Al Simmons 0 Posted December 1, 2006 (edited) If you're looking for further information about editing, scripting or modding, please visit the Biki. I hope a mod can make this a sticky. I think it would be a very helpfull thread for every missionmaker and should prevent posts like "whats the classname of the m4?" Original posted by Sickboy in the 6th sense forum First part will be ArmA classnames. Everyone feel free to post more infos here, but no ot questions, please. INFANTRY "SoldierWB", "SoldierWG", "SoldierWMedic", "SoldierWNOG", "SoldierW", "SoldierWAR", "SoldierWMG", "SoldierWAT", "SoldierWAA", "SoldierWSniper", "SoldierWSaboteur", "SoldierWSaboteurPipe", "SoldierWSaboteurPipe2", "SoldierWSaboteurRecon", "SoldierWSaboteurAssault", "SoldierWSaboteurMarksman", "SoldierWMiner", "SoldierWPilot", "SoldierWCrew", "SoldierWCaptive", "SoldierEB", "SoldierEG", "SoldierEMedic", "SoldierENOG", "SoldierE", "SoldierEMG", "SoldierEAT", "SoldierEAA", "SoldierEMiner", "SoldierESniper", "SoldierESaboteur", "SoldierESaboteurPipe", "SoldierESaboteurBizon", "SoldierESaboteurMarksman", "SoldierEPilot", "SoldierECrew", "SoldierECaptive", "SoldierGB", "SoldierGMedic", "SoldierGG", "SoldierGNOG", "SoldierG", "SoldierGMG", "SoldierGAT", "SoldierGAA", "SoldierGCrew", "SoldierGSniper", "SoldierGCommando", "SoldierGMarksman", "SoldierGPilot", "SoldierGMiner", "SoldierGGuard", "SoldierGCaptive" AIR "ah1w", "UH60", "UH60MG", "MH6", "MH6_RACS", "AV8B", "AV8B2", "Ka50", "Mi17", "Mi17_mg", "BISCamel", "BISCamel2" "ParachuteEast", "ParachuteWest", "Parachute", "ParachuteG", "ParachuteC", BOATS "Zodiac", "RHIB", "RHIB2Turret", "PBX" TRACKED "M1Abrams", "M113", "M113_RACS", "M113Ambul", "Vulcan", "BMP2", "BMP2Ambul", "T72", "ZSU" WHEELED "HMMWV", "HMMWV50", "HMMWVTOW", "HMMWVMK", "Truck5t", "Truck5tOpen", "Truck5tRepair", "Truck5tReammo", "Truck5tRefuel", "Stryker_ICV_M2", "Stryker_ICV_MK19", "Stryker_TOW", "UAZ", "UAZMG", "Ural", "UralOpen", "UralRepair", "UralReammo", "UralRefuel", "BRDM2" ANIMALS "SeaGull", "Hawk", "DragonFly", "HouseFly", "HoneyBee", "Mosquito" BUILDINGS "Shed", "Fortress1", "Camp", "CampEmpty", "CampEast", "CampEastC", "ACamp", "MASH", "Grave", "GraveCross1", "GraveCross2", "GraveCrossHelmet", "Table", "Tablemap", "Chair", "ChairX", "Wall1", "Walldoor", "Wallend", "Wallhole", "Land_radar" MISC "BarrelBase", "Barrels", "Barrel1", "Barrel2", "Barrel3", "Barrel4", "Camera1", "Computer", "TVStudio", "Radio", "PaletaBase", "Paleta1", "Paleta2", "JeepWreck1", "JeepWreck2", "JeepWreck3", "M113Wreck", "BMP2Wreck", "UralWreck", "datsun01Wreck", "datsun02Wreck", "hiluxWreck", "Body", "misc01", "Vysilacka", "WallMap", "Vec03", "Land_vez_ropa", "FlagCarrier", "FlagCarrierWest", "FlagCarrierEast", "Fire", "FireLit", "TargetE" AMMO BOXES "ReammoBoxWest", "ReammoBoxEast", "ReammoBoxGuer", "AmmoBoxAddW", "AmmoBoxAddE", "AmmoBoxWizardW", "WeaponBoxWizardW", "AmmoBoxWizardE", "WeaponBoxWizardE", "AmmoBoxWizardR", "WeaponBoxWizardR", "HeavyReammoBox", "HeavyReammoBoxWest", "HeavyReammoBoxEast", "HeavyReammoBoxRes", "AmmoBoxOUTW", "AmmoBoxOUTWW", "AmmoBoxOUTE", "AmmoBoxOUTEW", "ReammoBoxOUTGuer", "AmmoBoxOUTGW" UNIT WEAPONS M16A2 M16A2GL M4 M4GL M4AIM M4SPR M4A1 M4A1GL M4A1SD G36K G36C G36a MP5A5 MP5SD AK74 AK74GL AKS74U AKS74UN M249 M240 PK M24 SVD M9 M9SD Makarov MakarovSD M136 Javelin Stinger RPG7V Strela Laserdesignator NVGoggles Binocular UNIT Magazines 