The-Architect 0 Posted April 11, 2004 What about a uniform editor like you get with some footy games? You get a default uniform for east west and resistance or whatever, and you can import jpeg's/tga's etc onto the unit. Flashpoint would recognise where the pic is supposed to go, ie shirt, shorts etc by what you name it, ie shirt.jpg, shorts.tga. Share this post Link to post Share on other sites
superskunk 0 Posted May 18, 2004 I like to be able to switch units-textures while playing. So you can start as civilian and at a cut scene, you appear in uniform, and play on like that. Its good for story telling. just with a simple script line like: this setunittexture "man1" or this setunittexture "sniper" Would be fun in some way! Keep up the good work BIS. Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted May 18, 2004 I like to be able to switch units-textures while playing.So you can start as civilian and at a cut scene, you appear in uniform, and play on like that. Its good for story telling. just with a simple script line like: this setunittexture "man1" or this setunittexture "sniper" Would be fun in some way! Keep up the good work BIS. I get the point but the models are different for civilians and infantry, not just the textures. Share this post Link to post Share on other sites
SnypaUK 0 Posted May 18, 2004 U sure baron? if u have a soldier minus a weapon next to a civilian they are exactly the same Share this post Link to post Share on other sites
m21man 0 Posted May 18, 2004 Quote[/b] ]if u have a soldier minus a weapon next to a civilian they are exactly the same Except for the ammo pouches, the backpack, and the hat... Yes, civilian models are different from soldier models, and I'm sure that the differences will be more noticeable with OFP2's improved models. Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted May 19, 2004 U sure baron? if u have a soldier minus a weapon next to a civilian they are exactly the same Share this post Link to post Share on other sites
SnypaUK 0 Posted May 27, 2004 I assumed you were talking about the animation not the actual models Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted May 28, 2004 I assumed you were talking about the animation not the actual models ... You think textures are applied to animations? Read the thread next time. Share this post Link to post Share on other sites
SnypaUK 0 Posted June 1, 2004 Im saying that the standing still animations are still exactly the same Share this post Link to post Share on other sites
dm 9 Posted June 1, 2004 Im saying that the standing still animations are still exactly the same And everyone else is talking about the MODELS not the animations.... Share this post Link to post Share on other sites
waffendennis 0 Posted June 1, 2004 Im saying that the standing still animations are still exactly the same And everyone else is talking about the MODELS not the animations.... Yes and the offical topic was: The choise of weapons and load out and not about Models. So i suggest that you read the first message again before saying a thing. //WaffenDennis Share this post Link to post Share on other sites
dm 9 Posted June 1, 2004 Yes and the offical topic was:The choise of weapons and load out and not about Models. So i suggest that you read the first message again before saying a thing. //WaffenDennis Err... actually, if you keep up with the topic, Superskunk suggested the ability to change the look of your soldier whilst playing (a key part of any "Unit EDITOR") He suggested using a method similar to the current setobject texture. Hurlo then pointed out that the soldier and civilian models were fundamentally different, so this would not be possible. SnypaUK didn't quite understand what Hurlo was talking about (the fact that the soldier/civilian models are different, thus a simple "setobjecttexture" would not suffice) and started talking about animations etc. Also, I was one of the first posters in this topic, and the "official" topic was about improving the way units are selected in the ingame editor. Not weapons or loadouts, but making the overall navigation easier via more intuative sub-classes, and modifiers. So I suggest that YOU read the topic first waffen, rather than charging in on your righteous highhorse... To keep ontopic: Some ability on the model to provide a complete set of load bearing equipment, which is then hidden, and specific items then revealed automatically by the game engine when a certain loadout was selected. E.g. the soldier model is created initially with a full set of M4 pouches, a full set of m249 pouches, a medic pouch and various other aspects of the LBE. All of this is then hidden, and when in the editor you equip your soldier with an M4, the M4 pouches are displayed, if you equip with an M249, then the M249 pouches are displayed. This could be developed further, say at the start of a mission you equip with an M4, then halfway through, you re-equip with an M249. This would mean you still have the M4 mag pouches on your LBE, thus severly limiting the amount of M249 ammo you can carry. Since the M249 box mags dont fit into the M4 mag pouches. This would provide an air of "specialism" without making the weapon choice as "solid" as say Ghost Recon (where the weapon you start the mission with is the weapon you end the mission with) Share this post Link to post Share on other sites
waffendennis 0 Posted June 1, 2004 But any way I hope BIS reads this and get those ideas in OFP2 Share this post Link to post Share on other sites
bedlam 0 Posted June 13, 2004 how about a .."loadout" for each unit in editor.. making it easier to limit or pick weapons and ammo? im gettin tired of all add remove weapon magazine cargo bla bla bla bla strings. Share this post Link to post Share on other sites
xenom 0 Posted June 14, 2004 (i haven't read all topic) i want a textbox on the unit proprieties to set the height of the same unit; i don't want to set the altitude by using the "object setpos [getpos this select 0,getpos this select 1,height]" (sorry for bad english) Share this post Link to post Share on other sites
hellfish6 7 Posted June 14, 2004 how about a .."loadout" for each unit in editor.. making it easier to limit or pick weapons and ammo?im gettin tired of all add remove weapon magazine cargo bla bla bla bla strings. It was mentioned. Share this post Link to post Share on other sites
