cervantes
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Everything posted by cervantes
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Setting injury/damage teture on demand?
cervantes replied to Huk256's topic in ARMA - MISSION EDITING & SCRIPTING
hi mate its not possible because engine of arma remove a damage textures if unit has healed. and it is not possible working all functions of what you play as a problem or added flashlights on weapons the engine of arma takes into account that the class configvehicle to add lights only and not configweapon possible. for detect damage on different parts of the body before your config file need binarized to accommodate floating point values ​​and a detection script for damages on different parts of body. that only head_hit, body, hands, legs that work can not be detected sample lower leg domage on the upper leg or lower this count the entire leg. -
removeaction not working
cervantes replied to cervantes's topic in ARMA - MISSION EDITING & SCRIPTING
hi mate thx for your answer :) I managed to fix the problem when the script is read, check it once if (_unit hasweapon "antidote") or not and if ((_unit getVariable "ANTIDOTE") and! (_unit getVariable "INFECTED")) and exit . script is read by a single faith execution loop that check if the weapon is in inventory and if the 2 variables are true or false and therefore necesite a loop on the execution of script. I opted for a script in SQS. _unit = _this select 0; #main ?(_unit hasweapon "antidote"):_inject=_unit addaction ["Inject Antidote", "\Antidote\Antidote.sqs"];_unit setvariable ["INJECT",true]; #check ?(_unit hasweapon "antidote") and !(_unit getvariable "INJECT"):goto "main" ?!(_unit hasweapon "antidote"):_unit removeaction _inject;_unit setvariable ["INJECT",false]; ?(_unit getvariable "ANTIDOTE") and !(_unit getvariable "INFECTED"):_unit removeaction _inject;exit goto "check" check this script loop conditions and the desired action is enabled or disabled in real time. problem solved thx ;) -
hi here :) i have any problem when i want make my infection script for a farmland zombie mod. a script is launched by: INFECTED =compile preprocessFileLineNumbers "\antidote\infected.sqf"; [_target] call INFECTED; a infected script: _unit = _this select 0; if (_unit hasweapon "antidote") then { _inject = _unit addaction ["Inject Antidote", "\Antidote\Antidote.sqs"]; } else { _unit removeaction _inject; hint "removed"; }; if ((_unit getvariable "ANTIDOTE") and !(_unit getvariable "INFECTED")) exitwith { _unit removeaction _inject; _unit setVariable ["ANTIDOTE",false]; hint "exit"; }; a script working but removeaction conditions not working and action has d'ont removed. i d'ont see my hints executed when conditions are executed any idea for fix this?
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Particle effects
cervantes replied to StubbleHopper's topic in ARMA : CONFIGS AND SCRIPTING (addons)
hi i have test this script :) no error when script has launched with fired event handler but no smoke ^^ -
see wounds textures without dammage
cervantes posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
hi all i want see a wounds textures on a zombies whithout add a dammage. without a damage a zombies has very hard to kill him its possible? -
see wounds textures without dammage
cervantes replied to cervantes's topic in ARMA : CONFIGS AND SCRIPTING (addons)
modEmMaik thx for you answer i have test this but d'ont working  yes YO that has one good question -
see wounds textures without dammage
cervantes replied to cervantes's topic in ARMA : CONFIGS AND SCRIPTING (addons)
yes but i use a deffault bis unit I do not want to redo all the textures is too long. i want just whether this is possible by script or by config cpp. -
hand gun barrel animation
cervantes replied to cervantes's topic in ARMA : CONFIGS AND SCRIPTING (addons)
thank you for your answers. after test this possibilities the probleme has not solved a barrel turn always around a weapon i d'ont understand realy the rotation animation type i have tes with two axis point barillet_begin and barillet_end and name this two points selection barillet_axis and test with X ,Z and Y axis. i have test also revolving="barillet"; revolvingAxis="barillet_axis"; and this d'ont working. -
hi all i have one any probleme for animate a barrel of my 357 magnum. a selection of barrel on p3d has named "barillet" a axis named "barillet_axis" in config cpp i have write class CfgModels { class 357_Magnum { skeletonName="357_Magnum"; class Animations { class Barrel_turn { type="rotation"; source="revolving"; selection="barillet"; axis="barillet_axis"; angle0=rad +360; angle1="rad -360"; }; class barrel_hide { type="hide"; // The type of animation. source="isEmpty"; // The controller that provides input. selection="barillet"; // The name of the skeleton bone used. }; }; a animation working but the barrel that rotates around the pistol and d'ont rotate on itself. have you one idea for a barrel rotate on itself?