20Rnd_556x45_Stanag 30Rnd_556x45_Stanag 30Rnd_556x45_StanagSD 30Rnd_556x45_G36 30Rnd_9x19_MP5 30Rnd_9x19_MP5SD 30Rnd_545x39_AK 30Rnd_545x39_AKSD 200Rnd_556x45_M249 100Rnd_762x51_M240 100Rnd_762x54_PK 10Rnd_762x54_SVD 5Rnd_762x51_M24 15Rnd_9x19_M9 15Rnd_9x19_M9SD 8Rnd_9x18_Makarov 8Rnd_9x18_MakarovSD PipeBomb TimeBomb Mine MineE FlareWhite_M203 FlareGreen_M203 FlareRed_M203 FlareYellow_M203 1Rnd_HE_M203 FlareWhite_GP25 FlareGreen_GP25 FlareRed_GP25 FlareYellow_GP25 1Rnd_HE_GP25 SmokeShellRed SmokeShellGreen SmokeShell HandGrenadeTimed HandGrenade M136 Javelin Stinger PG7V PG7VR Strela VEHICLE WEAPONS "Minigun", "Shell73", "Heat73", "Shell73", "Gun73", "Shell105", "Heat105", "Gun105", "Shell120", "Heat120", "Gun120", "Shell125", "Heat12", "Gun125", "Mortar" EQUIPMENT "Flare", "FlareGreen", "FlareRed", "FlareYellow", "HandGrenade", "HandGrenadeTimed", "SmokeShell", "SmokeShellRed", "SmokeShellGreen", "HandGunBase", "TimeBomb", "Mine", "MineE", "PipeBomb", "Binocular", "NVGoggles", "Phone" Edited April 13, 2009 by W0lle Share this post Link to post Share on other sites
Al Simmons 0 Posted December 1, 2006 Originally written by: XCess Source: Sickboy &th sense forum Giving the player the ability to switch units (known as team switch) is pretty simple in Armed Assault, and requires only a very basic knowledge of the scripting language. Commands There are several commands associated with this feature: - enableTeamSwitch - addSwitchableUnit - teamSwitch - teamSwitchEnabled - selectPlayer - setPlayable - switchableUnits - removeSwitchableUnit addSwitchableUnit: Adds a single unit to team switch eg: addSwitchableUnit aP enableTeamSwitch: This turns team switch on. eg: enableTeamSwitch true teamSwitch Forces the team switch dialog to appear. eg: teamSwitch teamSwitchEnabled Check if team switch has been turned on. eg: ?(teamSwitchEnabled) : teamSwitch selectPlayer Forces a player to switch to a specific unit. eg: selectPlayer aP setPlayable Makes a unit playable, therefore, entering them into an array of switchable units. eg: setPlayable aP note: playable units can also be set in the editor, in the control drop down menu when placing a unit. switchableUnits Returns an array of all units eligible for teamswitch. eg: _x = switchableUnits removeSwitchableUnit Removes a unit from the array of switchable units. eg: removeSwitchableUnit ap Possibilities This new features adds quite a few possibilities to the game other than the obvious switching of roles when you die. This feature allows something that many mission creators begged and wished for in Operation Flashpoint, the ability to change clothes in game. Have you ever wished you could sneak through a town dressed as a civilian, and then pick up a gun and a uniform when you meet your comrades? Have you ever wished you could take that big, cumbersome ghillie suit off while in town? Have you ever wished you could steal the uniform of a dead foe and pretend to be one of their kind? Well, now you can, and, for all you realists out there, team switch can be disabled on death. So you don't have to worry about switching into other peoples bodies when you die. Disabling Team Switch On Death Team switch can be used purely as a role or uniform changing feature. If you wish to allow changing of uniforms or roles without giving the player the advantage of having multiple lives, there is a simple trick to make this possible. Create a trigger, change nothing other than the condition and onActivation fields. In the condition field type: !(alive player) In the onActivation field type: enableTeamSwitch false Now you can switch clothes without switching lives. Share this post Link to post Share on other sites
