-
Content Count
34 -
Joined
-
Last visited
-
Medals
Everything posted by Texeiro
-
Adding code to init object
Texeiro replied to Sergeant.Roland.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pierremgi, the script works flawlesly, btw. I suggest to those interested to download it, since in the original post the link to dropbox is down and armaholic is also down -
Adding code to init object
Texeiro replied to Sergeant.Roland.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you pierremgi, indeed, that is not "my" script! It is CH´s. Don t want to hickjack Sargeant Roland thread, Ill open a new one. -
Adding code to init object
Texeiro replied to Sergeant.Roland.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I m trying to spawn an specific vehicle type Spawning from a "buy vehicle script" (modified from Adler shop or similar, can t remember) so I guess it s a resáwning. The script that i tried to exe is the CH mmobile hq script. : -
Adding code to init object
Texeiro replied to Sergeant.Roland.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks mate! I m having probles setting an addAction to an init in a car spawned trough script. I ll try this. -
Yes, deleted are better 🙄 No. The files were lost because you decided to delete them. Not even Foxhound, the one who had to choose someone appropriate to maintain his legacy. You. There were 150k registered users. How many were disrespectful? 100? You should assume two things. One that all this was for money, there is no need to be ashamed. And the other, that the decision to delete the files was yours, putting yourself in the role of executioner of the knowledge and work of thousands of people. Sadly you´re rigth.
-
Adding code to init object
Texeiro replied to Sergeant.Roland.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
could you share this please? -
I made a small contribution to the comunity . Foxhound without asking published it in AH. There was no problem, as I wanted to share mi work. Then, I found he was asking for money..... And later his friend (It seems as a second Foxhound account to me) post he deletes all....I guess, that he was afraid about legal problems regarding selling content created by 3rd parties or a rage quit properly form a child. FX owed the community. He was making money sharing content not created by him. no one asked him to share the benefit of this, but at leas he could have had a more elegant output by creating a torrent for example. Justifying your actions is unfortunate. It was always about money. May it serve us as learning as a community. It is a shame the loss, but we will continue forward, creating, sharin, etc.... The world keeps spinning, with or without AH .AH will always be a good memory. Foxhound no.
-
[WIP] RR Counter Rocket, Artillery and Mortar Project
Texeiro replied to PaxJaromeMalues's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey PAx how are you doing? Ay news you could share ? -
[WIP] RR Counter Rocket, Artillery and Mortar Project
Texeiro replied to PaxJaromeMalues's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Great work so far!!!! -
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
-
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. }; }; };
-
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.
-
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
-
[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? -
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?
-
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.
-
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...
-
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.
-
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: -
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 🙂
-
I m doing progres learning about srcipting, reading the forums, editing someone else work, seing tuts on youtube. A few weeks ago I didn´t know what was an Array. True word. Now I m trying to edit the Rawner135 script for camp, tent and camfire spawn. I want to solve two things. First, Put more objects in the composition. And second, the sleep script that doesn´t work n multiplayer as the autor advertised, but I guess that is a vety complex issue. My modification at least doesn´t crash or make an error, just doesn´t work. If anyone could get me a hand on this, will be preciated. Thanks in advance this is the sleep script: