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Old 03-12-2010, 09:04 PM   #11
[R-DEV]Amok@ndy
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Default Re: Squad.xml ?

ranks got removed from PR with a reason i think ...


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Old 03-13-2010, 12:45 AM   #12
winchesterdelta1
Default Re: Squad.xml ?

We (9thInfantry clan) have some space on a server somewhere whit the XML files. Another clan member changes the XML's when needed. So when somebody ranks up or if we want to go for another XML picture.

The only thing we as players need to do is put the XML link that points to the server in your personal profile. The XML name your using has to match the profile name your using for it to work.

There are even websites that can let you manage ARMA2 XML's real easy.

Here the official link how to setup a XML for yourself or a clan/community.

squad.xml - Bohemia Interactive Community
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Old 03-13-2010, 02:07 AM   #13
[R-MOD]Jeepo
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Default Re: Squad.xml ?

Over at TG we have a LOT of In House Squads (IHS's) in ArmA and in PR, and here is an example of one of our MANY XML's..........


R-MOD | TG Pathfinder | TG Officer


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Old 03-13-2010, 08:14 AM   #14
Salah ad Din

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Default Re: Squad.xml ?

I say this should be considered from the beginning when creating models and not added later.


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Old 03-13-2010, 08:21 AM   #15
[R-DEV]Masaq
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Default Re: Squad.xml ?

Quote:
Originally Posted by Salah ad Din View Post
I say this should be considered from the beginning when creating models and not added later.
Bit tricky when currently, all content is existing stuff either being ported over from PR1 or the work that the new ArmA2 developers are bringing to the table when they join.


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"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
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Old 03-13-2010, 12:56 PM   #16
[R-DEV]Amok@ndy
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Default Re: Squad.xml ?

how does it work ? placing the .paa pic on the vehicles ? is it a special UVW channel ?


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Old 03-13-2010, 01:55 PM   #17
winchesterdelta1
Default Re: Squad.xml ?

Quote:
Originally Posted by [R-DEV]Masaq View Post
Bit tricky when currently, all content is existing stuff either being ported over from PR1 or the work that the new ArmA2 developers are bringing to the table when they join.
They have to make configs anyway. Imp[lementing a spot for the XML in the model shouldn't be a big problem if they use community guidelines.
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Old 03-13-2010, 06:28 PM   #18
[R-DEV]Masaq
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Default Re: Squad.xml ?

Quote:
Originally Posted by winchesterdelta1 View Post
They have to make configs anyway. Imp[lementing a spot for the XML in the model shouldn't be a big problem if they use community guidelines.
Oh sure, it's not a major problem to back-implement it on each model; I'm just saying that models aren't being "created" for ArmA2 at the moment, so it can't be borne in mind when doing so


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"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." -
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Old 03-14-2010, 07:29 AM   #19
STALKERGB

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Default Re: Squad.xml ?

Quote:
Originally Posted by Salah ad Din View Post
I say this should be considered from the beginning when creating models and not added later.
It wouldn't take too long to add it to units but with other, more pressing things to focuss on at the moment it will have to wait.

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Old 03-14-2010, 07:46 AM   #20
Salah ad Din

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Default Re: Squad.xml ?

Hm, if it's just about making some configs (and sorry if I talk non-sense here, I know nil about modelling) just find someone from the community willing to make these, have them mailed to you, have a quick look over them and then add them.



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