hoz 0 Posted December 3, 2006 I agree the Biki is the best place for this, in fact 70% of the stuff mention is already there. Edit: Ok I pinned this topic. But if you take the time to add good information to this thread then please take the time to add it to the Biki. Share this post Link to post Share on other sites
deanosbeano 0 Posted December 4, 2006 has anybody found the shell/bullet names yet , someone posted the ofp ones but they dont work in arma ( the problem with the biki its all mixed and not specific arma and ofp seperated). only one i got to work so far is the "BO_GBU12_LGB" would appreciate the lesser valued shells if anyone could post them. Share this post Link to post Share on other sites
deanosbeano 0 Posted December 5, 2006 pls can somebody confirm that these are present in arma ? "Minigun", "Shell73", "Heat73", "Shell73", "Gun73", "Shell105", "Heat105", "Gun105", "Shell120", "Heat120", "Gun120", "Shell125", "Heat12", "Gun125", "Mortar" i have tried to create them using various means createvehicle camcreate and they dont appear. or am i missing something as usual . Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 5, 2006 Well, naturally, nearly all of those weapons don't have a vehicle to go with them in ArmA, so they probably wouldn't be included. There would probably only be shells for the M1, T72, and possibly the artillery. Furthermore, you can easily find out the classname of any munition by using the fired eventhandler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["fired",{hint format ["%1",_this select 4]}] Add that to the vehicle then just fire the weapon and the ammo classname will be displayed in a hint. Share this post Link to post Share on other sites
Balschoiw 0 Posted December 16, 2006 Wrote a little Tutorial on defining unit-identities, including description.ext syntax, editor expressions and explanation of variables for Arma editing newbies. There´s also a Face-folder in the download that shows all Arma faces with the appropriate facename to use in editor. Download the zip from my webspace I also compiled a little template mission for Spotter - Artillery Make sure you have a look in the readme before complaining about things Download the template here If you want to host those files ask for permission. Share this post Link to post Share on other sites
zyklone 1 Posted December 17, 2006 What would also be very helpful is the picture locations for each class. Perhaps if someone could post some config.bin info. I've tried opening them with some OFP tools, but none can extract them to config.cpp. You are not supposed to manually type in the paths for pictures in ArmA. You can get them through getText (configFile >> CfgVehicles >> "Addon" >> Picture) Share this post Link to post Share on other sites
kronzky 5 Posted December 29, 2006 Classes: http://community.bistudio.com/wiki/Category:ArmA_Classes Moves:http://community.bistudio.com/wiki/ArmA:_Moves And please update the lists (especially the moves) if you find out new ones. Share this post Link to post Share on other sites
