deathsangel 0 Posted August 25, 2003 I looked around for this info and didn't find anything so, here goes. I have several vehicle mods that have inappropriate crews. For example, a sherman with a modern us tank crew. So, basically I need to swap them out with appropriate crewmembers. This is for mutiplayer and have tried the following: placing the vehicles empty and assigning the crew with the "moveingunner", "moveincommander", and "moveindriver" statements in their init fields. This would be fine except that they are assigned to the vehicles AFTER the player selection screen which means that you do not know who goes where. Any suggestions? Share this post Link to post Share on other sites
tankieboy 0 Posted August 25, 2003 I only SP but would it make a differance if you used a script? Share this post Link to post Share on other sites
Chris Death 0 Posted August 25, 2003 maybe - really only maybe this would work: create a sherman in the editor (a manned one) Now create  3 more guys (commander/driver/gunner) and group them to the tank - make them playable (not the tank itself). The good thing is: they will show up with the same callsigns as the tankgroup has (i think this is what you want here) Now in the player selection screen there will show up these (not mounted) 3 guys. As soon as the mission starts you can try to deleteVehicle the primary crew: deleteVehicle commander tank deleteVehicle driver tank deleteVehicle gunner tank And then again movein the 3 playable guys where you want. :hint - you could do this by using the init.sqs, so it will be the very first thing done before the game starts. ~S~ CD Share this post Link to post Share on other sites
deathsangel 0 Posted August 26, 2003 Ok, I'll give some details so you can see more specifically what I'm getting at. Â I'm setting up a German WW2 armor platoon (mixed unit) and want the players to be able to select what vehicle/postition they are in. Â Now, the group name (alpha black and such) is not descriptive of what the unit is. So, I need the crews to be assigned to the vehicle BEFORE the player selection screen in order that the players can tell, hey this spot is for the tiger gunner etc. Â Now, I just tried init.sqs as below to no effect. ***************other stuff above********** releventSection gs1 assignAsCommander tiger gs1 moveInCommander tiger gs2 assignAsCommander pz4 gs2 moveInCommander pz4 gs3 assignAsCommander stug1 gs3 moveInCommander stug1 gs4 assignAsCommander stug2 gs4 moveInCommander stug2 gs5 assignAsGunner tiger gs5 moveInGunner tiger gs6 assignAsGunner pz4 gs6 moveInGunner pz4 gs7 assignAsGunner stug1 gs7 moveInGunner stug1 gs8 assignAsGunner stug2 gs8 moveInGunner stug2 gs9 assignAsDriver tiger gs9 moveInDriver tiger gs10 assignAsDriver pz4 gs10 moveInDriver pz4 gs11 assignAsDriver stug1 gs11 moveInDriver stug1 gs12 assignAsDriver stug2 gs12 moveInDriver stug2 /releventSection ***************other stuff below********** So, the problem tankieboy is that the script must be completed before the player selection screen and I have no clue how that can be done or IF it can even be done. DV Chris Death, I hope the above clarified the problem some. Â If what I wanted was the effect that your getting at above, then that would no doubt work perfectly. If Init.sqs is in fact processed first, then this would seem to be impossible. Â So, does anyone know of anything that may come before it or am I going to have to resign myself to making the players launch, see where they want to be, then abort and relaunch? Edit: I just tried something similar in the description.ext file. Â I didn't really expect it to work but I figured, "what the hey". Â Note: It crashed on mission load (in the editor) which is about what I thought would happen. Share this post Link to post Share on other sites
deathsangel 0 Posted August 26, 2003 Something I just thought about: Is it possible to change one object into another? I was thinking something like the following (not syntactically correct no doubt): this commander = wercrew1 this gunner = wercrew2 this gunner = wercrew2 Share this post Link to post Share on other sites
TheMcDeth 0 Posted August 26, 2003 Only way to make sure players know the position in set up phase is to use the preassigned crews. It is possible however to put short note in to the mission. (note that shows in the set up under the mission name) Eg: "groups : alpha black, red etc. pos 1. Driver, pos 2. gunner, pos 3. commander." I guess it makes sense to place them in above order so if a vehicle has no commander spot it could be left out. Other way to go around this is to mess around with the config.cpp of the crew and change the names of the soldiers, but this means you have to make a new addon basically. Hope this helps... Share this post Link to post Share on other sites
deathsangel 0 Posted August 26, 2003 I was kinda starting to think that McDeth, but, does anyone know how/if the following could be done: Â Use the default crews on mission load so the players see where they are, then on mission start change them from modern russians to ww2 germans? Â Sure, the player selection screen may be a little fubar'd because the icons and names will show as modern russians, but the switchover would be instantanous on mission run so no one would know the difference. edit: Also, it'd be impossible to fit all positions in that little description field Share this post Link to post Share on other sites
tankieboy 0 Posted August 26, 2003 Sorry my brain stoped working 2 posts back... Share this post Link to post Share on other sites
Chris Death 0 Posted August 26, 2003 Quote[/b] ]DV Chris Death, I hope the above clarified the problem some. If what I wanted was the effect that your getting at above, then that would no doubt work perfectly. DOH - thinking again about this i came to the conclusion that i forgot that there are no different crewmen available. I already understood what you want before. You want to have the positions of the units in the tank showing up for the players in the player selection menu. My idea would work, if there were crewmen, called: crewman-commander crewman-driver crewman-gunner but i forgot that there are only simple: crewman (without any notification about their occupation) I would suggest that you do what MCDeth posted: explain it in the short description, but not by callsign, but by rank-structure: Seargant = commander Corporal = driver Private = gunner That way you would not have to explain it forEach tank, and this would solve the impossible problem ~S~ CD Share this post Link to post Share on other sites
ATLAS antihuman 0 Posted September 2, 2003 i believe i'v seen 'named' units before, like what was put in the name field, instead of the the 'soldier', 'medic', LAW soldier'. i could be mistaken, and if i'm not i'd have no idea how to do it. but if you used chris deaths idea, but named each playable crew member. if you can do that, then you could give each crew man a name that says what he's going to be doing. Share this post Link to post Share on other sites