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Everything posted by brigada_spanish
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Random armed civilians uniforms
brigada_spanish replied to brigada_spanish's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ante185 thanks, I appreciate your help. I think that was the problem, now if works perfectly. Regards. Brigada_Spanish -
Random armed civilians uniforms
brigada_spanish replied to brigada_spanish's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thank you very much for your interest ante185. Parentheses are correct. Despite the error (No entry 'config.bin/cfgVehicles/EventHandlers.scope'), the uniform civil works well. I think the problem comes from the top of cfgVehicles class cfgVehicles { class [color="#FF0000"]EventHandlers;[/color] or the beginning of class C_man_1; class [color="#FF0000"]C_man_1[/color]; class delincuente_2 : [color="#FF0000"]C_man_1[/color] { -
Random armed civilians uniforms
brigada_spanish replied to brigada_spanish's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks ante185 for your reply has been very helpful. Now interestingly I get this error (No entry 'config.bin/cfgVehicles/EventHandlers.scope') I have reviewed all the scopes of soldiers and vehicles, and the numbering is correct. Any idea to solve this? class cfgVehicles { class [color="#FF0000"]EventHandlers[/color]; class C_man_1; class delincuente_2 : C_man_1 { _generalMacro = "C_man_1"; [color="#FF0000"]scope[/color] = 2; side = 0; faction = "delincuentes_Brigada_Esp"; vehicleClass = "delincuentes_Brigada_Esp_units"; identityTypes[] = {"Language_EN_EP1", "Head_NATO"}; faceType = "Man_A3"; genericNames = "NATOMen"; displayName = "Delincuente 2"; icon = "iconMan"; author = "Brigada_Esp"; camouflage = 2.0; sensitivity = 1.0; nakedUniform = "U_C_Poloshirt_salmon"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"a3\characters_f\Civil\Data\c_poloshirt_1_co.paa"}; backpack = ""; items[] = {"FirstAidKit", "FirstAidKit", "FirstAidKit"}; respawnitems[] = {"FirstAidKit", "FirstAidKit", "FirstAidKit"}; weapons[] = {"hgun_rook40_f"}; respawnweapons[] = {"hgun_rook40_f"}; magazines[] = {"16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag"}; respawnmagazines[] = {"16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag"}; linkeditems[] = {"ItemMap", "ItemWatch"}; respawnLinkedItems[] = {"ItemMap", "ItemWatch"}; class [color="#FF0000"]EventHandlers: EventHandlers[/color] {init = "(_this select 0) execVM ""\mi_mod\script\randomize_civ.sqf""";}; }; }; -
Defuse the Bomb
brigada_spanish replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To not always be the same city, I created a script that you can select random cities. To do this we must create six markers on the map with names markerA1, markerA2, markerA3, markerA4, markerA5 and markerA6, in cities near the base. Add on the file go.sqf: _RandomTownPosition = getMarkerPos format ["markerA%1",round ((random 6) + 0.5)]; //Random 6 markers, You can add more or less _marker = createMarker ["markerA%1", _RandomTownPosition]; _marker setMarkerShape "ELLIPSE"; _marker setMarkerType "o_unknown"; _marker setMarkerColor "ColorRed"; _marker setMarkerAlpha 0.5; _marker setMarkerPos getmarkerpos "markerA%1"; _marker setMarkerBrush "FDiagonal"; _marker setMarkerSize [300, 300]; _allb = (getmarkerpos "markerA%1") nearobjects ["House" , 300]; We must remove this line and from there, paste the above code: _allb = (getmarkerpos "mission") nearobjects ["House" , 300]; Also remove: _mrA=createMarker ["area",getmarkerpos "mission"]; _mrA setMarkerShape "ELLIPSE"; _mrA setMarkerType "o_unknown"; _mrA setMarkerColor "ColorRed"; _mrA setMarkerAlpha 0.5; _mrA setMarkerPos getmarkerpos "mission"; _mrA setMarkerBrush "FDiagonal"; _mrA setMarkerSize [300, 300]; Now we have to solve the problem of enemies to appear randomly around the town and head to the target. -
Defuse the Bomb
