Blufor, Blackop's to Opfor, all blackop's set to this captive true, so US Army will not engage them.

Easy way to set any faction troops to another faction is to group them to a higher ranking enemy faction unit that has it's probability of presence set to 0%

Edited by Koni

Share this post


Link to post
Share on other sites
Easiest way would be to use the 3 factions.

Example.

Have the zombies as Independant set to be friendly to no-one, US Army to Blufor, Blackop's to Opfor, all blackop's set to this captive true, so US Army will not engage them.

Easy way to set any faction troops to another faction is to group them to a higher ranking enemy faction unit that has it's probability of presence set to 0%

So how do I make Black Ops Opfor

Share this post


Link to post
Share on other sites

Easy way to set any faction troops to another faction is to group them to a higher ranking enemy faction unit that has it's probability of presence set to 0%

Share this post


Link to post
Share on other sites
So how do I make Black Ops Opfor

Group the black ops to a high ranking opfor unit. Then set the opfor unit to probability of presence to 0%.

Share this post


Link to post
Share on other sites

Thanks , that worked like a charm! But for my other question: Is there any way to make "this setidentity "gasmask"; only change the glasses to a gasmask and keep everything else randomized? And also is there away to automatically switch to another player? For example: YOu start off as a US army guy and after you kill all the zombies it triggers you to automatically switch to a Black ops guy.

Edited by Gameboy789

Share this post


Link to post
Share on other sites

selectPlayer command works well in SP, exept for yhe fact that your name will also change. (just a detail)

when in your mission you want to switch to another unit automatically, do this:

name the unit you wish to switch to, unitName, can also be a spawned unit with name or handle.

addSwitchableUnit unitName;
selectPlayer unitName;

for MP this command has alot of issues, i have a working MP switching part in a beta version of my player loadout script in my id.

it will work with normal MP respawns, but so many other "mission related" issues will occur so i eventually gave up on the uniform switching project.

Share this post


Link to post
Share on other sites
selectPlayer command works well in SP, exept for yhe fact that your name will also change. (just a detail)

when in your mission you want to switch to another unit automatically, do this:

name the unit you wish to switch to, unitName, can also be a spawned unit with name or handle.

addSwitchableUnit unitName;
selectPlayer unitName;

for MP this command has alot of issues, i have a working MP switching part in a beta version of my player loadout script in my id.

it will work with normal MP respawns, but so many other "mission related" issues will occur so i eventually gave up on the uniform switching project.

This is a noob question, but where exactly do you put that?

Share this post


Link to post
Share on other sites

lets say you have a officer unit placed at a base, name him unitName in the name field in the unit placement window.

now place a radio trigger or a opfor not present or something, type of trigger does not matter, that will only be "when" you want the switch to happen, for now just use a radio trigger in a test mission.

place the code in the on act field of a trigger.

when you run the trigger, either from radio menu (press 0, 0 ingame) or opfor not present or whatever you use, you will switch to control the officer.

Share this post


Link to post
Share on other sites

Thanks guys for the responses! They've all really helped! I have just one more question: How can I just change a units glasses and have him be randomized the rest. I try to use "this setidentity" but it changes the glasses but makes the rest of him the same as everyone else with no name.

Share this post


Link to post
Share on other sites

create several different identitys in a file called description.ext and place it in your mission folder:

class CfgIdentities
{
   class John_Doe
   {
       name = "John Bartholemew Doe";
       face = "Face20";
       glasses = "None";
       speaker = "Dan";
       pitch = 1.1;
   };
};

more info here:

http://community.bistudio.com/wiki/setIdentity

Share this post


Link to post
Share on other sites

If the gas masks work like ACE's do, all your effort at selecting a specific look for someone will be lost as soon as you put it on due to how identities work.

Share this post


Link to post
Share on other sites
If the gas masks work like ACE's do, all your effort at selecting a specific look for someone will be lost as soon as you put it on due to how identities work.

I dont know how gas masks in ACE work, but I'm just using them for looks. Thanks for all the help guys!:yay::yay:

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×