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Enigx

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About Enigx

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  1. Hi, I'm editing a mission for a MP. It is set in Africa and we play as elite troops of the Ugandan faction of the CFP. I would like all players to have the identity of this African faction. How to do it? I read about the command setface and setidentity but I believe it only works locally. Any ideas? Thanks in advance
  2. Enigx

    3CB BAF Vehicles

    First time I use the mod. I have a problem with vehicles. There is no ammo for the cal. 50. I have already read about this but I have not found clear answers. Can someone tell me how to solve it? Is it perhaps a bug? Thanks
  3. If \ESS folder is your missionName folder you must not include it in the Path. And in any case is wrong in the CfgFunction lines
  4. Check your folders path. The "ESS\" folder of description and initserver lines doesn't exist in your strutture! You should get an error already when the server starts, when the initserver.sqf is loaded. Let me know
  5. HI, I just read your question (and the email on my website) just now. The path to the file is that, there are no errors. It's hard to understand why it gives you the error without seeing in detail how you set up the call instructions. Let me understand, do you activate the call via a trigger in the editor? Remember that in the triggers you must also put the initial "null" otherwise I remember you will get an error. Something like that: null = [0,east,"ESS_1",[10,4],[5,1],[3],[1,1,80],[1,1],500] execVM "ESS_system\functions\ESS_Launch.sqf"; If you can, post me some instructions you use.
  6. Enigx

    Waypoint issues

    I think you redefine the 'group Nicholas' twice in the wp2. Try to define a unique variabile for group Nicholas. _groupN = group Nicholas; And use this for the two wp.
  7. Hi @jandrews thank you for your feedback. I created this system for missions, in particular for infantry, so I don't believe this improvement is so useful. I think one or two flying vheicles can be placed on map by editor directly. Furthermore, helicopters and planes are always difficult to manage and always do the opposite of what you tell them ! It's not correct. For infantry inside the buildings, they spawn in random position on marker (in all the area) and then placed inside the closer building searched in a radius of 50m from this position. The same for vehicles and static, they are generated in a random position and then a "safe" position is searched for their positioning around this (radius of 50 m). For directions, waypoints are placed always in all the area, guaranteeing every direction. It's an interesting improvement. I'll think about it I've already done a system that does it with defending areas and random ai attacks from 360 through random routes. See here other system here below, where random enemy attacks are created on SPECIFIC ROUTES placed on the map from the editor. I used it in a lot of missions. There is already a mission example in the download. The user guide is also quite comprehensive. For a video.. ehm... my english is not so good, sorry 🙂 Thanks for your comments, I will keep them in mind in the next system release. Glad you use it. Let me know what you think
  8. Hi @Duke101, Thank you. I'm glad you like it. Take a look at the other systems too if you are interested. Cheers
  9. Enigx

    Help with sleep command

    Change : with ; so Sleep 1;
  10. UPDATE V 2.0 Changes: The heli transport module has been updated with the possibility to stop the transport in progress and reset the route. You can order to heli 3 different actions: - Order new transport route - Stop current flight and stay in air. The helicopter you are traveling in will stop and await new orders. You can restart the module and give heli new route or land - Stop current flight and land. The helicopter you are traveling in will stop and land on current position Updated the module of the heli call with the possibility to add an user heli from a different mod to specify
  11. Just as idea, what I would do is: 1) create initPlayerLocal.sqf in mission folder It runs locally on player pc when he starts the mission 2) insert these in initPlayerLocal.sqf // create local marker for each connected player // note: here some asssumed coordinates, but you can use also markers (trasparent) already on map and identify the position by a getMarkerPos "markerOnMap_1" (i.e. createMarkerLocal ["Mrk_1",getMarkerPos "markerOnMap_1"]; createMarkerLocal ["Mrk_1",[50,120,1]]; createMarkerLocal ["Mrk_2",[2,300,125]]; createMarkerLocal ["Mrk_3",[0,0,100]]; // define an array with markers MarkArray = ["Mrk_1","Mrk_2","Mrk_3"]; // it is a global variable defined locally on the players pc //make markers transparent for "_i" from 0 to (count MarkArray - 1) do { (MarkArray select _i) setMarkerAlphaLocal 0; }; // strings to activate the Show/Hide commands by the ACE self menu for each player // show _actionMrkOn = {execVM "ShowMarkers.sqf";}; _showMkr = ['ShowMkr', 'Show markers', , _actionMrkOn, {true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions"], _showMkr] call ace_interact_menu_fnc_addActionToObject; // hide _actionMrkOFF = {execVM "HideMarkers.sqf";}; _hideMkr = ['HideMkr', 'Hide markers', , _actionMrkOFF, {true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions"], _hideMkr] call ace_interact_menu_fnc_addActionToObject; Here you can use the ACE command to allow the activation of Show/Hide commands by the players. So the player has the commands on his ACE menu. 3) create ShowMarkers.sqf in mission folder and insert this for "_i" from 0 to (count MarkArray - 1) do { (MarkArray select _i) setMarkerAlphaLocal 1; }; 4) create HideMarkers.sqf in mission folder and insert this for "_i" from 0 to (count MarkArray - 1) do { (MarkArray select _i) setMarkerAlphaLocal 0; }; In this way each player can activate/deactivate markers locally on his pc by the ACE command whenever and as many times as he wants. The only remark is that markers are transparent when mission starts and they have to activate them for the first time (tell them to do it). You cannot do it for them, because markers must be local on clients pc. Not tested, but this is the idea, that of course can be improved. cheers
  12. Hi, as already posted in a previous post, check this script I did time ago. It could be useful for your scope.
  13. Check this script I did time ago. It could be useful for your scope.
  14. Probably the reason is that the spawning of heli is defined within the addEventHandler. The second time you run the addAction the previous addEventHandler is still active and spaws a consequence a heli. Each time you run the script you generate additional addEventHandler each one spawns heli. The same for the system chat. I'm not sure if this is the reason but probably the addEventHandler should be defined only one time. Try to move the heli createvehicle outside the addEventHandler.
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