brigada_spanish replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is very good, congratulations, I like this type of scripts. I have a suggestion, if the code is obtained, there is no need for the bomb explode, if the correct code is entered, would be disabled. Otherwise, if the code is not obtained, would have to cut at least two correct wires, to defuse the bomb. What do you think about this? -
Hostage Script [MP]
brigada_spanish replied to Prv_Jezz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there any solution for this? -
Dynamic Guarded Hostage Rescue
brigada_spanish replied to deadlyhabit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Congratulations on the script is very good. Is there any way that it works in dedicated server? -
Add suitcase to a civil
brigada_spanish replied to brigada_spanish's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have tried to add color to the suitcase that way and no way to change the color, is not a thing that is very important, but it is curious. So I did it another way, in config.cpp added this code: class cfgVehicles { class Static; class Suitcase: Static { scope = 2; model = "\A3\Structures_F\Items\Luggage\Suitcase_F"; displayName = "Suitcase"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"mi_mod\data\negro.paa"}; }; class C_man_hunter_1_F; class malo_3 : C_man_hunter_1_F { _generalMacro = "C_man_hunter_1_F"; scope = 2; side = 0; faction = "Enemigos_Esp"; vehicleClass = "Enemigos_units"; identityTypes[] = {"Language_EN_EP1", "Head_NATO"}; faceType = "Man_A3"; genericNames = "NATOMen"; displayName = "PolÃtico Corrupto"; author = "Brigada_Esp"; camouflage = 2.0; sensitivity = 1.0; nakedUniform = "U_C_HunterBody_brn"; uniformClass = "Enemigo_politico_ropa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"mi_mod\data\politico_ropa.paa"}; backpack = ""; weapons[] = {}; respawnweapons[] = {}; magazines[] = {}; respawnmagazines[] = {}; linkeditems[] = {"ItemMap", "ItemWatch", "G_Squares_Tinted"}; respawnLinkedItems[] = {"ItemMap", "ItemWatch", "G_Squares_Tinted"}; class EventHandlers {init = "malet = [_this select 0] execVM ""\mi_mod\script\maletin.sqf""";}; }; }; maletin.sqf private ["_car","_maletin"]; _car =_this select 0; _maletin = "Suitcase" createvehicle getpos _car; _maletin attachTo [_car, [-0.03,-.1,-0.26], "RightHandMiddle1"]; _maletin setVectorDirAndUp [[1,0,0],[0,0,1]]; _maletin setObjectTexture [0,"mi_mod\data\negro.paa"]; Not operating properly for the color change of the suitcase. Can someone review the code, and find the error? -
Add suitcase to a civil
brigada_spanish replied to brigada_spanish's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks Shizweak, that is the solution. But have to turn the suitcase 90 degrees, which is solved by adding: _maletin setVectorDirAndUp [[1,0,0],[0,0,1]]; And looks like this: _maletin = "Land_Suitcase_F" createvehicle getpos _car; _maletin attachTo [_car, [-0.03,-.1,-0.26], "RightHandMiddle1"]; _maletin setVectorDirAndUp [[1,0,0],[0,0,1]]; The suitcase is attached, and moves with the movement of the hand. Now I want to paint black suitcase, I tested with: _maletin setobjecttexture [0,"mi_mod\data\negro.paa"]; but does not work, any suggestion? EDIT: In multiplayer mode you are not very stable. The information I got from here https://community.bistudio.com/wiki/setVectorDirAndUp I do not understand this: Can anyone explain me, with an example? -
Add suitcase to a civil
brigada_spanish replied to brigada_spanish's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
ok thanks for answering AtinAkiri. Now I realized that the suitcase is not an item. And there is no way of placing the suitcase in hand of corrupt politician, to add to a mod? -
Yesterday I went to create a new game by LAN with arma3 and not could create it, stop and blocked screen stayed there. Press Esc and got kicked to the desktop. Until yesterday was working properly. Tried to verify integrity of cache of steam and everything is correct, and still could not create new game. As a last resort uninstalled the arma3, deleted the folder arma3 of steam, also those in my documents folder and hidden AppDat/Local and still the same problem. I tried with the antivirus off and nothing has changed. I tried to create new LAN game with steam in offline mode and if it worked, but then stopped working too. Does anyone know how to solve this complicated problem? Greetings.-
