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6 NeutralAbout Texeiro
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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
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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 I can compress the PBO, but I get "ace_tags.PBO outdated" every time I load a mission.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. }; }; };
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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.
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[HELP] Ied factory script
Texeiro replied to Texeiro's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ohhh you read my mind Polpox!! Thank you so much!!!!! -
[HELP] Ied factory script
Texeiro replied to Texeiro's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@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. -
[HELP] Ied factory script
Texeiro replied to Texeiro's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes Polpox, thanks a lot, you re rigth with the classnames. I changedit. Now script show no error but still nothing hapens. -
[HELP] Ied factory script
Texeiro replied to Texeiro's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
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
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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.
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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...
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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.
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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?
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Custom Dialog System
Texeiro replied to SceptreOfficial's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great! Thanks for sharing!!!! -
AI open and close Bargate
Texeiro replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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: -
Texeiro changed their profile photo
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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 🙂