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Texeiro

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Everything posted by Texeiro

  1. 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?
  2. 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.
  3. 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...
  4. 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.
  5. Texeiro

    Custom Dialog System

    Great! Thanks for sharing!!!!
  6. 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:
  7. 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 🙂
  8. 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:
  9. Great! I will do! "Land_TentDome_F" is missing a string quote ( " ) at its end, and there is a comma ( , ) after last item of the array. One would think it should have errored on those. and here . . . createVehicle command needs a string classname to create. You made _objType an array. createVehicle can't do anything with it. One would think it should have given a "type array, expected string" error on that. I ll check if I could modify this to work. I thought that! At least I am on the rigth path! Thank you very much for your help Opus!
  10. I made a simple mission, a boat with reinforcements, wait in open sea for a signal ( three campfires must be ignited at the time) When the signal is made, the boat moves to the beach and unload the passengers. Till here, no problems, but I want that the boat an the passengers appears whenb a task is assigned. Is there a way to keep the vehicle init, the waypoints, the triggers if the all the elements of the mission aren t there at scenario start??????
  11. Texeiro

    modify init in spawn

    thank you than k you!!!!!!! I will do it!
  12. Jhonnyboy, I will try whit this approarch: https://community.bistudio.com/wiki/ropeCreate Maybe with this htere s no need to attach a Drone to a box, and allows to lift smaller boxes as I had in mind. regarding setMass, I will try, but I have a lot to learn yet. Thank you!
  13. Hello, I´m new here, and I´m amazed with the powerfull Arma3´s editor. I came form il.2 1946 mission building, and Arma editor it s all I allways dreamed about. Almost everything it´s doable, I have a lot to learn but there is a lot of material in the internet about scripting, etc. Now I´m working in a scenario kinda antistasi , with a guerrilla force trying to recover weapons and material. I´m stuck at two mission: I´m tring to recover a crate from a sunken ship. It´s possible? there´s a way to lift it? The same way I was able to get a cargo get attached to a small civilian plane ( a cessna) but I couldn´t make it to drop. It works in cargo planes as C-130 or heavy helicopters. Maybe it has to do with cargo compartment or cargo door? I got tons more questions regarding scripting, but , step by step, I guess learning curve is slow. Thanks in advance, I hope my english would be ok.
  14. I made it!!!!!! I used sabotage.sqf by Malak Now the problem is that it seems that player has unlimited charges, like if doesn t take in account soldier inventary , beside there s no charge animation as in the next video: This is the first time that I made a scripting thing work, I knew, I didn´t write a line of code, but still, I m very happy! If someone could help me whit this issues, thanks in advance. EDIT: More!!! I solved it...Magirot addaction is Attach_Charge.sqf. Now works like a charm...Tried MP and works too! If anyone want to try, here{s the sample mission: http://www.mediafire.com/folder/egaz9yx0yqhcy/hundirbarcofinall.Stratis
  15. Hello, sorry for coment on this old post. I was trying to make the trawler sink to a charge explosion, using Magirot sripts, but there is not attachtTo.sqf scrip availabe, so I tried with EoV script: I put this addActionthis addAction ["Place Explosive Charge", "EtV.sqf"];on the trawler object's init. . I couldnt make it work. Please i someone could check what I m doing wrong, I will be gratefull.
  16. Thanks Ex3B, I will try. Johnny, I guess the sunken ship deep, maybe wiil be too much for a rope, but thats a very good idea. If the editor doesn´t allow anything, creativity does.
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