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Problem creating new game LAN of ArmA3
brigada_spanish replied to brigada_spanish's topic in ARMA 3 - TROUBLESHOOTING
Thanks for helping strych9, now works correctly. Regards. -
Place light edge in car roof
brigada_spanish posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I want to put on the roof of a vehicle a light edge, with "Land_runway_edgelight_blue_F" object with this option works correctly. _pirulo = createVehicle ["Land_runway_edgelight_blue_F", getpos _car,[], 0, ""]; _pirulo Attachto [_car, [-0.60,-0.65, 0.25]]; But the problem is, that part of the object is inside the car. I have tried to edit the image layer Alpha1 "runway_edgelight_co.paa" to remove the concrete, But it has not works as follows. _pirulo = createVehicle ["Land_runway_edgelight_blue_F", getpos _car,[], 0, ""]; _pirulo setObjectTexture [0,"mi_mod\data\runway_edgelight_co.paa"]; _pirulo Attachto [_car, [-0.60,-0.65, 0.25]]; I've tried "setObjectTextureGlobal" and still not working. Can someone help me to solve the problem. Greetings.- -
Sidemission Script Package
brigada_spanish replied to austin_medic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very good congratulations Austin_Medic. There is a small bug in the SMfinder.sqf should stay that way. _grouparray = ["OIA_InfSentry", "OIA_InfSquad", "OIA_InfTeam", "OIA_InfTeam_AA"]; -
Sidemission Script Package
brigada_spanish replied to austin_medic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not working. It should put a core mission of example, to see how it works. Greetings.- -
[SP]Dynamic Universal War System (DUWS alpha0.1)
brigada_spanish replied to kibot's topic in ARMA 3 - USER MISSIONS
It's a good mission and the fun is guaranteed, congratulations. As a suggestion, and to have more success the mission, I recommend that you perform a file stringtable.xml for all languages​​, most people do not know English and upon entering the mission without knowing what they say, stop playing. I volunteer for the translation of the spanish mission. Greetings.- -
Visual ArmA 3 Class Name Library (WIP)
brigada_spanish replied to Alex Dyre's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent site, added to my favorites. Congratulations! -
ArmA3 Object Library
brigada_spanish replied to imutep's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This page is under construction, the project still active? I need an object library with images to create my missions. Anyone know of any others? Greetings. -
[SP ArmA2OA-Vanilla] A Day As Policeman 2
brigada_spanish replied to maxjoiner's topic in ARMA 2 & OA - USER MISSIONS
Good job Maxjoiner for its new mission of police 2 Congratulations. -
[R3F] Revive : A lightweight and efficient revive
brigada_spanish replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there any way you can modify the parameters config.sqf from description.ext, to modify from the same mission, as lives and respawn on base. thanks. -
Good job maxjoiner. Congratulations.
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What kind of upgrade is this? appears notice to upgrade to version 1.14 :( Greetings.-
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Main mission is marked with a scale, you can try it, it's easy to see. Something like this. Greetings.-
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Install Last and Final Arma Patch 1.18
brigada_spanish replied to devildog's topic in ARMA - GENERAL
I upgraded to version 1.18 and now tells me that you upgrade to patch 1.14. I tested with -noPatchCheck but does not work, any solution? -
Congratulations Bon for missions of Takistan Force, are very good. Greetings.-