Thank you very much , this has been the most useful addon in OFP and I am pretty sure it will be same in ArmA![]()
Thank you very much , this has been the most useful addon in OFP and I am pretty sure it will be same in ArmA![]()
Mmm, I agree, I remeber the old suite for OFP and how (and I dont use this word lightly) invaluable it was when designing MP missions. I can only hope that when I get my new computer and get playing ArmA that this suite is as good as its predecessor, which I have no doubt it will be.
Thanks alot to all of the CoC guys and everyone else who contributed, for taking the time to get this ready for the community, we cant give you money (well, I cant, im a student) but we can give you a well deserved ...
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To the CoC crew, Guys, only really saying that in jest. To be honest, I'm expecting six months till your arty addon comes out. It comes when it comes, plain and simple. Its just you guys have started, which is why I am so excited. God speed gentlemen!
You have alot of fans out there!
YT
alext223.
“All right, they're on our left, they're on our right, they're in front of us, they're behind us....they can't get away this time.
”General 'Chesty' Puller
[USMC,when surrounded by 8 enemy divisions during the Korean War.]
Thx ur effort all member of CoC. There is much of need to this system so god job .
OFP multiplayer since june 2001. gamename MRJ-GLO
This is great!!
Do you have a thread on your forum dedicated to CoC NS 3.0 bug reports like you do with CEX?
I believe I have some bugs when I use the examples listed from your documentation for fNSendGlobal.
Then again it may be my learning curve.
ViperMaul
Assistant Team Lead | Advanced Combat Environment
ShackTac Community Member | www.dslyecxi.com
CoC forums down atm, so posted here..
I'm having difficulty auto initiating CoC_Ns for internal useage within a mod.
I cannot seem to createunit a gamelogic, and as the coc_ns requires being in a group, this would appear to mean that my only solution, to date, is to have the mission designer include the "ns" logic in each mission that the mod uses, which is far from the ideal solution.
I would be suprised if i'm the only mod dev who has this issue, so am hoping CoC can come up with a soution.
Example snippet of test code used to try auto initiating
The debug outputsOriginally Posted by [b
_SideHQ as 0x1000
_grp as 0x2000
typename _u returns absolutely nothing
group _u as 0x2000
getpos _u or position _u as ARRAY
which leads me to believe that creatunit logic isn't possible
as a test to check the syntax, i created a bis soldier, as can be seen by the "commented out" lines
and I also tried variations
The createvehicle works fine, but unfortunately, because CoC_NS requires it's logic to be in a group, then this would appear to be useless
Zeus gaming Community (Est. 2003)
Addons & Mods
Hi Terox,
the correct syntax is:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep 2;
_SideHQ = createCenter sideLogic;
sleep 2;
_grp = createGroup sideLogic;
sleep 2;
_u = ("CoC_NS" createUnit [position player, _grp]);
sleep 2;
Player sidechat format ["DEBUG>> type = %1...group = %2, pos = %3",typeName _u, group _u, position _u];[/QUOTE]
My tests show that createCenter aint nececairy, but im not sure how this will relate to effects in the game.
A.C.E. Advanced Combat Environment
Dev-Heaven.net Free Project Hosting | A2 Community Issue Tracker Help BIS, Help yourself!
Thx Sickboy, that did the trick
"sidelogic" which isnt mentioned on the wiki
http://community.bistudio.com/wiki/sideLogicOriginally Posted by (Terox @ Oct. 19 2007,18:19)
:P
This is a long time over due. ***We have a new update for NS. ***I'm please to announce NS 3.1. ***Many new bug fixes and features:
CHANGELOG (3.1 Release)
================================================== ==============
* fNAddPublicArray is now used to modify CoC_PublicArrays
* Added special event handlers that excute globally for JIP,
*** respawn, and disconnect.
* Added functions that allow you to retrieve IDs by side
* Tweaked sleeps to prevent lag upon respawn
* Updated PublicArray to prevent assigning arrays to incorrect
*** variables.
* Resolved JIP connect and rejoin issues with the ClientList
*** not updating appropriately
* All sqs scripts have been converted over to functions, sqf
You may retrieve the package here. ***If anybody is able to provide mirrors, I'd be much appreciated. ***Enjoy!
A special thanks goes out to Zeus Community, Killswitch, ViperMaul, and lwlooz for assisting with testing and bug fixes!
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