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ricoarma

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About ricoarma

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    Corporal

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    Male
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    France / P.A.C.A.

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    ricoarma

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  1. ricoarma

    OPEX

    HI man. Maybe search in documents>> arma 3 - other profiles >>yourgamertag>>mp missions OR mission OR saved>>a3 😉
  2. ricoarma

    OPEX

    Your Welcome Tanks again for the answer. Maybe you can use for THIS or ask the devolpper to includ on your mod. Oh no!! You don't!! 😭😭😭😭 The reason that unit only put silencer if BEHAVIOR is equal to STEALTH. Or perhaps it's an error in the code.. @Gemini Do you put a command init line for the AI player? I mean, now they walk and drive very slowly...
  3. 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
  4. 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
  5. 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; }; }; };
  6. 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?
  7. 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?
  8. 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";
  9. 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
  10. ricoarma

    Zombies & Demons 5.0

    nobody...
  11. 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 🙂
  12. 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???
  13. 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 :(
  14. 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 :(
  15. 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
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