WarWolf 0 Posted June 23, 2004 I agree with the need to customise weapon loadout in the editor using drop down listboxes, maybe in a separate popup dialog from the unit dialog, say primary, secondary, handgun, and ammo count for each, this would be better than doing it the hardway through the init line. I can see that this might be problematic with a rucksack though, unless the rucksack's a separate object which gets a loadout and _then_ gets linked to a unit. The most important point raised in my opinion is that of camo-textures being selectable. I get constantly frustrated by all the separate addons for each camo scheme + subsequent searching + downloading etc. IMO it would be MUCH better to have EVERY unit and addon - including 3rd party - include at least the 3 basic camo schemes - green / desert / snow. That would need to be standardised across all addons, which would make mission editors jobs more simple, the players acceptance of different terrain type missions would be improved by not having to download stuff for every mission type, and would fit very well with a dialog-selected camo type for the units you're working with. Possibly an option for the mission / mission editor to set this GLOBALLY, therefore all units you place will conform to this scheme without having to hand-edit each unit placed....? My tuppence worth, anyway. WarWolf Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted July 16, 2004 I want a Unit editor like in SOldner. You can select bodies Heads Helmets Boots Trousers and so on. And maybe that you can give your Soldier Weapons by selecting them. Not via [this] exec "M4Acog.sqs" Share this post Link to post Share on other sites
uiox 0 Posted October 31, 2004 choose the unit view (1st,2,group) in the editor and lock it specially for MP games. Share this post Link to post Share on other sites
Commando84 0 Posted November 8, 2004 I have a idea to improve the mission editor! i kind of had a idea just poped up in my head, i was thinking about my missions that i had edited and i had used a whole lot of setpos to put buildings and objects at the right height so i was thinking that in ofp 2 there should be a easier way to do it. by having a slider that you can press up and down to change the setpos on Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted December 16, 2004 what about the normal 2D editer and an option to make it 3D so it would be easyer to place objects and units.. plus with the feature Commando84 said.. you would be able to place people at house windows street coners just with them poping out a little bit.. it would be much easyer instead of keep playing to see if you have everyone in the right places. Share this post Link to post Share on other sites
Jay L.Macrae 0 Posted July 4, 2005 Don't know if this has been mentioned before but why not have the editor running... just like the game but without a player. Let me explain: The game would be running as usual, but on a "PAUSE" mode, so nothing is moving. Then u would have a 3'rd person view over the terrain. U'll be moving over the terrain with the arrow keys, changing the view angle of the camera (360x360) with the mouse and moving up or down with the Page up and Page down buttons. Everything else would be working as usual... F1, two clicks on the ground or in the air, place a plane, soldier or a boat... and so on. You can even go through houses on different story's/flat's/floors and place waypoints everywhere! What do ya think about that? Share this post Link to post Share on other sites
UNN 0 Posted July 9, 2005 To expand on the idea of more detailed editor dialogs, so anyone can add just about anything they want? Quote[/b] ]I want pre-made scripts for people who don't know how to make them. Â Vehicle respawn for example, Make Description.ext and Config.cpp the same thing, so a mission designer can include minor addons and re-configure existings ones. It might result in massive missions, but it's up to you if you want to download them? If you did that, you could enhance the mission editor dialogs? Allow editor dialogs to be inherited and expanded, by the addon or mission maker. Anyone could write regular addons or small (mission only) pbo addons (configs\scripts) for things like spawning options, addon specific loadouts, or editor utilities to setpos objects. e.t.c for different types of game. Then the mission designer could choose which ones to include in his description.ext\mission. And the scripts and in game dialogs would automaticaly be packaged with the mission pbo. If the addon did not have a backpack (for example) then no need for the addom maker to include a backpack interface. Plus, if the mission designer wanted a backpack, he could include a user made backpack module straight into the editor? Or at least allow a button to be enabled for certain editor dialogs, that launches a user defined dialog. Oh and allows addons, scripts and Descrition.ext to read the values added by the mission designer? Well, just a thought. Cheers Share this post Link to post Share on other sites
jankyballs 0 Posted July 25, 2005 When you make a unit in mission editor, I think there should be quite a number of options you can do yo customize them. Side: US Obvious Climate: Desert You can either choose between 3 climates, Desert, Woodland, and Winter Unit/Men: Soldier This is where you select the model you want to use, it comes with default equipment. Weapon: M4A1 You can choose what weapon you want for your unit, it oculd be an M60 to a Colt. Face: David - Clean You have a wide selevtion of faces, for every face, there is a clean, camo, and wounded one. Hands: Nothing There is a wide selection of gloves and different types of hands. Shirt: Rolled Sleeves You can have either rolled up sleeves, no sleeves, sleeves, etc. Headwear: Brush You can have small sticks or small peices of bushes put into your helmet, or you could have a bandanna, or a cap. Stance: Crouched Either make yourself prone, crouched, or standing up. Rank: PVT. You get the idea Skill: 6 On a scale of one to ten you set the skill of the unit. Mode: Combat Choose from the OFP1 modes, like careless, combat and safe, etc. Accessories: Backpack Backpack can be chosen for extra ammo, or a medkit, or NVGs etc. Name: Alpha 1 Name your unit. Init field Same as the OFP1 one, for adding extra scripts. Health Same as the one from OFP1 thats under the Init field. Fuel Same as the one from OFP1 thats under the Init field. Ammunition Same as the one from OFP1 thats under the Init field. Azimut: 0 Set which direction your unit is facing. Next to this is a 3D image of your soldier based on your settings, it is fully rotatable. Restore to Defaults. Ill make a picture once i get Photoshop installed again. Share this post Link to post Share on other sites
wolfbite 8 Posted November 20, 2005 No an init field its too time consuming. it would be better if you could just tick a box or click options on a drop down box. I think all the headwear face gloves etc are just a bit too much too that kind of stuff isnt necessary really. it would be better to have it random like in cwc. And i think a side grouping would be better than pick a side. like in Lomac Share this post Link to post Share on other sites