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Enigx

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Everything posted by Enigx

  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. 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) Hey, it seems Armaholic has been shut down!! Alternatively, I added the file to this link which uses a personal external website (completely unrelated to the Arma game). 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: Version 1.1 Added the possibility to have each light vehicle full of infantry units, specifying a chance value. Version 1.0 First official version 1.0
  4. 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
  5. 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
  6. 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.
  7. 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.
  8. 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
  9. Hi @Duke101, Thank you. I'm glad you like it. Take a look at the other systems too if you are interested. Cheers
  10. Enigx

    Help with sleep command

    Change : with ; so Sleep 1;
  11. EGX_HeliTransport system by Enigx The system allows you to call and manage a heli transport to and from a specific clickable area on the map. Useful to simulate and manage an insertion/exfiltration or simply a players heli transport. You can control the heli when you are on board (order it direction, stop and land). Armaholic EGX_HeliTransport system Hey, it seems Armaholic has been shut down!! Alternatively, I added the file to this link which uses a personal external website (completely unrelated to the Arma game). Features: System consists of two separate modules: ** CallHeli Allows you to spawn a helicopter and make it land on a map position. It can be used to call an exfiltration. You can call heli wherever you want on the map You can call heli whenever and as many times as you want Graphical interface window for options selection Different helicopters available for selection You can add user heli inserting its classname and text description Automatic procedure to identify a safe landing position close to the selected one You can select heli route clicking on intermediate waypoints on map Multiple helicopter calls No need to place heli from editor. It is spawned at each call ** OrderHeliGO Allows you to order a helicopter, in which you are on board, to go and land at a point on the map. Useful to simulate and manage an insertion to specific zone. Graphical interface window for options selection Automatic procedure to identify safe landing position close to the selected one You can select heli route clicking on intermediate waypoints on map You can stop the flight in progress, land at current position or reset the route for new destination You must within a copter to work Once landed you can choose to send it away and delete it Both modules can be activated by ACE self interaction menu for authorized players only or for everyone. SP/MP compatible. Installation / Usage: For instructions and information about how to use the EGX_HeliTransport pleasde refer to the included README.txt file. Mission example included in zip archive. Notes: It needs the following mods loaded in your mission: - ACE for the interaction menu - RHS USAF for the definition of the RHS helicopters option. Otherwise you can use vanilla copter option. Mods: ace ACE Compat - RHS United States Armed Forces CBA_A3 RHSUSAF Credits & Thanks: Sceptre for sharing his Custom Dialog System (CDS) Thanks to Armaholic Community. Changelog: **Version:** 2.0 - 02/11/2021 - The transport with heli module (OrderChopterGO) has been updated with the possibility to stop the transport in progress and reset the route - Updated the module of the heli call (CallHeli) with the possibility to add an user heli from a different mod to specify **Version:** 1.0 First official version 1.0
  12. 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
  13. 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
  14. Hi, as already posted in a previous post, check this script I did time ago. It could be useful for your scope.
  15. Check this script I did time ago. It could be useful for your scope.
  16. 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.
  17. 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.
  18. EGX LoadoutPanel System by Enigx EGX_LoadoutPanel gives the possibility to select loadouts and set radio frequencies using a dedicated panel instead of the classical box placed on map from editor. It is always available and you don’t need to include it in editor during mission editing. Just modify your loadouts with your needs. Armaholic EGX_LoadoutPanel System Hey, it seems Armaholic has been shut down!! Alternatively, I added the file to this link which uses a personal external website (completely unrelated to the Arma game). Features: It appears as option in ACE interaction self menu for all players when in respawn position (usually the Blufor Base for example) You can select loadouts and set radio frequencies using the different panel screens You can select special skills from dedicated screen (medic, engineer, explosives specialist) A number of 11 (+ 1 optional for your needs) loadouts can be selected You can set radio frequencies with your values MP compatible Installation / Usage: See included README.TXT file for details. Mission example included in zip archive. Notes: EGX_LoadoutPanel needs the following mod loaded in your mission: - ACE for the interaction menu: * ace * CBA_A3 The loadouts, included in the annexed files of the sample mission, have been defined using the RHS USAF mod. Load it to see the sample. * RHSUSAF * ACE Compat - RHS United States Armed Forces Of course use your loadouts and/or any mod you want. For the radio frequencies setting the standard Task Force Radio is needed: - Task Force Arrowhead Radio (BETA!!!) For long range radios the mod "ILBE Assault Pack – Rewrite" is suggested. Anyway classnames of additional radios can be added. Credits & Thanks: Thanks to BI Forum and Armaholic Community. Changelog: First released version 1.0
