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Texeiro

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About Texeiro

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  1. Well, i don't know if this is considered an addon, it just addsnew images to the ACE3 tagging functionality. Anyway, I am happy with the result, although I will continue working with this, adding textures and more images. Thanks to the ACE 3 team, I hope you enjoy vandalizing Arma 3 maps. https://steamcommunity.com/sharedfiles/filedetails/?id=2371766923
  2. Hello everyone. I am trying to add some tags to ACE tagging. I made it from the description.ext method and works fine, but I want to make a PBO to share it. I can compress the PBO, but I get "ace_tags.PBO outdated" every time I load a mission. I guess I am making mistakes in the config.cpp so I post it here so someone can help me if possible. Thanks My config: class CfgPatches { class Grafitti { author="Guevara"; name="Grafitti"; url="https://www.arma3.com"; requiredAddons[]= { "" }; version=0.1 versionStr="0.1"; versionAr[]={0,1}; units[]={}; weapons[]={}; }; class ACE_Tags { class yourTagClass { displayName = "My Tag"; // Name of your tag being displayed in the interaction menu requiredItem = "ACE_SpraypaintBlack"; // Required item to have in the inventory to be able to spray your tag (eg. `"ACE_SpraypaintBlack"`, `"ACE_SpraypaintRed"`, `"ACE_SpraypaintGreen"`, `"ACE_SpraypaintBlue"` or any custom item from `CfgWeapons`) textures[] = {"images\che2.paa","images\VP.paa","images\penguin.paa", "images\morito.paa", "images\12MONOS.paa" , "images\12.paa" , "images\canalla.paa",}; materials[] = {"path\to\material.rvmat"}; // Optional: List of material variations (one is randomly selected). Keep empty if you don't need a custom material. icon = "images\ic.paa"; // Icon being displayed in the interaction menu tagModel = "UserTexture1m_F"; // Optional: The 3D Model that will be spawned with the texture on it, can either be CfgVehicles classname or P3D file path. }; }; };
  3. I never had Arma 2 but I ubderstand that there was the ZPU 2 /ZPU 4 heavy machine gun. Could you import it or even better, model one? Your work it s amazing. Thanks a lot for it.
  4. ohhh you read my mind Polpox!! Thank you so much!!!!!
  5. @polpox ; I execute it from the init. I want to use the box A content as raw material for the product in box B . If I got some kind of explosive in box A I could manufacture IEDs in Box B. @tankbuster: sorry I don´t get it, I ´m just a noob with scripts.
  6. yes Polpox, thanks a lot, you re rigth with the classnames. I changedit. Now script show no error but still nothing hapens.
  7. Thanks Polpox for your help.!!!! tried: magazinesAmmo box1 findif {_x #0 == "DemoCharge_F"} != -1; then { box2 addMagazineCargoGlobal ["SatchelCharge_F", 10] }; It didn t work, show some error. Is that #0 ok?
  8. want to make a script in which if certain conditions are met, a specific result is produced. Specifically what I am trying to do is an IED factory. There are two requirements inicially: The presence of a "technician" ( will do with a trigger) and the other the raw material. The raw material must be placed in" box a "and "box B" will show the finished product. this is what i tried so far and i can't get it to work: Can someone say me what I m doing wrong? Thanks i advance
  9. Texeiro

    refiiling ammo box

    Your _ammo variable is never updated. It will always keep the same value, so either you are adding infinite magazines or none. I thought I had defined _ammmo in the previous line Yes you re rigth, It must be used AddmagazineCargoGlobal. The typos, are typos in here, in the sqf are ok. You tried to read a variable called "SatchelCarge_Remote_Mag" which most likely is not defined. mmmm....Again I m making an error defining a variable...I thougth that _explosive = SatchelCarge_Remote_Mag was ok. Please, could you tell me whats the right way to do it? And thank you Dedmen, vey much for your answer and your patience.
  10. Texeiro

    refiiling ammo box

    Tried a couple new approarchs,, didn t work.... This: _crateCont = getItemCargo crate; _ammo = _crateCont select 1; hint format [" satchels %1", _crateCont select 1 ]; while {_ammo <= 10} do { crate addMagazineCargo ["SatchelCharge_Remote_Mag", 1]; sleep 2; ----------------------------------------------------------------------------- adn this: magazinesqw = count (magazineCargo crate); while {magazinesqw <= 10} do { crate addMagazineCargo ["SatchelCharge_Remote_Mag", 1]; sleep 1; hint format ["Total explosives %1",magazinesqw + 1]; sleep 0.5; magazinesqw = magazinesqw + 1; }; with magazomesqw = 0 in init.sqf REfreshing what I m trying to do: Bombmaker sits in area factory. Bombmaker is alive Bombmaker has material (i.e. C4 in the ammobox) Bombmaker build an IED each 30 minutes and puts it in ammo box. If a player takes 1/2/3 IED´s, and above conditions are still on-------> bombmaker will buil 1/2/3 IED´s in the next 3 minutes Of course, if player take explosives from ammo box, loop would work again... I tried also defining a varible as _explosive = SatchelCarge_Remote_Mag, but for some reason it wasn´t "readable". Please, If someone could give me a hand at this...
  11. Texeiro

    refiiling ammo box

    thanks Mr. H! I ll check your script, but I want a limited cargo in box, not unlimited. I ll explain my whole intention: I want to set an IED factory with this logic: Bombmaker sits in area factory. Bombmaker is alive Bombmaker has material (i.e. C4 in the ammobox) Bombmaker build an IED each 30 minutes and puts it in ammo box. If a player takes 1/2/3 IED´s, and above conditions are still on-------> bombmaker will buil 1/2/3 IED´s in the next 3 minutes.
  12. Hi, Im trying to make a script to refiil an ammo box only with explosives, until a max number. Also, I want to made that when I take some explosives out of the box, the box refill again. What I did: _magazines = count (magazineCargo crate); for [{_magazines=1},{_magazines<=10},{_magazines=_magazines+1}] do { crate addMagazineCargo ["SatchelCharge_Remote_Mag", 1]; sleep 1; hint format ["Total explosives %1",_magazines + 1]; sleep 0.5; _magazines = _magazines + 1; }; That code fill the box, but when I take a cargo out, it doesn´t refill. Could anyone help me?
  13. Texeiro

    Custom Dialog System

    Great! Thanks for sharing!!!!
  14. Texeiro

    AI open and close Bargate

    Maybe this is the starting point to a good use of "Papers please mod" (https://steamcommunity.com/sharedfiles/filedetails/?id=1249483448) It has a few interactions and functions: Functions:
  15. Looks good! Is there a way to give more points for killing tanks or planes? Or completing a task? Or give points to the complete side? I know, i m asking too much...sorry 🙂
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