bbq bob 0 Posted December 30, 2006 But if you really do want to use the images directly, here is what I've dug out of the config.bin for my own use: \Ca\wheeled\data\ico\brdm2_atgm_CA.paa \Ca\wheeled\data\ico\brdm2_CA.paa \Ca\wheeled\data\ico\ural_civil1_CA.paa \Ca\wheeled\data\ico\ural_refuel_CA.paa \Ca\wheeled\data\ico\ural_reammo_CA.paa \Ca\wheeled\data\ico\ural_repair_CA.paa \Ca\wheeled\data\ico\Ural_Open_CA.paa \Ca\wheeled\data\ico\ural_CA.paa \Ca\wheeled\data\ico\uaz_CA.paa \Ca\wheeled\data\ico\uaz_granade_CA.paa \Ca\wheeled\data\ico\uaz_mg_CA.paa \Ca\wheeled\data\ico\stryker_tow_CA.paa \Ca\wheeled\data\ico\stryker_mk19_CA.paa \Ca\wheeled\data\ico\stryker_ICV_CA.paa \Ca\wheeled\data\ico\5t_refuel_CA.paa \Ca\wheeled\data\ico\5t_reammo_CA.paa \Ca\wheeled\data\ico\5t_repair_CA.paa \Ca\wheeled\data\ico\5t_open_CA.paa \Ca\wheeled\data\ico\5t_closed_CA.paa \Ca\wheeled\data\ico\5t_guntruck_CA.paa \Ca\wheeled\data\ico\HMMWV_CA.paa \Ca\wheeled\data\ico\HMMWVmk19_CA.paa \Ca\wheeled\data\ico\HMMWVTOW_CA.paa \Ca\wheeled\data\ico\HMMWV50_CA.paa \Ca\wheeled\data\ico\hilux1_civil_3_open_CA.paa \Ca\wheeled\data\ico\hilux1_civil_2_covered_CA.paa \Ca\wheeled\data\ico\hilux1_civil_1_open_CA.paa \Ca\wheeled\data\ico\car_sedan_CA.paa \Ca\wheeled\data\ico\car_hatchback_CA.paa \Ca\wheeled\data\ico\tractor_CA.paa \Ca\wheeled\data\ico\bus_city_CA.paa \Ca\wheeled\data\ico\landrover_open_CA.paa \Ca\wheeled\data\ico\landrover_closed_CA.paa \Ca\wheeled\data\ico\landrover_MG_CA.paa \Ca\wheeled\data\ico\datsun1_civil_3_open_CA.paa \Ca\wheeled\data\ico\datsun1_civil_2_covered_CA.paa \Ca\wheeled\data\ico\datsun1_civil_1_open_CA.paa \Ca\wheeled\data\ico\skodovka_green_CA.paa \Ca\wheeled\data\ico\skodovka_red_CA.paa \Ca\wheeled\data\ico\skodovka_blue_CA.paa \Ca\wheeled\data\ico\skodovka_CA.paa \ca\tracked\Data\ico\zsu_CA.paa \ca\tracked\Data\ico\t72_CA.paa \ca\tracked\Data\ico\BMP2_ambulance_CA.paa \ca\tracked\Data\ico\bmp2_CA.paa \ca\tracked\Data\ico\m163_vulcan_racs_CA.paa \ca\tracked\Data\ico\m163_vulcan_CA.paa \ca\tracked\Data\ico\M113_ambulance_CA.paa \ca\tracked\Data\ico\M113_Racs_CA.paa \ca\tracked\Data\ico\M113_CA.paa \ca\tracked\Data\ico\M1_abrams_CA.paa \ca\air\data\ico\BIScamel2_CA.paa \ca\air\data\ico\BIScamel_CA.paa \ca\air\data\ico\mi17_HIP_CA.paa \ca\air\data\ico\mi17_hip_mg_CA.paa \ca\air\data\ico\ka50_CA.paa \ca\air\data\ico\av8b_CA.paa \ca\air\data\ico\mh6_lb_sp_CA.paa \ca\air\data\ico\mh6_lb_CA.paa \ca\air\data\ico\ah6_lb_sp_CA.paa \ca\air\data\ico\ah6_lb_CA \ca\air\data\ico\uh_60_CA.paa \ca\air\data\ico\uh_60mg_CA.paa \ca\air\data\ico\ah1z_CA.paa \ca\air\data\ico\Para_CA.paa \Ca\characters\data\Ico\i_null_CA.paa \Ca\characters\data\Ico\i_Med_CA.paa \Ca\characters\data\Ico\i_SF_CA.paa \Ca\characters\data\Ico\i_sleader_CA.paa \Ca\characters\data\Ico\i_tleader_CA.paa \Ca\characters\data\Ico\i_off_CA.paa \ca\Weapons\data\ico\m2_mg_CA.paa \ca\Weapons\data\ico\M119_CA.paa \ca\Weapons\data\ico\DShKM_mg_CA.paa \ca\Weapons\data\ico\AGS_static_CA.paa \ca\Weapons\data\ico\D30_CA.paa \ca\Weapons\data\ico\searchlight_manual_CA.paa \ca\Weapons\data\ico\i_regular_CA.paa \Ca\weapons\Data\Equip\m_makarov_CA.paa \Ca\weapons\Data\Equip\m_m9_beretta_CA.paa \Ca\weapons\Data\Equip\m_HKM5_CA.paa \CA\weapons\data\equip\m_ak74_ca.paa \ca\weapons\data\equip\m_20stanag_CA.paa \ca\weapons\data\equip\m_30stanag_CA.paa \ca\weapons\data\equip\m_G36_CA.paa \CA\weapons\data\equip\m_m249_ca.paa \Ca\weapons\Data\Equip\m_M24_CA.paa \CA\weapons\data\equip\m_m240_ca.paa \CA\weapons\data\equip\m_svd_ca.paa \CA\weapons\data\equip\m_pk_ca.paa \Ca\weapons\Data\Equip\m_40mmHP_CA.paa \Ca\weapons\Data\Equip\m_FlareWhite_CA.paa \Ca\weapons\Data\Equip\m_FlareGreen_CA.paa \Ca\weapons\Data\Equip\m_FlareRed_CA.paa \Ca\weapons\Data\Equip\m_FlareYelow_CA.paa \Ca\weapons\Data\Equip\m_30mmHP_CA.paa \CA\weapons\data\equip\m_M136_ca.paa \CA\weapons\data\equip\m_Javelin_ca.paa \CA\weapons\data\equip\m_pg7_ca.paa \CA\weapons\data\equip\m_PG7VL_ca.paa \CA\weapons\data\equip\m_Stinger_ca.paa \CA\weapons\data\equip\m_strela_ca.paa \CA\weapons\data\equip\m_satchel_CA.paa \CA\weapons\data\equip\m_AT15_ca.paa (mine) \CA\weapons\data\equip\m_TM46_ca.paa (mine) \CA\weapons\data\equip\m_RGD5_ca.paa \CA\weapons\data\equip\m_M67_CA.paa \CA\weapons\data\equip\m_ANM8_white_ca.paa \CA\weapons\data\equip\m_m18red_ca.paa \CA\weapons\data\equip\m_m18green_ca.paa \CA\weapons\data\equip\m_battery_CA.paa (laser desig) \CA\weapons\data\equip\w_M9_ca.paa \CA\weapons\data\equip\w_M9SD_ca.paa \CA\weapons\data\equip\w_makarov_ca.paa \CA\weapons\data\equip\w_makarovSD_ca.paa \CA\weapons\data\equip\w_ak74_ca.paa \CA\weapons\data\equip\w_ak74gp25_ca.paa \CA\weapons\data\equip\w_aks74u_ca.paa \CA\weapons\data\equip\w_aks74un_ca.paa \CA\weapons\data\equip\w_g36_ca.paa \CA\weapons\data\equip\w_g36c_ca.paa \CA\weapons\data\equip\w_g36k_ca.paa \CA\weapons\data\equip\w_m16_ca.paa \CA\weapons\data\equip\w_m16m203_ca.paa \CA\weapons\data\equip\w_m24_green_ca.paa \CA\weapons\data\equip\w_m240_ca.paa \CA\weapons\data\equip\w_m249_ca.paa \ca\Weapons\Data\equip\w_m4_ca.paa \CA\weapons\data\equip\w_m4aim_ca.paa \CA\weapons\data\equip\w_spr_ca.paa \CA\weapons\data\equip\w_m4gl_acog_ca.paa \CA\weapons\data\equip\w_m4SD_aim_ca.paa \CA\weapons\data\equip\W_HKM5_SD6_CA.paa \CA\weapons\data\equip\W_HKM5_A5_CA.paa \CA\weapons\data\equip\w_pk_ca.paa \CA\weapons\data\equip\w_SVD_ca.paa \CA\weapons\data\equip\W_m136_launcher_CA.paa \CA\weapons\data\equip\w_javelin_ca.paa \CA\weapons\data\equip\w_fim92_ca.paa \CA\weapons\data\equip\w_rpg7_ca.paa \CA\weapons\data\equip\w_9k32_ca.paa \CA\weapons\data\equip\w_binocular_ca.paa \Ca\weapons\Data\Equip\W_SOFLAM_CA.paa (laser desig) \CA\weapons\data\equip\w_nvg_ca.paa Share this post Link to post Share on other sites
iLL 0 Posted December 30, 2006 This is a full list of workable building classes with pictures to allow mission editors to scroll through all the buildings to find what there looking for, and the classname is displayed to the left of the picture. please note, theres 597 images which totals to 40meg of loading, bear with it http://www.armaleague.com/buildingclasses Share this post Link to post Share on other sites
wiper 0 Posted January 1, 2007 great list, thx can someone add the missing leaders please ?: "OfficerW" "TeamLeaderW" "SquadLeaderW" "OfficerE" "TeamLeaderE" "SquadLeaderE" "OfficerG" "TeamLeaderG" "SquadLeaderG" also block with the civilian units would be great. if no one has it ready for copy&paste i might post it here edit: well ok, the complete list can be found in the BIKI http://community.bistudio.com/wiki/Category:Reference_Lists and this should be fine Share this post Link to post Share on other sites
