namreg 0 Posted April 1, 2007 How can I place the name of an specific unit to be shown on radio messages??? For instance if I want Lieutenant Jones to say something over the radio, I would like to see his name on the screen, not just 1-1-A or BLUFOR on globalradio... Is there anyway to accomplish this??? I tried the setidentity command but it only works when you are team leader and you order someone to do something. Share this post Link to post Share on other sites
-SPA-LynxEye 0 Posted April 1, 2007 I'm good supposing that Lieutenant Jones is a nick of a player? If this last is true: - ArmA is using 2 kinds of names: Â - str player (converting the 'object' player to 'string' player. Â Â It will show you the WHOLE name. As example: 1-1-BLUFOR-(MyNickName). Â - name player. As example "MyNickName". 'str' and 'name' commands also can be used with vehicles. Just with all objects (not 100% sure). As example: Quote[/b] ]Hint format ["Object: %1\nString: %2\nName: %3",player,str player,name player] Test this line NOTE: maybe i'm wrong with 'str'. If 'str' is failing (adding extra " " to your name), use a variable to 'copy' the object player...: Quote[/b] ]_mywholename = playerHint format ["Object: %1\nString: %2\nName: %3",_mywholename,str _mywholename,name _mywholename] Share this post Link to post Share on other sites
ck-claw 1 Posted April 1, 2007 when you create a unit:- in the description field type the/his name? not quite sure what you mean exactly? Share this post Link to post Share on other sites
-SPA-LynxEye 0 Posted April 1, 2007 I wrote that statements, but always when i use a .sqs file being ran for each player. As example. Then, you always will see that behaviour of 'names' issues. Only for test reasons. Not for real use. Just test before use. If you not using the 2nd example, make a loop with some delay to test the behaviour of 'names' of players even when not alive Not only in 'players/AI', try it on vehicles, changing the object 'player' by the object 'your vehicle'. It will show you then, the name of the vehicle (as string) , the name of the vehicle (as object)... etc. The Hint will be your main EYE. You will learn through it. Just 'launch' the .sqs file with that Hint... maybe in the init field of a player/AI/vehicle... test test test If you dont know how to 'unPBO' files... just type this in InitField of your own soldier... to start the test with your own example. Hint format ["Object: %1\nString: %2\nName: %3",player,str player,name player] Make a trigger being enabled each time player exists. So all players will launch his own Hint, showing his own info. No matter if alive or not. ALWAYS. "? player" i think will enable the OnActCondition Maybe you only needing to type "_this" or "this" Then... The Hint line will be shown when player exists. Triggering always. Trigger will be enabled when your player 'exists'. Sry, i can't be more accurate, never using waypoints/triggers. Share this post Link to post Share on other sites
namreg 0 Posted April 16, 2007 I think I got it. I created an identity in the description.ext flie and it's working. I get the: 1-1-A (Lt.Jones) : "Radio Text" THX all Share this post Link to post Share on other sites