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Devil Dogs SF

Quick Description.ext question

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I have a real quick question about the Description.ext. I understand it all except class (in the example it says John_Doe), does that have to be anything I wish, or does it have to be what I named the unit in the editor (my unit was sas1, but I want his name to be Cpt Wright)?

class CfgIdentities
{
[b][u]class John_Doe[/u][/b]
{
 name="John Bartholemew Doe";
 face="Face20";
 glasses="None";
 speaker="Dan";
 pitch=1.1;
};
};

The example I got was from bistudio wiki but I couldn't find any info on what I'm looking for.

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Anything except special characters I think, including space.

class test {...}

anyunit setIdentity "test";

Just a tip: If you want to build an array of stuff in case you need to access things on the fly from the identity list, or setVariable the information to the unit, I suggest you have a system of what you name your units and what you name your identities. I.e.:

Units (the name in the editor):

uAlpha1, uAlpha2, uKilo5 etc should correspond to

iAlpha1, iAlpha2, iKilo5.

That way you can via script lookup any value you want from cfgIdentity corresponding to the unit. If you have unit called sas1 have an identity called Wright, you have no easy way to lookup. The command getIdentity doesn't exist. See how here for an example. If you have only a few units, you won't see the benefit of this. If you have a lot with custom identities, you will.

Edited by CarlGustaffa

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Ok, thank you for the help. My campaign is based on two small teams so I won't have a lot of units, but thank you for that tip in case I make some larger scenarios.

---------- Post added at 03:59 PM ---------- Previous post was at 02:36 PM ----------

Sorry, but I have weird issue. My game shuts down and goes to the desktop giving me this error:

missions\spetsnaz.Chernarus\description.ext, line 47: /CfgIdentities/fedoseev/:Missing '}'

My Description.ext seems to be fine:

class CfgIdentities
{
class buinov
{
 name="Major Alexandr Buinov";
 face="Face63";
 glasses="";
 speaker="Male01RU";
 pitch=1.0;
};
class sergei
{
 name="Cpt Danil Sergei";
 face="Face64";
 glasses="";
 speaker="Male04RU";
 pitch=1.05;
};
class petrov
{
 name="Lt Kiril Petrov";
 face="Face72";
 glasses="";
 speaker="Male05RU";
 pitch=0.88;
};
class ivanov
{
 name="Lt Petr Ivanov";
 face="Face76";
 glasses="";
 speaker="Male05RU";
 pitch=1.05;
};
class fedoseev
{
 name="Sgt Stanislav Fedoseev";
 face="Face96";
 glasses="";
 speaker="Male04RU";
 pitch=0.9;

Edited by Devil Dogs SF

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class CfgIdentities

{

class buinov

{

name="Major Alexandr Buinov";

face="Face63";

glasses="";

speaker="Male01RU";

pitch=1.0;

};

class sergei

{

name="Cpt Danil Sergei";

face="Face64";

glasses="";

speaker="Male04RU";

pitch=1.05;

};

class petrov

{

name="Lt Kiril Petrov";

face="Face72";

glasses="";

speaker="Male05RU";

pitch=0.88;

};

class ivanov

{

name="Lt Petr Ivanov";

face="Face76";

glasses="";

speaker="Male05RU";

pitch=1.05;

};

class fedoseev

{

name="Sgt Stanislav Fedoseev";

face="Face96";

glasses="";

speaker="Male04RU";

pitch=0.9;

};

};

fixed it for you.

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Why? The error shows line number, the class that goes wrong, and even what was missing. Shouldn't be that hard to figure out (but yes, my hairline is often on the move as well). Get a decent text/script editor with indenting and bracket matching, it's the hair loss preventer (?) of modern times :p

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I need some help too, guys.

Description.ext doesnt do anything in my mission....no idea what i am doing wrong?:confused: I get no weapon selection, no text on screen at beginning, I have a map...so I jump straight into the mission without the goodies.

Here's what the mission folder looks like (yes i saved it to scenarios, I wansnt testing in editor).

mission.jpg

Here's the stuff in description.ext

//description.ext

debriefing = 1;

//titlecut

onloadmission = City Refinery

// weapons

class Weapons

{

class M16A2

{

count = 1;

};

class M136

{

count = 1;

};

class M16A4_ACG

{

count = 1

};

};

// ammo

class Magazines

{

class 30Rnd_556x45_StanagSD

{

count = 20;

};

class M136

{

count = 6;

};

class HandGrenade

{

count = 5;

};

};

showMap = 0;

thx

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You have one mistake with "onLoadMission". It should be:

onLoadMission = "City Refinery";

And to actually see the text you need -AFAIK- a briefing.html in your mission folder.

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It's still not working ( I mean that city refinery text). :\

Edited by ziiip

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Do you have an actually working briefing.html abd overview.html in your mission folder?

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No briefing.html, but overview.html is working.

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You need a briefing.html (Which is really your debriefing) for a mission to work correctly. Here's an example:

<html>

<body>

<!---------------------------------------------------->

<!-- Debriefing -->

<!---------------------------------------------------->

<!-- End #1 -->

<h2><a name="debriefing:end1"></a><br>

<!-- [TITLE_1] -->

MISSION COMPLETED

<!-- [END] -->

</h2><br><p>

<!-- [TEXT_1] -->

Text you want here

</p><br><hr>

<!-- End #2 -->

<h2><a name="debriefing:end2"></a><br>

<!-- [TITLE_1] -->

MISSION FAIL

<!-- [END] -->

</h2><br><p>

<!-- [TEXT_1] -->

Text you want here

</p><br><hr>

</body>

</html>

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Wow thanks!! :yay::bounce3:

But this onloadmission = "City Refinery" command still doesnt do anything. Isn't it supposed to display the text in the middle of the screen right as the mission starts? Anyway, I owe you a beer( thx Pete too for his hint). :D

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It'll display City Refinery in the upper left corner of the loading screen, with the date in the lower right.

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