Jump to content

ricoarma

Member
  • Content Count

    63
  • Joined

  • Last visited

  • Medals

Community Reputation

4 Neutral

1 Follower

About ricoarma

  • Rank
    Corporal

Profile Information

  • Gender
    Male
  • Location
    France / P.A.C.A.

Contact Methods

  • Steam url id
    ricoarma

Recent Profile Visitors

720 profile views
  1. ricoarma

    OPEX

    Hi everyone. @Gemini it's me again... Small bug uplift. Especially on CUP maps like Isla and Fata. During the mission: evacuate civilians : Three-fourths of them are trapped in walls or under the ground. This makes extraction very complicated. Another request: do you think it would be possible (still coding) to add random mission requests from HQ, for example A patrol near us needs backup. Or should an armed civilian be neutralized near our position The recovery of intel is fine, but a pity that it only adds credits. Personally the allocation of bonus malus were more appreciable before. Thanks again
  2. ricoarma

    OPEX

    Hey, 2 / 3 solutions, for you, either with a wheel action in play without ace action... Either you disable these modules in the addon options. Either you remove the add-ons (.sqf) directly in the ace file, but be careful (several of them are linked together. Don't hesitate to go to the ace wiki for this manipulation). Here I hope I could help you, if I understood your request correctly. *********** ****** ******* ***** ****** *** Questions à tous les beta testeurs, notamment les joueurs solo. - Utilisez-vous d'autre mod, en plus de ceux déjà recommandé ? Si oui, avez-vous des pertes de perf ? Utilisez-vous les mods tel que Vcom, bCombat, C2, all in one command? //////////// //////// ////////// //////////// Questions to all beta testers, including solo players. - Do you use other mod, in addition to those already recommended? If yes, do you have any loss of perf? Do you use mods such as Vcom, bCombat, C2, all-in-one-command? Thanks for our answer. --------- - - - - - - --------------- - - - - - - - - - - - - @Gemini for the map: Timberland Island Tira bora Namalks Pulau Vis Khoramshahr
  3. ricoarma

    DYNAMIC MARKER

    Hello guys. Thanks. Thanks a lot. Thank you for your answers and your feedback. I apologize for the first post and the code I had rewritten and not copy / paste. So I left with what you told me and the links. I redid my code and here it is: createMarker ["marker_attached", getPos T1]; "marker_attached" setMarkerShape "ELLIPSE"; "marker_attached" setMarkerSize [500, 500]; "marker_attached" setMarkerColor "ColorRed"; "marker_attached" setMarkerBrush "DIAGGRID"; ["marker_attached", 0.5, 1000] spawn BIS_fnc_blinkMarker; if (isServer) then { 0 = [] spawn { while {not isNull T1} do { "marker_attached" setMarkerPos getPos T1; sleep 0.5; }; }; };
  4. Hi everyone, Need help with this script. I create a marker who spawn on tanks placed in Zeus on the map call T1, T2 etc... This marker could be dynamic. I mean its move with the tanks and show on the map, with a bliking effect only when the player will be at a defined distance. So I try this, but the marker don't move with the tank. I try to use setPos getPos player, to attach markers to tanks but nothing. The Marker will be create correctly, could see on the map, but didn't move with de tank... _tank = ["T1", "T2", "T3", "T4", "T5"]; while {((!alive _tank) && (player distance _tank < 1000))} do { (_marker1 = createMarker ["mark1", _tank]; _marker1 setMarkerShape "Ellypse"; _marker1 setMarkersize [500, 500]; _marker1 setMarkerColor "ColorRed"; mark1 attachTo [_tank]; ["mark1", 3, 50] spawn BIS_fnc_blinkMarker; }; Somebody could help me?
  5. Hi everyone; I try to put this other script in the init of a soldier / a UAV / or a UGV [this, true] spawn bin_fnc_attachChemlight; in the init of a soldier [this] spawn BIN_fnc_initUGV; in the init of a UGV [this] spawn BIN_fnc_initUAV; in the init of a UAV But nothing, I try to put them without brackette, but nothing. Somebody could help me pelase?
  6. Hi guys. Did you try to put this in the INIT of your player: this setVariable ["ACE_isEOD",1,true]; And you need to put "_this" and not "this" for the init of the barel (without quote), like that: null = [_this, 10, true, false] execVM "bomb\bomb.sqf";
  7. Hello everyone! I need help about this modul : Ambient Unit. I test it in singleplayer, It's working fine! very fine. Good Work to @shay_gman !! But need, info, if someone use it in multiplayer (Eden or Zeus)? Is it work fine? Thank's
  8. ricoarma

    Zombies & Demons 5.0

    nobody...
  9. Hi! Excellent mod. Do you think you can create modules for the initialization of groups? Instead of having to put in each time in the init line of the AI? Thank you for your answer and thank you again for the mod 🙂
  10. ricoarma

