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Everything posted by ricoarma
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[HELP] SCRIPT AI VISIBLE WITH THERMAL NVG ONLY
ricoarma replied to ricoarma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey. Why do you use sunOrMoon ?? In my idea, i want the effect like the M1ke_sk video's. Howerver the time, and day... -
[HELP] SCRIPT AI VISIBLE WITH THERMAL NVG ONLY
ricoarma replied to ricoarma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am not very good at scripting. I see the idea. I think the script should look like this: if ((currentVisionMode player == 2) && (side player! = playerSide) then { unit hideObject false; }; Not tested, for the moment, I do not have my PC. What do you think @M1ke_SK? -
[HELP] SCRIPT AI VISIBLE WITH THERMAL NVG ONLY
ricoarma replied to ricoarma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes bro, this is what I want :D It's possible to have this script please? -
terrain [RELEASED] Hebontes - AAF test and training ground
ricoarma replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi, thanks for this addon. The map is really nice. I saw that you had added two modules? How do they work, please? -
How to get AI not to fire upon unarmed player
ricoarma replied to Devil Dogs SF's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot. ok I try it, and back soon *********************************************************** OK, I tested with the trigger. it works. The problem is that when the weapon is in a backpack, or vest, it don't work at all. The AI detect automatically when player have a weapon :( -
How to get AI not to fire upon unarmed player
ricoarma replied to Devil Dogs SF's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey all, If I use this in a Trigger, how can i do that? -
Show "live" map on billbord???
ricoarma replied to loopdk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I open this discussion again. Have you found how to display the map on the billboard? Thanks -
Tanks I will test that
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Hello, Maybe it's not in the right place that I post this. Can we add Argo items in Arma 3? This is possible
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I want: - the raid Terminal - the link Terminal Node 01 - the spaceShipDebris CargoModule and Containers
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thanks for the reply ;)
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Hello, I open an old post. @cobra4v320, is it possible to no longer have the code, to cut the threads in a specific order? I know it's been a long time, but maybe since you changed / modified your basic script (still for the MP of course). thanks, and great script I like it.
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thanks
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Laptop screen texture
ricoarma replied to A Guy With A gun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you I will do my tests -
Laptop screen texture
ricoarma replied to A Guy With A gun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello guys How to use this command, for a script, where 3 images must appear with an interval of 2 sec on the screen of the laptop? I'm doing tests locally, every time I have an order error? please help me... -
Hello, How to use this function on the laptop item? My idea is to create a script, two images that appear in the background. little apprentice in script...
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How to open the Land_DataTerminal_01_F (Data-Terminal) Nexus Update
ricoarma replied to KokaKolaA3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great, thank you But I found by myself, I share the script :) //// CLOSE //// _object = _this select 0; _caller = _this select 1; _id = _this select 2; _smoke = _this select 3; _object removeaction _id; [_object,0] call BIS_fnc_dataTerminalAnimate; hint "Piraty finish !"; sleep 5; _openaction = [[_object,["Open","DataTerminal\OpenTerminal.sqf"]],"addAction",true] call BIS_fnc_MP; _smoke = "SmokeShell" createVehicle (position _object); _smoke attachTo [_object]; -
How to open the Land_DataTerminal_01_F (Data-Terminal) Nexus Update
ricoarma replied to KokaKolaA3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello, After opening the dataTerminal, I want to explode a smoke.! Someone to help me? Thank you -
@Tajin >> Where do you place the script you gave me? In the init.sqf? Or in the init. of a unit? Thanks
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[Released] Phronk's Furniture Script
ricoarma replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@phronk thanks a lot for your answer. I still have two more questions: 1 * How to disable the text that appears at the bottom of the screen that activates or deactivates the trigger? 2 * Why in the file CFG.sqf: when I change to False line 23, nothing happens? PF_Dbug=TRUE; // TRUE enables debug mode, FALSE disables it thanks -
[Released] Phronk's Furniture Script
ricoarma replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, Do you think it's possible to use your script in multiplayer? -
[RELEASE] Simple Bomb Defuse [script]
ricoarma replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's good I found, as the file "bomb" is in a file must add this command line in the init: 0 = [_ thisTrigger] execVM "scripts \ cz75_breachingdoors.sqf"; and in the cfgFunctions.hpp put this: class bomb { class BombClass { tag = "bomb"; file = "scripts\bomb\functions"; Stupid boy I am -
[RELEASE] Simple Bomb Defuse [script]
ricoarma replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In my mission file xxx.malden, I have the files "mission.sqm", "description.ext" (with this): class CfgFunctions { #include "scripts\bomb\cfgFunctions.hpp" }; and, "init.sqf", a folder "images", and a folder "scripts" with the folder "bomb" and all the files... -
[RELEASE] Simple Bomb Defuse [script]
ricoarma replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I have this error message appears: Script bomb\functions\fn_attachObjects.sqf not found What should I do thanks? -
Nobody?