shadow 6 Posted June 23, 2007 Please quote the questions in your posts when you are providing the solution. You may quote images in this thread when you are providing a solution. We will delete a post with a question when a solution has been provided to keep the thread as clean as possible with quick access to solutions to problems. Does anyone know the weapon and magazine classnames for the A-10 Mavericks? Weaponname: mavericklauncher Magazinename: 5rnd_maverick_a10 Quote[/b] ]I keep posting " thank you", are you the one deleting it?hmmmmm Yes Share this post Link to post Share on other sites
Balschoiw 0 Posted June 25, 2007 Removed link for obsolete faces and uploaded new 1.08 face reference plus tutorial. You can download it here or go to the Biki SetFace page and download it from there. Share this post Link to post Share on other sites
kronzky 5 Posted July 7, 2007 Since this question is coming up over an over again: To have access to more objects than the ones available in the editor you need an "Editor Update". There exist two versions: * 6thSense.eu's EditorUpdate, which give you access to objects that already have class names, and are just not listed in the editor (about 400 objects). * EditorUpdate 1.02 by LowFly, which creates custom classes for every object in ArmA (over 1,000 objects). This update has to be treated like a custom addon, i.e. if you are using objects from this update in your mission people will need to have this update installed as well to play it. (This is not the case with the first, smaller update). Share this post Link to post Share on other sites
nickk13579 0 Posted July 25, 2007 What is the database name for West officers? Share this post Link to post Share on other sites
ManDay 0 Posted July 28, 2007 Procedure: Open Arma, Start Editor, Place an Officer, Save the mission, Take a look into the mission.sqm Or Open Arma, Start Editor, Place an Officer, Place a 'hint format["%1",typeOf this];' in the Initline. => OfficerW E: But what are you asking for? Do you have your eyes closed while browsing the Biki? http://community.bistudio.com/wiki/ArmA:_Infantry http://community.bistudio.com/wiki/Operation_Flashpoint:_CfgVehicles Share this post Link to post Share on other sites
Balschoiw 0 Posted August 16, 2007 Added an online gallery of Arma 1.08 faces to spare people from downloading the whole set if they are just looking to get the names of some faces. You can browse all Arma 1.08 faces at the Arma faces gallery Share this post Link to post Share on other sites
Kenbow 0 Posted August 29, 2007 Originally written by: XCessSource: Sickboy &th sense forum Giving the player the ability to switch units (known as team switch) is pretty simple in Armed Assault, and requires only a very basic knowledge of the scripting language. Commands There are several commands associated with this feature: - enableTeamSwitch - addSwitchableUnit - teamSwitch - teamSwitchEnabled - selectPlayer - setPlayable - switchableUnits - removeSwitchableUnit addSwitchableUnit: Adds a single unit to team switch eg: addSwitchableUnit aP enableTeamSwitch: This turns team switch on. eg: enableTeamSwitch true teamSwitch Forces the team switch dialog to appear. eg: teamSwitch teamSwitchEnabled Check if team switch has been turned on. eg: ?