brians200 51 Posted January 18, 2014 Hello, We are wanting to add a small area that only members of our clan can access for storing equipment on a map without VAS. I was wondering if there was a way to retrieve what clan a person is in when it is set by the squad.xml file. I know you can make an array of UIDs and use getPlayerUID. However, if somebody joins the clan after the map is loaded on the server, they will not be able to go into that until the map is updated with the new array and that will destroy all the progress we have made on the map. I have also tried checking name, but it returns the player's name without the clan tag. Does anybody have any advice on this? Share this post Link to post Share on other sites
profcupcake 11 Posted January 27, 2014 Bumping this because I would also like to see if this is possible. Share this post Link to post Share on other sites
brians200 51 Posted February 2, 2014 (edited) The only progress I have made on this is that every thing under the config for cfgVehicles has the following entries configFile >> CfgVehicles >> AllVehicles >> SquadTitles >> name = clan_sign configfile >> "CfgVehicles" >> "AllVehicles" >> "selectionClan" I have not figured out a way to retrieve these off of the player though... They could potentially be the wrong things anyways, but it is a lead? Edited February 2, 2014 by brians200 Share this post Link to post Share on other sites
profcupcake 11 Posted February 3, 2014 (edited) getText getNumber getArray ^ Are those what you're looking for? I doubt checking configs will do it, though. As far as I know, they are only loaded/updated when the game first starts up, so they wouldn't be the place to find a variable like this. Edited February 3, 2014 by ProfCupcake Share this post Link to post Share on other sites
brians200 51 Posted February 3, 2014 Yeah, those commands won't work though, because "player" isn't considered a config. Share this post Link to post Share on other sites
profcupcake 11 Posted February 4, 2014 Yeah, those commands won't work though, because "player" isn't considered a config. That's what typeOf is for. Configs deal with classes, not the individual objects in a level. Share this post Link to post Share on other sites
kispik 10 Posted March 7, 2014 Bumping this because I would also like to see if this is possible. Me too :) Share this post Link to post Share on other sites
Tajin 349 Posted March 7, 2014 I guess the easiest way would be to set up your description.ext to allow the DebugConsole for logged in admins. Then you can simply edit the UID-array while the mission is running (or include an easy to use function to add UIDs). Instead of the debugConsole, the same can be done with a custom interface that is only available to certain people, which is naturaly a bit more effort to do. Alternately (and more complex), you could save the UID-array in the profile (or with inidb), setup the mission to reload the array in a certain interval and use an external script that automatically pulls the UIDs from your squadxml and writes them in the profile (or inidb). Share this post Link to post Share on other sites
kispik 10 Posted March 7, 2014 Hi, Not usefull for me, I want to edit Altis Life RPG to recognize clans (from players' squadxml) to add it on the TAG on their heads. At the moment, it can only show "nickname" and I need "nickname - clan" :confused: Share this post Link to post Share on other sites
Tajin 349 Posted March 7, 2014 From what I know, I don't think it's possible to read the clantag with a script. I guess you could only do that with a custom extension. Why don't you simply allow people to set a clantag via dialog? That may actuall be a better solution in your case as most players don't even use the squad.xml (or apparently don't know about it). Share this post Link to post Share on other sites
dr_strangepete 6 Posted March 7, 2014 -in theory- you can script opening the player info dialog, then using dialog commands read the text from the control containing the squad tag. I'm fairly sure the dialog would have to be open briefly to capture that data (although its often shown at mission briefing, a perfect time, so no issue). and you can obviously only do this locally. that would be a much more advanced method, and i don't have time to debug proof-of-concept code. but i can't see why that wouldn't work... really the simple way is half of what you first said - load a list of default white-listed gid's on mission start, then if for whatever you need to add new gid's, have your gid-check script also include a server variable. new user you add temp gid to running mission, and add gid to hardcopy for when mission or server restarted Share this post Link to post Share on other sites
brians200 51 Posted May 22, 2014 BIS added a new command that finally gives this information. https://community.bistudio.com/wiki/squadParams Share this post Link to post Share on other sites