Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

39 Excellent

About Enigx

  • Rank
    Lance Corporal

Profile Information

  • Gender

Recent Profile Visitors

604 profile views
  1. 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.
  2. 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
  3. Hi @Duke101, Thank you. I'm glad you like it. Take a look at the other systems too if you are interested. Cheers
  4. Enigx

    Help with sleep command

    Change : with ; so Sleep 1;
  5. 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
  6. 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
  7. Hi, as already posted in a previous post, check this script I did time ago. It could be useful for your scope.
  8. Check this script I did time ago. It could be useful for your scope.
  9. 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.
  10. The string for the remoted execvm is not correct. startscenario.sqf is an arguments for the remoteexec (see "params" in first syntax in https://community.bistudio.com/wiki/remoteExec Anyway the command execVM is not remote executable (you can find what commands are remote executable by looking at what is listed in the config under CfgRemoteExecCommands). You can just replace it with the function BIS_fnc_execVM. In the first addAction "Start Scenario" you should use this {["startscenario.sqf"] remoteExec ["BIS_fnc_execVM", 0];} This allows execution of the startscenario.sqf for all clients.
  11. Hi, 1) Put this in the init of the object this addAction ["<t color='#00FF00' size='1.3'>LOADOUT PANEL</t>",{createDialog "home";}]; 2) Disabilitate command of ACE menu. Open initPlayerLocal.sqf and comment (//) or remove this line player call LDP_fnc_addLoadoutPanel;
  12. I have included your suggestion in version 1.01. Now each light vehicle has a chance to be full of infantry units. Chance (%) can be specified in the ESS call with a value from 1 to 100. Set 1 to have only driver and gunner, 100 to have all light vehicles full. Of course in your case put 80. Spawning in water not implemented, so change strings as I've already written in previous post to have this function. Updated version soon available on Armaholic link.
  13. Hi, thanks for your comments. 1. I removed water spawning because I think it has no sense. Do you really want soldiers swiming into water or BTR in the deep sea? 😊 Anyway if you want it you can change few strings as follows: -) For infantry In file ESS_Launch.sqf, at lines 43-55, change _p1 = [_ESSAreaMkr] call SHK_pos; sleep _TempSpawn; _p2 = [_ESSAreaMkr] call SHK_pos; sleep _TempSpawn; _p3 = [_ESSAreaMkr] call SHK_pos; sleep _TempSpawn; _p4 = [_ESSAreaMkr] call SHK_pos; sleep _TempSpawn; _p5 = [_ESSAreaMkr] call SHK_pos; with _p1 = [_ESSAreaMkr,true] call SHK_pos; sleep _TempSpawn; _p2 = [_ESSAreaMkr,true] call SHK_pos; sleep _TempSpawn; _p3 = [_ESSAreaMkr,true] call SHK_pos; sleep _TempSpawn; _p4 = [_ESSAreaMkr,true] call SHK_pos; sleep _TempSpawn; _p5 = [_ESSAreaMkr,true] call SHK_pos; -) for light veh, heavy veh, static weapon In file findSafePos.sqf, at line 5, change _pos = [_mrk] call SHK_pos; with _pos = [_mrk,true] call SHK_pos; That's all. You can find additional options into SHK script "shk_pos.sqf". if you want 2. Explain me better. Do you want: - each light vehicles to be 80% full? or that - 80% of them are full? (this is no easy to implement) or that - everyone has an 80% chance of being full? (maybe this) Now the system spawn only driver and gunner if vehicle provided with gunnur postation.
  14. Modify the script as private "_time"; _time = _this select 0; stopCountdown = 0; publicVariable "stopCountdown"; while {(_time > 0) and (stopCountdown == 0)} do { _time = _time - 1; hintSilent format["Tiempo restante: \n %1", [((_time)/60)+.01,"HH:MM"] call BIS_fnc_timetostring]; sleep 1; }; barricada2 setPos [2679.017,4803.602,6.477]; barricada2 setDir 352.207; hint "Paso despejado."; To stop it, place a trigger that executes this stopCountdown = 1; publicVariable "stopCountdown"; I used publicVariable because I used this method in a MP mission running it by interaction menu, but it is the same. If you want activate/deactivate countdown whenever you want you can use also ACE interaction menu. In this case 1) load ACE mod in your mission 3) Barricadas\cuenta2.sqf as I wrote above 2) Create initPlayerLocal.sqf in mission folder (if not already present) and add these strings in it authPlyrs = ["XXXXXXX", ... , "YYYYY"]; // <-- ADD HERE THE STEAM ID OF THE PLAYER/S ENABLED TO ACTIVATE/DEACTIVATE COUNTDOWN BY ACE COMMANDS _uidP = getPlayerUID player; if (_uidP in authPlyrs) then { _actionAct = {[[120],"Barricadas\cuenta2.sqf"] remoteExec ["BIS_fnc_execVM",0];}; _CallAct = ['ActivateCoutdown', 'Activate Coutdown', '', _actionAct, {true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions"], _CallAct] call ace_interact_menu_fnc_addActionToObject; _actionDeact = {stopCountdown = 1;publicVariable "stopCountdown";}; _CallDeact = ['DeactivateCoutdown', 'Deactivate Coutdown', '', _actionDeact, {true}] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions"], _CallDeact] call ace_interact_menu_fnc_addActionToObject; }; It works also in MP. From editor run mission as MP to activate ACE and steam ID. Two commands will be available, for enabled players withe the indicated steam ID, to start and stop countdown. Cheers