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alduric

Name Tag Mod by A3C

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Name Tag Mod

How it works?

If you like to play the coop game like a very realistic simulations, you have notice problem with teammates identyfication isnt it?

Now when you point at someone, you will see his ingame nick. This works for up to 5 meters, 5 meters above nickname no longer displays

How it look like?

1foa.jpg

Download: Click to download

Small Info

Beta release, v1.0

Launch with -mod=@A3C_NameTag

Author Website: http://www.ArmA3Coop.pl - Biggest polish Arma 3 Community.

Edited by Alduric

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Release frontpaged on the Armaholic homepage.

========================================================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me: foxhound@armaholic.com

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Awesome!

Will it work with nametags off?

And can you customize the distance away that it works? 5m seems too short.

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Awesome!

Will it work with nametags off?

And can you customize the distance away that it works? 5m seems too short.

THE POINT OF THIS mod is to work with nametags off :P And its possible.

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Is it possible for you to make a script ver of this awesome mod?

Dirty Haz

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Is it possible for you to make a script ver of this awesome mod?

Dirty Haz

What you mean exacly?

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Script versions are inserted into a mission as ***.sqf and thereby will be loaded by all players of this mission, while addon versions are usually only loaded by single clients (unless you somehow install them on the server and the server "injects" them, like the zeuAI_skill addon).

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Try to make sqf script, name it as you want and run it via init.sqf. But i think, using it as mod is much easier.

Script source:

Waituntil{!isNull player};

while{true} do {

sleep 0.5;

if((isPlayer cursorTarget) && (alive cursorTarget) && (side cursorTarget == side player) && (player distance cursorTarget < 5)) then {

_tag = name cursorTarget;

cutText [_tag,"PLAIN",0.1];

//_ctrl ctrlSetStructuredText parsetext _tag;

//_control ctrlSetStructuredText parseText format["<t>%1</t>",name cursorTarget];

//_control ctrlSetText format["Gracz: %1",name cursorTarget];// for Displays

} else {

//_ctrl ctrlSetStructuredText parsetext "";

//_control ctrlSetText "";// for Displays

};

};

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Hey again Alduric, does this mod not work for AI? Only players?

If not, could you make it work for AI(for single player) and Players?

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+1 on using AI names too. Breaks the "immersion" when only players reveal their names.

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Hey Alduric,

It seems I have to recall the init for the mod to draw name tags again if player dies so that he/she will get the name tags once they respawn.

Been using this in my mission init.sqf:

A3C_NameTag_MP_Respawn_Init = player addMPEventHandler ["MPRespawn", {[] execVM '\A3C_Nametag\init.sqf'}];

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