  19. 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;
  20. 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.
  21. 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.
  22. 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
  23. 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) Hey, it seems Armaholic has been shut down!! Alternatively, I added the file to this link which uses a personal external website (completely unrelated to the Arma game). 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
  24. EGX System by Enigx EGX system is a complete gaming system created to help Arma 3 clan administrators and mission makers for their activities. It offers a lot of tools useful for MP missions and training servers. I developed this system, also inspired by the Arma 3 clan community that I frequented, and have had a lot of positive feedback with it in my MP missions. I have personally created many of the scripts for the tools contained in the system. For others I have used scripts shared on Armaholic and BI forum by the Arma 3 community. You can find credits in section below. Of course it does not want to be pretentious or replace systems already in use and tested, but only my personal contribution to share with the community. No more, no less. Armaholic EGX System Hey, it seems Armaholic has been shut down!! Alternatively, I added the file to this link which uses a personal external website (completely unrelated to the Arma game). Features: Dynamic adminPanel that gives to mission masters, administrators and specific players a lot of functions to manage and help them in their MP missions and activities A number of 78 modules covering a lot of useful functions and utilities to manage your missions when in game, comprising: * General modules with admin tools and helicopter systems * Tools to manage players and general utilities * Blufor support modules * Enemy support modules * Civilian and objective modules Launcher to run 15 external personal scripts when in game whenever you want MedicMenu panel that gives to medics an additional tool for their loadout MedevacMenu panel to manage automatic medevac system for transport and healing of players directly when in game TransportMenu panel to manage players transport for their insertion from respawn point directly when in game LoadoutPanel system to manage loadouts, radio frequencies and special functions Start & End mission screens and logo system to make unique and customizable your missions A lot of pre-configurated factions available for use Possibility to add other factions needed for your mission Graphical windows to manage modules option Integrated Enemy Spawning System (ESS) to dynamically spawn enemies on clickable ESS zones directly when in game Integrated Area Defending System (ADS) to dynamically create enemy attacks on area directly when in game Activation by ACE self interaction menu for authorized players User guide included MP compatible Installation / Usage: For instructions and information to use the EGX System refer to included guide, DOC-EGX-SYS Rev1.0 file. Mission example included in zip archive. Notes: The EGX system needs the following main mods loaded in your mission: - ACE, for the activation of the different panels - RHS USAF, for the definition of some type vehicles contained in the modules. For some of them, if not loaded, you can use the vanilla vehicles selected in the relevant graphical windows. Mods list: - ace - CBA_A3 - RHSUSAF - ACE Compat - RHS United States Armed Forces For the radio frequencies setting the standard Task Force Radio is needed: - Task Force Arrowhead Radio (BETA!!!) For long range radios the mod "ILBE Assault Pack – Rewrite" is suggested. Anyway classnames of additional radios can be added. Credits & Thanks: Not in order of importance: - All members of Bohemia Interactive Forums & Armaholic community for their constant contribute to share information and helps - All Arma 3 clans I was inspired by and supported by - Shuko for sharing his SHK_pos - Random position generator system - Zenophon for sharing his Infantry Occupy House system - Sceptre for sharing his Custom Dialog System (CDS) - Aliascartoons for sharing his Minefield script, Artillery script and Jdam bomb script - Zooloo75/Stealthstick for sharing their suicide bomber script - Phronk for sharing his IEDs script - HallyG for sharing his supply drop script - AirFell for sharing his Keypad Script - =7Cav=CW2.Iher.I for sharing their Vehicle Repair, Refuel, Rearm Pad script Changelog: First released version 6.0
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