Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by ricoarma

  1. Hello, I need a little help: I would like the AI not to be visible to the naked eye but only visible through thermal NVG. I would like to add it either in the IA init or in a script. And usable in Multiplayer. Can someone help me?
  2. ricoarma


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


    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...
  4. ricoarma


    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
  5. ricoarma


    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
  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. ricoarma


    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; }; }; };
  8. 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?
  9. 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";
  10. 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
  11. ricoarma

    Zombies & Demons 5.0

  12. 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 🙂
  13. 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???
  14. 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 :(
  15. 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 :(
  16. 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
  17. 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
  18. ricoarma

    [WIP][FOX] Suitcase

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

    [WIP][FOX] Suitcase

    Hello. Nice work. Do you think it's possible that the Suitecase could be have some thing inside, like a little bag?
  20. ricoarma


    Hello everyone, I would need help on the module open / close the doors. In Eden, I place the module, 50m radius, doors closed, then activates with a Trigger but nothing happens. Would I have forgotten something? Help please!
  21. ricoarma

    .fbo format

    Hi all; Somebody know how to open the .fbo file after 2 years ago?
  22. Hello everyone, My problem that I want to unlock a gate door only if player has specific item. I use a Trigger for that: Activation for AllPlayer, present. In the condition line I put this: (Player need to have the Ace Cellphone to open gates). "ACE_Cellphone" in items player; In the On Activation line : house1_1 setVariable ['bis_disabled_Door_1',0,true]; house1 setVariable ['bis_disabled_Door_1',0,true]; house1 and house1_1 are 2 concrete wall gates. In my init.sqf file, I put this: house1 setVariable ['bis_disabled_Door_1',1,true]; house1_1 setVariable ['bis_disabled_Door_1',1,true]; There a no problem, It's works fine! My problem is how can the doors stay locked if the player loses or puts down the phone? I try this In a new trigger, but it don't work, !("ACE_Cellphone" in items player;); Somebody can help me??? ;)
  23. It's work great. Thank you
  24. I am late. I saw the movie last week, and it gave me the idea to want to do this script. @Grumpy Old Man tanks for the video, and other test. So, another question, if we want the script to work randomly, on AI groups, is it better to use the _i and a count? And create a specific group, I suppose?
  25. So if i unterstand what you mean together, forEach is better than count? But @Grumpy Old Man if i spawn unit ingame, with Zeus, your script don't work?