Jump to content

Spinor

Member
  • Content Count

    208
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

3 Followers

About Spinor

  • Rank
    Staff Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Spinor

    CoC Command Engine X

    I am not sure if thats what you mean with dropdown-menu, but I would suggest to use the right-click context menu. In the example description.ext there is an entry CEX_CustomUI/ContextMenu you can modify: Code: class CEX_CustomUI { title ="Mission Menu"; // Default Widget Title enabled ="true"; // Custom Menu enabled class ContextMenu { title ="Support"; // Title of context sub-menu width =0.15; // Screen-width of menu show ="true"; // display menu enabled="true"; // enable menu pic =""; // menu icon // Menu entries class Mortar { text = "Mortar"; // Item text action = "[_pos]exec 'mortar.sqs'"; // Item action }; }; }; This should enable a submenu "Support" within the right-click context menu with an entry "Mortar", that will execute "mortar.sqs" with the map-click position as parameter (adjust this as required by your script).
  2. Spinor

    CoC Command Engine X

    Getting troops to enter a vehicle within their own group (i.e. team or squad) is not directly possible. The boarding is governed by the group behavior setting, i.e. Aware, Combat etc. You can also specifically set it by double clicking a unit and select "Embark Infantry" from the dialog. Please note though that even then infantry might not board vehicles immediately, but only after ordering the group to move some minimum distance.
  3. Spinor

    CoC Command Engine X

    To disable the individual soldier icons, select Veteran mode or check your Difficulty options for this ArmA setting.
  4. Spinor

    CoC Command Engine X

    Select a group behaviour in which infantry boards their vehicles, such as "Travel". Check manual for appropriate behaviour modes. Alternatively, double-click a group and set "Embark Infantry" manually.
  5. Spinor

    CoC Command Engine X

    To shorten the waiting time a little bit , here is a new CEX mission created by Solomani: Chain of Command - CEX Mission: US Army Cavalry Troop Readme
  6. Spinor

    CoC Command Engine X

    Yes, next version will have no hardcoded level limit, so if your computer can handle it you can simulate a Corps if you like . In the currently released version you can already have Battalion level, with Squads at the basic level: Battalion Company Platoon Squad What portion are you interested in? Just viewing capabilities or (limited) command abilities?
  7. Spinor

    CoC Command Engine X

    New version is in the works, but I wil not give an ETA as I have been proven wrong too often .
  8. Spinor

    CoC Command Engine X

    Check "CEX.../Info.../Credits" ingame
  9. Spinor

    CoC Command Engine X

    Sorry for the lack of updates. After arriving in the UK, I continued CEX development about two weeks ago. The next version should be ready by the end of November, mostly including bug fixes but also a few new goodies. Regarding the forums: We are currently in the process of creating a new forum which should be available soon.
  10. Spinor

    CoC Command Engine X

    It works from bottom to top: 1) Information is gathered at the group (squad or fireteam) level, and new contacts are reported to the next level (usually platoon). 2) Then it just goes step by step up the ladder: Platoon leaders report to Company leader, Company leaders to Battalion leader, etc. As of now, there is no 'reporting' from top to bottom. A unit is thus only ever aware of enemies detected by its subordinates. Usually this means they do not share information with groups far away unless a platoon is far spread out.
  11. Spinor

    CoC Command Engine X

    Yes, this is already in development and should be implemented in 0.88 or so . In the beginning it will just be a replacement for using Guard waypoints to control opposing forces. The mission editor will be able to assign important locations to a CEX unit (i.e. a platoon, a company, etc.) and if that unit is not controlled by a human, the AI will kick in and try to hold these locations. The AI will produce normal orders to subordinates so if you are playing at a lower level, you are still fully immersed in the CEX chain of command. Yes, this is a known NS bug. Please post CEX bugs in this thread and NS bugs in the analogous thread here in the Addons & Mods section. These threads provide the greatest visibility to other users.
  12. Spinor

    CoC Command Engine X

    Just a quick heads-up: Development of CEX 0.87 is on hold for a few days while I am waiting for my desktop machine to arrive at my new place. I have just moved from Germany to the UK, so things are a bit busy at the moment. No, NSA can be configured to allow a longer connection timeout for slower WAN environments. This still needs to be tested before we can give any recommendations on that. For CEX itself, latency should not be a big issue, and I do not expect a big decrease in playability on WAN compared to LAN. CEX is not concerned with low-level detail like positions of individual soldiers, so split-level synchronization is not required.
  13. Spinor

    CoC Command Engine X

    Conceptually, its not a difficult concept. CEX consists , and the only question is on what machine an entity is managed (i.e. where is it local). At the moment, CEX copies ArmA so that AI controlled units are local at the ArmA server and human controlled units at their respective client. This could be easily changed, though, for example in cases with many AI units which put a lot of stress on the server. There is probably one downside in distributing entities over the network: it is likely to worsen network traffic, as the entities are communicating with each other.
  14. Spinor

    CoC Command Engine X

    Yes, response speed should be improved (there is still some potential, though ). Response speed was/is essentially independent of machine performance. No, not yet, I am still experimenting whether I can solve it via in-built ArmA functionality (addVehicle/leaveVehicle commands) or via a scripted solution. Not really measuring, just the intuitive understanding that the more code lines you try to execute within a given time interval, the higher the load will be. That time interval is essentially given by 'UnitServerUpdateInterval'.
  15. Spinor

    CoC Command Engine X

    Hi all, please check first post of this thread for CEX 0.86 mirrors.
×