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brigada_spanish

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Everything posted by brigada_spanish

  1. brigada_spanish

    Random armed civilians uniforms

    Ante185 thanks, I appreciate your help. I think that was the problem, now if works perfectly. Regards. Brigada_Spanish
  2. brigada_spanish

    Random armed civilians uniforms

    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] {
  3. brigada_spanish

    Random armed civilians uniforms

    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""";}; }; };
  4. brigada_spanish

    Defuse the Bomb

    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.
  5. brigada_spanish

    Defuse the Bomb

    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?
  6. brigada_spanish

    Hostage Script [MP]

    Is there any solution for this?
  7. brigada_spanish

    Dynamic Guarded Hostage Rescue

    Congratulations on the script is very good. Is there any way that it works in dedicated server?
  8. brigada_spanish

    Add suitcase to a civil

    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 = "Político 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?
  9. brigada_spanish

    Add suitcase to a civil

    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?
  10. brigada_spanish

    Add suitcase to a civil

    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?
  11. 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.-
  12. brigada_spanish

    Problem creating new game LAN of ArmA3

    Thanks for helping strych9, now works correctly. Regards.
  13. 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.-
  14. brigada_spanish

    Sidemission Script Package

    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"];
  15. brigada_spanish

    Sidemission Script Package

    Not working. It should put a core mission of example, to see how it works. Greetings.-
  16. 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.-
  17. brigada_spanish

    Visual ArmA 3 Class Name Library (WIP)

    Excellent site, added to my favorites. Congratulations!
  18. brigada_spanish

    ArmA3 Object Library

    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.
  19. brigada_spanish

    [SP ArmA2OA-Vanilla] A Day As Policeman 2

    Good job Maxjoiner for its new mission of police 2 Congratulations.
  20. 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.
  21. brigada_spanish

    A day to Policeman

    Good job maxjoiner. Congratulations.
  22. brigada_spanish

    1.18 final patch

    What kind of upgrade is this? appears notice to upgrade to version 1.14 :( Greetings.-
  23. brigada_spanish

    co30 DominationA2! One Team

    Main mission is marked with a scale, you can try it, it's easy to see. Something like this. Greetings.-
  24. brigada_spanish

    Install Last and Final Arma Patch 1.18

    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?
  25. brigada_spanish

    COOP 20 Takistan Force (OA)

    Congratulations Bon for missions of Takistan Force, are very good. Greetings.-
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