(teamSwitchEnabled) : teamSwitch selectPlayer Forces a player to switch to a specific unit. eg: selectPlayer aP setPlayable Makes a unit playable, therefore, entering them into an array of switchable units. eg: setPlayable aP note: playable units can also be set in the editor, in the control drop down menu when placing a unit. switchableUnits Returns an array of all units eligible for teamswitch. eg: _x = switchableUnits removeSwitchableUnit Removes a unit from the array of switchable units. eg: removeSwitchableUnit ap Possibilities This new features adds quite a few possibilities to the game other than the obvious switching of roles when you die. This feature allows something that many mission creators begged and wished for in Operation Flashpoint, the ability to change clothes in game. Have you ever wished you could sneak through a town dressed as a civilian, and then pick up a gun and a uniform when you meet your comrades? Have you ever wished you could take that big, cumbersome ghillie suit off while in town? Have you ever wished you could steal the uniform of a dead foe and pretend to be one of their kind? Well, now you can, and, for all you realists out there, team switch can be disabled on death. So you don't have to worry about switching into other peoples bodies when you die. Disabling Team Switch On Death Team switch can be used purely as a role or uniform changing feature. If you wish to allow changing of uniforms or roles without giving the player the advantage of having multiple lives, there is a simple trick to make this possible. Create a trigger, change nothing other than the condition and onActivation fields. In the condition field type: !(alive player) In the onActivation field type: enableTeamSwitch false Now you can switch clothes without switching lives. So does this "uniform-switching" work in MP games? I haven't heard of this before, but it sounds very interesting. What would a basic script to run something like this look like? Anyone have an example script? Share this post Link to post Share on other sites
Doolittle 0 Posted September 21, 2007 teamswitch does not work in MP. In my CTI mission I give the illusion of it working by allowing the user to switch spots & weapons with their squad AI. The user model doesn't change though. Share this post Link to post Share on other sites
Gorath 0 Posted October 10, 2007 Could someone please tell me what's Queens Gambit shipwrecks classname? It seems to be missing in biki. Share this post Link to post Share on other sites
ManDay 0 Posted October 11, 2007 If possible place it in the edior manually, save the mission, swap the window with Alt + Tab, go to your missions folder, open your mission.sqm with the editor and see it yourself :> Share this post Link to post Share on other sites
Matte_PL 0 Posted October 12, 2007 Hello Guys! Can someone tell me where can I find Moves list from Queens Gambit? Share this post Link to post Share on other sites
Vänskä 0 Posted November 9, 2007 This is a full list of workable building classes with pictures to allow mission editors to scroll through all the buildings to find what there looking for, and the classname is displayed to the left of the picture.please note, theres 597 images which totals to 40meg of loading, bear with it http://www.armaleague.com/buildingclasses Link not working. Any place to found these? Share this post Link to post Share on other sites
dr_eyeball 16 Posted November 9, 2007 @Vänskä, See page 2 of this building class list post. This file is still available at Armaholic building classes 3 download page. Share this post Link to post Share on other sites