eJay 1 Posted August 10, 2007 Hello I've made identity of person via description.ext and put on activation line: this setIdentity "Leader" (i've made that class"). But it does not work. When he want something to talk it looks like this: 1-1-B 1 "blablablabla (my text). How to force game to use created identity to talk?? Share this post Link to post Share on other sites
benreeper 0 Posted August 11, 2007 That is him talking if he is the leader of the group. --Ben Share this post Link to post Share on other sites
eJay 1 Posted August 11, 2007 It's still doesn't work. I set identity to leader and there is no name in dialog line. Share this post Link to post Share on other sites
moricky 211 Posted August 11, 2007 setIdentity never worked this way. Use setGroupId. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted August 11, 2007 The persons name is only displayed in radio messages for players. Share this post Link to post Share on other sites
eJay 1 Posted August 12, 2007 Yep, but I can' see any name, just number of unit. Share this post Link to post Share on other sites
Cloughy 0 Posted August 12, 2007 you may have to format the string you want to say, ie if your using unit1 sideChat "something"; but really you want it to show "Alpha 5: Bob CommieKilla: something", then use the following, speechtext = format["%1: something", name unit1]; unit1 sideChat speechtext; The game will stick in the alpha 5 part. Hope this is what you wanted. Cheers GC Share this post Link to post Share on other sites
Big Dawg KS 6 Posted August 12, 2007 Yep, but I can' see any name, just number of unit. I know because the AI is peaking, the name is only displayed when a player is speaking. Share this post Link to post Share on other sites
ArmaVidz 0 Posted August 13, 2007 Just to clarify, your class for each player looks like this?: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class JohnDoe { name = "JohnDoe"; face = "Face18"; glasses = "None"; speaker = "DAN"; pitch = 1.1; }; Share this post Link to post Share on other sites
damones 0 Posted August 17, 2007 well tried setidentity in 1.08 and it didnt work. nothing got changed. unless i did some error.. in description.ext i got <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgIdentities { class s1 { name="Man1"; face="face1"; glasses="sunglasses"; speaker="Dan"; pitch=0.60; }; class s2 { name="Man2"; face="face1"; glasses="spectacles"; speaker="Brian"; pitch=0.85; }; }: and those s1 & s2 got in initfield this setidentity "s1" and "s2" if anyone managed to get it work, please tell me how Share this post Link to post Share on other sites
benreeper 0 Posted August 17, 2007 when a unit speaks using one of the chats, he is referred to by his place in the group. 1: Ready. West Bravo 1: Ready. B-1-1-1: Ready. You only see the identity (real name) in the Briefing/Group list on the map and in formatted text using the name command. --Ben Share this post Link to post Share on other sites
charlis 2 Posted February 22, 2008 Hi guys confirm pls; stIdenty is not really working fully here, I get the new name and voice, but no designated face (from arma nor glasses). Is that really it? Share this post Link to post Share on other sites
fasad 1 Posted February 22, 2008 setIdentity works as expected in 1.09beta Share this post Link to post Share on other sites
Balschoiw 0 Posted February 23, 2008 Quote[/b] ]but no designated face Check face reference in my sig. It works. There are no glasses in Arma. Share this post Link to post Share on other sites
charlis 2 Posted March 17, 2008 @Balschoiw I´m pretty sure I used one of this basic faces that you illustrate on your sig on my mission and it didn´t worked, but as fasad brought, it was on 1.08, I´ll check again and I´ll try to confirm that. Thanks a lot guys. Share this post Link to post Share on other sites