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hand gun barrel animation
cervantes replied to cervantes's topic in ARMA : CONFIGS AND SCRIPTING (addons)
i have define in lod memory one point axis only. i have test with rotationX y and Z and barillet rotates around the pistol. the probleme has identical whits you solution -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
hi all i d'ont have stop my project i have finich at 100% my shotgun addons. 3 cartridges type has add a chevrotine a standart and brenneke cartridge. a chevrotine and standart cartridge use a very real bullets effects see this on the movie http://fr.youtube.com/watch?v=aSu8VjPEXD8 -
hi all a farmland mod progress i have now create one new systéme for enlighten into the dark for my hero one old lantern. its possible a enlighten and check around a zombies before shot him into the dark all other unit use one simple pocket light but for my hero its more hard he have d'ont found in this apocaliptique universe one pocket light he have found one old lantern watch this movie for see this in action. http://fr.youtube.com/watch?v=gs4xnWWHFZs
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yes this working perfectly thx man
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hi i have a any probleme with one spawn script. i want add a name on a spawned unit, for this i have write in my spawn script. _z6="veryslow_Ryan_Zombie7" createUnit [getMarkerPos "spawn3", groupA1]; _z7="veryslow_Ryan_Zombie8" createUnit [getMarkerPos "spawn4", groupA1]; _z8="veryslow_Ryan_Zombie9" createUnit [getMarkerPos "spawn5", groupA1]; _z9="veryslow_Ryan_Zombie10" createUnit [getMarkerPos "spawn6", groupA1]; _name1="z6"; _name2="z7"; _name3="z8"; _name4="z9"; _z6 setVehicleVarName _name1; _z7 setVehicleVarName _name2; _z8 setVehicleVarName _name3; _z9 setVehicleVarName _name4; _z6 Call Compile Format ["%1=_This ; PublicVariable ""%1""",_name1]; _z7 Call Compile Format ["%1=_This ; PublicVariable ""%1""",_name2]; _z8 Call Compile Format ["%1=_This ; PublicVariable ""%1""",_name3]; _z9 Call Compile Format ["%1=_This ; PublicVariable ""%1""",_name4]; [z6,player] exec "farmland_zombies\rising.sqs" [z7,player] exec "farmland_zombies\rising.sqs" [z8,player] exec "farmland_zombies\rising.sqs" [z9,player] exec "farmland_zombies\rising.sqs" but a rising script dont working have you one idea for resolve this probleme?
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farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
yes a script d'ont working corectly because a selection name has d'ont implemented and d'ont working i have disable a script for the moment. when i found a solution i add this with a possibility for disable a sound fx or play with this. -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
good news i have fixed a core script a zombies attack now corectly a human and all vehicle target type i works now one tutorial mission one single player mission and reworks a mp mission. -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
hi all i have progress yes i have add a best core script for a zombies targeting all target type. its a ofp core script with a gbltarget list but i have one problem with a vehicle target a zombies destroy a vehicle on one shot and for the moment i have no solution for fix this. i use ?_target distance _zombie <= 5:_target setdammage (getdammage _target + 0.1); a problem a 0.1 has a less damage for one vehicle but a vehicle has destroyed and smoke after a first shot of zombies i want fix this for create a realistic damage on the vehicle if you have one tips for help me this tips has welcome ^^. -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
a mod size has 121 mo in rar   20 addons has released and for the moment i need fix a core script of zombies because i add a old flashpoint script gbltargets a script working but a zombies d'ont change a target on the nearest target. -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
yes i have add this by one simple variable you have just add on one triger or one init line when you create one mission arcadesound=false for disable this. i have just add this sounds because i like and others players a zombies arcade game but i think disable this for a released without variable;) -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
hi prodetar2 thx for you encouragement for the moment i want finich a released of a farmland mod i need fix a scripts probléme and finich 2 single player mission and one mp mission. a released has very best that beta and when she finich if you want use it for you mission this will be a better rendering. i help villas also for add a realistic flashlight on usmc marines and after its possible to help you with pleasure. -
Goggles on and off
cervantes replied to Linker Split's topic in ARMA : CONFIGS AND SCRIPTING (addons)
yes its possible if you define this in cfgmovemale and add in class user action exemple condition="(animationState this!= ""google animation name"")"; statement="this playmove ""google anmation name"""; and its possible in class config model if you define a hiden selection and use one script with setobjecttexture for enable a textures -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
its possible to disable a sound but me i like this sound. I leave the choice to disable or play with this sounds . i have me also all george romero movies and other zombies movies and album music of romero movies. i have add this in sound and music pack for a mission maker. if you watch a first movie with a lantern a head shot sound has disabled. -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
one new script has available a rising zombies its one exelent script for create a surprise zombies attack a zombies sleep and when a human has detected a zombies rising and attack human http://fr.youtube.com/watch?v=BuTmsot1o5A -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
yes kristian i have add 3 zombies type a fast zombies slowing and very slow zombies with this awesome animation make by a talented tea cup and i have updated this addons for a standart unit its possible to roll strafe left and right salute sitdown jump step over and surender watch this on this movie. http://fr.youtube.com/watch?v=a9HUwM-cS-w no Pirin for create this flashlight type you need add a memories point on a p3d and reworks a animations for align a spotlight with a head its not just a script. -
farmland works in progress
cervantes replied to cervantes's topic in ARMA - ADDONS & MODS: DISCUSSION
yes its very funy