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Al Simmons

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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 by W0lle

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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.

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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.

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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.

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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 smile_o.gif.

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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.

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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 wink_o.gif

Download the template here

If you want to host those files ask for permission.

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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)

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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

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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 smile_o.gif

http://www.armaleague.com/buildingclasses

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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

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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 smile_o.gif

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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).

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Procedure:

Open Arma, Start Editor, Place an Officer, Save the mission, Take a look into the mission.sqm wink_o.gif

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

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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.

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?

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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. sad_o.gif

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Could someone please tell me what's Queens Gambit shipwrecks classname? It seems to be missing in biki.

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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 :>

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Hello Guys!

Can someone tell me where can I find Moves list from Queens Gambit?

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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 smile_o.gif

http://www.armaleague.com/buildingclasses

Link not working. Any place to found these?

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