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    • yep guys , no tested in MP . I just making for my Sp Scenario.
    • Bump.! Any help or suggestion where to look for would be very welcomed!!!  It is very dificult to build the FOB base without previsualization of the objects vehicles. I have already lost some vehicles because they spawned touching another vehicle o constructions. Do you know where to look for the code line that controls this so I can activate the previsualization like in any other KP LIberation maps? Thanks!
    • Area Defending System (ADS) by Enigx   Area Defending System (ADS) is a simple and stable script for mission makers to generate a cycle of random infantry attacks on area positioned on map from editor. You can specify the number of attacks and the time between each one.
      It is sufficient to define two concentric areas from editor. Enemies will be created between the two areas so that the inner one is free from enemies and used as a defense zone against attacks. Enemy spawning position is random. They will attack the center of the internal area, with a range of 25m, following random directional waypoints.
      You can start, stop and restart the cycle at will. You can also start two at the same time.     Armaholic Area Defending System (ADS)
      Features: Selection of infantry units, type and numbers Selection of different shapes and orientation of the defending area Random or fixed number of units per fire team Random AI spawning positions with random routes to central position You can start, stop and restart the cycle at will Detailed guide step by step with addons included Possibility to activate the system whenever you want from ACE self interaction menu
      Installation / Usage: For instructions and information of how to use the ADS please refer to the included documentation and ADS_OpenMe.sqf.   Notes: The system can be activated/stopped by triggers. 
      Alternatively you can launch it whenever you want from ACE self interaction menu (code and details included). In this case, of course, it needs the ACE mod loaded.
      Credits & Thanks:
      Special thanks to Shuko for sharing his SHK_pos - Random position generator system.
      Thanks to Armaholic Community.
      Changelog:
      First official version 1.0
    • I'd like to make a modified 6.5mm minigun that doesn't have the OP'd super high penetration value and splash damage, consuming 3 ammo units per projectile, and instead fires 3 normal strenght 6.5mm projectiles in a narrow cone, so that it actually does just spit out large numbers of 6.5mm ammo.   The submunition documentation doesn't really have good examples.   Am I on the right track here, if not, what is the proper way to do it?  
    • Enemy Spawning System (ESS) by Enigx   Here my small contribution to Arma 3 community. Enemy Spawning System (ESS) is a simple and stable script for mission makers to spawn AI units on areas placed on map from editor. This ESS system is inspired to BangaBob's EOS system. I have used my spawning scripts for the core (created for other systems) to make a simple system especially useful for infantry spawning in single SP/MP missions. As a general configuration I used that of the excellent EOS system. Thanks to BangaBob!   Armaholic Enemy Spawning System (ESS)
      Features: Spawn infantry units, static turrets and vehicles A lot of preloaded units classname from different Mods Simple and stable particularly suitable for SP/MP missions Activation when players are close to the spawning area (ESS zone) Particularly useful for patrolling units and inside buildings AI units patrol the area without exit from it Saving of server resources Detailed guide step by step with addons SP and MP compatible   Installation / Usage: For instructions and information of how to use the ESS please refer to the included documentation and ESS_Call.sqf.   Notes:
      Tested in many MP missions on dedicated without any problems. TIP: spawn of vehicles should be done in areas with no or limited presence of buildings and objects. A procedure is present in the script to select a "safe" spawning position for vehicles (taken from findSafePos.sqf of EOS), in order to avoid their placing on buildings, trees, walls... but that's Arma!! and it is not excluded that on some maps and conditions, spawining could interfer with objects on map with unpredictable consequences :-) 
      Credits & Thanks:
      Special thanks to BangaBob for sharing his EOS system. This ESS system is inspired by that.
      Special thanks to Shuko for sharing his SHK_pos - Random position generator system.
      Special thanks to Zenophon for sharing his Infantry Occupy House system. Thanks to Armaholic Community.
      Changelog:
      First official version 1.0
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