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Combining a dynamic co-op campaign with Command Engine?
SpaceNoodle92 posted a topic in OFP : MISSION EDITING & SCRIPTING
So I've been wanting to make a mission that is a combination of a "dynamic campaign" (probably using the COIN coop engine), that also lets me command other groups about like CoC's command engine. Before I try and combine these two things, I have to ask - is that a difficult waste of time? I mean I don't see other missions like that so it must be hard or not possible. I'm kind of a noob at this; just want to get some input before I potentially waste some time on the deal. -
Edit (09-22-2007): Added 0.86 Mirrors Edit (09-20-2007): New Version 0.86 Edit (09-01-2007): Added Mirrors Command Engine X for ArmA (CEX) Public Beta ------------------------------------------------------- The Chain of Command is proud to present the public beta release of the Command Engine for ArmA. WHAT IS IT FOR? --------------------- Like its predecessors in OFP, CEX is a script addon that enables players to control multiple groups. Units are organized in hierarchical command chains allowing the representation of real life military units such as platoons, companies or battalions. CEX functionality can be incorporated into any mission. Mission designers have full control over the command structures and can freely assign command capabilities to the players. CEX is designed to be fully multiplayer compatible. Players can take any position within the command structure on any side, be it commander-in-chief, squad leader or private. CEX commanders control their subordinate units via an intuitive graphical user interface which borrows elements found in real-time strategy games. Despite the intention to grant easy access, the underlying system is intended as a realistic simulation of higher-level combat in ArmA. The addon contains several fully playable missions as well as templates for mission designers to base their own missions on. IMPORTANT NOTES ----------------------- 1) Please remember that this a beta release. CEX has grown into a sizeable system, so please expect some bugs and glitches. This is especially true in multiplayer, where CEX has not received full testing yet. Currently, only the test mission is MP-enabled out of the box. 2) We will do our best to make future CEX version back-compatible. We can not guarantee, though, that missions created for the present version will work without problems with the gold release version. While you are of course free to create missions now, please be aware of this possible caveat. CREDITS ----------- - Missions by Snake Man - Template Missions by jens198 - This package contains - CoC Extended Marker Addon 1.2 by Leonardus - Network Services Addon 3.0 by Pennywise SPECIAL THANKS --------------------- Dslyecxi, Idontno, lwlooz, Pennywise, Walker, and all testers during the private beta phase. CHANGE LOG -------------- - BETA 2 (0.86): Change: CEX addon coc_cex.pbo Change: CEX_Test_Mission.Sara, old versions of this mission may not be compatible with 0.86 New: Start Menu Option CEX/Admin Tools/Restart Client ... use in MP in case a command transition was no properly recognized Fixed: Completed WPs were not deleted at commander machine (MP) New: Config Setting 'UnitServerUpdateInterval' ... refresh interval in secs of CEX server; determines unit responsiveness and server load New: Config Setting 'InterfaceUpdateInterval' ... refresh interval in secs of CEX UI New: Config Setting 'PlayerChatMessagesEnabled' ... if false, CEX will not ouptut order confirmation and status report chat messages originating from a player-controlled unit New: 4th command layer ... it is now possible to represent Battalion/Companies/Platoons/Squads in CEX New: Config Setting 'UseArmAMap' ... if true, CEX icons will also be displayed on standard ArmA map (non-interactively) Improved: Order reaction speed Fixed: Infantry sometimes disembarked from an external transport unit when changing behaviour New: Keyboard shortcuts F1-F8 -> Toggle select immediate subordinate ~ -> Toggle select all immediate subordinates Backspace -> Open/close command menu Page Up/Down -> Navigate command tree vertically Del/End -> Navigate command tree horizontally Shift+RMB -> Add WP Ctrl+RMB -> Move Ctrl+B -> Behaviour Ctrl+H -> Halt CTRL+P -> Proceed New: GUI message when switching to another unit Fixed: It was possible to switch to an already dead leader Fixed: Missing Command Engine option after dying and switching to another leader New: Config Setting 'ViewFriendlies' ... allows tracking of friendly but non-subordinate units New: Option 'Remove WPs' in unit context menu Fixed: Error when reaching 'Converge' waypoint Improved: Update interval now independent of total number of CEX units Fixed: CEX callsign was not assigned to group at mission start New: Config Setting 'Transport' ... mission editor can pre-assign a transport unit New: Config Setting 'Behaviour' ... mission editor can define initial behaviour state of unit Change: More frequent casualty reports and feedback messages Fixed: Non-CEX units could access the CEX interface Change: Many behaviour modes now use speed mode "FAST" Fixed: Landing helicopters now stay on ground New: UI Settings can now be applied on a per-unit basis in the description.ext Improved: Waypoint transition speed Fixed: Waypoint lines created by other players were visible in MP Fixed: Names of leaders commanding a vehicle were not properly handled in description.ext Fixed: Error when using CTRL+Click to move a unit - BETA 1 (0.85): First Public Release DOWNLOAD -------------- CoC CEX v0.86 @ thechainofcommand .net CoC CEX v0.86 @ Gotf.net (mirror provided by Rhodite, thanks) CoC CEX v0.86 @ Combat-Prison.net (mirror provided by Stavanger, danke) CoC CEX v0.86 @ Armaholic.com (mirror provided by Big, thanks) Old versions: CoC CEX v0.85 @ thechainofcommand .net Have Fun! Spinor CoC CEX Developer
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Hello! I have a couple of questions about night missions that i'm making. The main problem is light. I've added NV to the weapon crates in the spawn zone of the missions, but when the players respawn, they respawn without NV so they're bacisally too blind to find the crates. How do i make it so that dead players respawn with NV? Another question i have is how i make a searchlight turned on from the mission start. I don't want a soldier controlling them, i just want them to be turned on. I'm guessing there's a simple init command for it, i just haven't been able to find it. If anyone can help out with this, i sure would appreciate it! /J