    Zombies & Demons 5.0

    Hello everyone. Is it possible to put the module "ressurection setting" on an AI, and it turns into a zombie once dead (by a shot)? Is it possible? I tried, but maybe I forgot some things. The idea would be that soldiers become zombies after their death Thank you for your answers. edit: I try to put the modul with Zeus, synch with n AI (i. e. a Bluefor AI), but nothing. Someone could help me!! !!!PLEASE???
  11. hi, I know it's a long time. But did you found a solution. Because I have the same problem. After a Ace_Action I want the player can do an another one but On himself a SelfAction. So I try in the first time to do it with a simple addAction but it doesn't work :(
  12. ricoarma

    [WIP][FOX] Suitcase

    ok so I try do this: _action_1 = ["Prendre_Mallette","Prendre la mallette","",{[deleteVehicle "RicoArma_Suitecase"]},{true}] call ace_interact_menu_fnc_createAction; ["RicoArma_Suitecase", 0, ["ACE_MainActions"], _action_1] call ace_interact_menu_fnc_addActionToClass; _action_2 = ["Deposer_Mallette","Déposer la mallette","",{["RicoArma_Suitecase" createVehicle getPos _player]},{_action_1}] call ace_interact_menu_fnc_createAction; [typeOf player, 1, ["ACE_SeflActions", "ACE_Equipment"], _action_2] call ace_interact_menu_fnc_addActionToClass; _action_3 = ["Trainer_Mallette","Trainer la mallette","",{[(_this select 0), true, [0, 1, 0], 0] call ace_dragging_fnc_setDraggable;},{true}] call ace_interact_menu_fnc_createAction; ["RicoArma_Suitecase", 0, ["ACE_MainActions"], _action_3] call ace_interact_menu_fnc_addActionToClass; _action_4 = ["Porter_Mallette","Porter la mallette","",{[(_this select 0), true, [0, 2, 0], 0] call ace_dragging_fnc_setCarryable;},{true}] call ace_interact_menu_fnc_createAction; ["RicoArma_Suitecase", 0, ["ACE_MainActions"], _action_4] call ace_interact_menu_fnc_addActionToClass; But action_3 and action_4 doesn't really good. In game after activate them, I have the icon who's appear . And I have a problem with my action_2, Arma 3 don't like what I do :(
  13. Hi Bro! Tanks bro! It's true.It's been two weeks since I pull my hair. Actually by removing my true in the close_door, it works well. Thanks again. I had tried everything like crazy. the myOtherScript;sqf, is just the addAction command to open the door to a Digital pad with a KeyPad.sqf
  14. Hello everyone. I've got a problem with a script That's my problem: I created a door with a digital board that must open with a code. Once the code entered on the digital board, the door can open. But if it closes, you can not open it again!! (That's the problem). my script is: class CfgVehicles { class Static; class Wall_F; class Rico_my_gate_digitale_01: Static { editorPreview="\mydoc\data\ui\Land_ConcreteWall_01_l_gate_F.jpg"; scope=2; scopeCurator=2; icon="iconObject_10x1"; model="\A3\Structures_F_Exp\Walls\Concrete\ConcreteWall_01_l_gate_F.p3d"; displayName="MyGateDigitalNamed"; vehicleClass="Structures_Walls"; cost=0; armor=200; mass=200; class EventHandlers { init=" Code_a_inserer =floor random [11451,50000,99999]; publicVariable ""Code_a_inserer""; Rico_code_gate_01=false; publicvariable ""Rico_code_gate_01""; [_this select 0] execVM ""mydoc\scripts\myOtherScript.sqf"";"; /*myOtherScript.sqf is the script I use to put de code on a keypad to open the door*/ }; class AnimationSources { class Door_1_sound_source { source="user"; initPhase=0; animPeriod=5; sound="RoadGateDoors"; soundPosition="Door_1_trigger"; }; class Door_1_noSound_source { source="user"; initPhase=0; animPeriod=5; }; class Door_1_locked_source { source="user"; initPhase=0; animPeriod=0.80000001; }; }; class UserActions { class OpenDoor_1 { displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName="$STR_DN_OUT_O_DOOR"; position="Door_1_trigger"; priority=11; actionNamedSel="Door_1_action"; radius=3; aiMaxRange=9; onlyForPlayer=0; condition="((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase') && (Rico_code_gate_01)"; statement="([this, 1, 1] call BIS_fnc_Door)"; }; class CloseDoor_1: OpenDoor_1 { displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName="$STR_DN_OUT_C_DOOR"; priority=11; condition="((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase') && (Rico_code_gate_01)"; statement="([this, 1, 0] call BIS_fnc_Door); this animate [""OpenDoor_1"", 0]; Rico_code_gate_01=false; publicvariable ""Rico_code_gate_01"";"; }; }; actionBegin1="OpenDoor_1"; actionEnd1="OpenDoor_1"; }; }; So how to add a command that will verify that the unlocking script has been executed, and especially where? Thank you very much
  15. ricoarma

    [WIP][FOX] Suitcase

    Hello @GEORGE FLOROS GR Thank you. It's that I want :)
×