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  CoC Pack (CEA and NSA) (v 1.0 & 3.1)  
Picture of CoC Pack (CEA and  NSA) Author : Chain of Command
Version : 1.0 & 3.1 Era : N/A Type : Realism Mod
Size : 2,39 MB Demo mission : Yes
Downloads : 5282 Rating : 5 / 5 (rated 4 times)

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Included *.pbo files : Needed addons :
  • CoC_NS.pbo
  • coc_markers.pbo
  • coc_cex.pbo
None
 
Description :
Addon : CoC Pack

Content :
This addon pack by Chain of Command includes :

- CoC CEA Pack (CoC Command Engine X 1.0 )
- CoC NSA Pack (CoC Network Services 3.1)

CoC Command Engine X 1.0
--------------------------------------------------------
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.

Network Services 3.1 Public Beta
--------------------------------------------------------
Many of you may already be aware of NS from our previous ancestor, OFP. We took this addon and made significant updates, optimizations, and enhancements to support ArmA. For our old-school players, there should be little explaining to do, and you can look foward to porting your NS supported addons over to ArmA. Otherwise, you may find NS 3.0 helpful for creating in depth missions like Capture The Island (CTI), Real Time Strategy (RTS), possibly CE3 for command control ;), and many other missions/addons that require an advance networking solution. NS 3.0 can also aid in minimizing network traffic and synchronizing JIP Clients.

Changelog :
Please view the readmes (below) for the changelog

Installation :
The PBO and Sign files in the archive need to be extracted into your ArmA/Addons folder.
However the mod folder method is the better solution.
Click here to get redirected to a Mod Folder Tutorial

Credits and Thanks :
NSA :
A special thanks goes out to Zeus Community, Killswitch, ViperMaul, and lwlooz for assisting with testing and bug fixes!

CEX :
- Missions by Snakeman
- Template Missions by Jens
- Extended Marker Addon by Leonardus
- Final testing by Killswitch and lwlooz

Source : BIS Forums

Click here to view the full Readme (more information about CEX) :


CEX 1.0
-----------

Required: ArmA 1.08.5163

Installation: - Put the contents of addons\ into the ArmA addon folder
- Put the contents of missions\ into your ArmA User mission folder
- Put the contents of CEXTemplates\ into your ArmA User mission folder


Credits:
--------
- Missions by Snakeman
- Template Missions by Jens
- Extended Marker Addon by Leonardus
- Final testing by Killswitch and lwlooz


Changes:
--------
Test 10:
- Additional MP updates by pennywise

Test 9:
- Custom Widget for mission designers
- Enhanced Waypoint managment
- Preliminary MP compatibility


Test 8:
- Bug fixes


Test 6/7:
- 4 SP Demo missions included in CEX addon
- New actions: Embark, Disembark, Load, Unload, (Un)assign transport, Land
- Many commands can be given to platoons (or other higher-level units) now
- Destroyed units are properly removed from CEX
- Addonized CEX
- Added various new description.ext settings (see manual)

Test 5:
- 3D HUD Mode now has the same functionality as the map: WPs can be
placed, modified etc.
- 'View' menu in titlebar, for controlling map/camera, icon appearance/size etc.
- Optional setting 'SizeMap' in decription.ext to set the relative size of
map markers.
- Properties dialog (double click unit/context menu):
- Displays full roster of soldiers and vehicles
- Allows selection and fine-tuning of behavior
- Enemies are now properly displayed only on detection (Fog of War).
- Expand/Collapse higher-level unit from context menu
- Expansion status of higher level units is now also represented on map
- "Switch to unit" option in context menu,
switches player to leader of selected unit

Test 4:
- Enhanced camera controls (mouse view, strafe on screen edge)
- Unit list as tree (double-click to collapse a unit)
- 3D HUD mode, some 3D unit control functionality
- Watch direction order
- Add WP context menu command
- Various Keyboard shortcuts
- M: Toggle map
- H: Toggle HUD in 3D
- (SHIFT+)F10: Cycle through marker text modes (SHIFT: HUD)
- (SHIFT+)F11: Make markers smaller (SHIFT: HUD)
- (SHIFT+)F12: Make markers larger (SHIFT: HUD)

Test 3:
- First draft of user manual, see Manual.pdf for details.
- Multiple waypoints per unit.
- Basic 3D mode and minimap.

Test 2:
- Editable version. You can add/edit squads in the mission editor.

Test 1:
- First release




Click here to view the full Readme (more information about CoC NSA) :


CoC Network Services Public for ArmA 08/14/2008
================================================================

Created by The Chain of Command, www.thechainofcommand.com.
Originally Authored by Author: Bn880, Dinger, and Spinor.
Ported to ArmA by Pennywise (onepremise@gmail.com).

SYSTEM REQUIREMENTS:
================================================================

ARMA 1.08+

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

CHANGELOG (Beta Release 03/31/2007)
================================================================

* Taken steps to make use of 'isNil'. isNil will tests
whether a variable is null. The function returns
true if the variable is null and false if it's not.

* There were situations where quotations were being used
in place of brackets. ArmA no longer accepts this
syntax. Quotations can no longer be used with while blocks,
count blocks, and any other forms of control structures.
You must use brackets for representing any code to
be executed.

* You have to 'compile' any function prior to passing it
into 'call'. In addition, you must always use brackets
to represent code now.

* Theres a new method call 'str' which Converts any variable
to a string. This method was refactored in to replace
previous conventions, possibly optimizing code.

* fDecToAlpha.sqf has been depricated due to 'str' enhancements

* remote scripts execute in ArmA now.

* Implement JIP or an equivalent, "OnPlayerConnected";JIP
onPlayerConnected resolved

* JIP onPlayerDisconnect resolved

* CoC_ClientList is no longer empty and CoC_ClientChannel is
assigned in ArmA.

* PublicArray now works appropriately. Nested arrays can be
sent to clients as well in ArmA.

* PublicVariable now sends strings to enhance service.

* CoC_ClientList boolean value for connection status updates upon
JIP rejoin or disconnect CoC_ClientList for tracking connection
type. Type is set to one of three modes: "NODE_STARTUP",
"NODE_JIP","NODE_JIP_REJOIN".

* Added CoC_isJIPClient flag to quickly check if client is
JIP Client.

SUPPORT:
================================================================

Please direct technical questions to our forums,
http://www.main.thechainofcommand.net/.

 
Picture of CoC Pack (CEA and  NSA)
Size : 2,39 MB
  September 20th, 2007 - 13:35   Comment (0)  

 
 
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