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brigada_spanish

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Everything posted by brigada_spanish

  1. The same happens to me.
  2. brigada_spanish

    [SP/CO8] A 3 - Antistasi Altis.

    Very good mission Barbolani congratulations. Is there a version in spanish?
  3. brigada_spanish

    [MP][CTI-COOP] Liberation (beta)

    Congratulations, this mission is one of the best out there for arma3, if not the best. I want to contribute my bit to improve the mission. I think should be included in the file redeply_manager.sqf, the set custom aim precision coefficient for weapon sway, tremble lest both, with 0.2 doing very well. player setFatigue 0; if ( GRLIB_fatigue == 0 ) then { player enableStamina false; player setCustomAimCoef 0.2; };
  4. brigada_spanish

    Ghost Missions

    I love the Enemy Assault mission, congratulations.
  5. This mission is very good, but needs updating, fails in ammunition box.
  6. brigada_spanish

    [COOP] Dynamic Combat Generator

    There a mission without mods?
  7. brigada_spanish

    [MP][COOP] COMBAT ASSAULT - Official Thread

    It would be interesting to integrate into the mission, the scripts view distance. Mission very good. Congratulations.
  8. brigada_spanish

    benelli m4 super 90 pack by Purple

    Could you fix errors animations? Thank.-
  9. Can be placed on a rifle, a grenade launcher removable, as if it were a muzzle? Greetings.-
  10. I think this is due to the import the animation file "xxxx.rtm" the arma2, which is not compatible with the arma3.
  11. Yes, unfortunately my english is very bad. Sorry. Thanks for your answers friends shx and WarLord554. I want the shotgun with two functions, one fire cartridges cal. 12 and other riot gear. If the gun does not have the nozzle, it is not possible to shoot riot gear. Maybe with some scripts I could do what I want. Some pictures are worth a thousand words.
  12. I'll pose the question differently. One could make a grenade launcher removable, to attach to a rifle?
  13. brigada_spanish

    Ghost Missions

    This version works perfectly on our dedicated server, thanks. As comment, the letter of some menu action that is 1.5, would look better to 1.2
  14. brigada_spanish

    [COOP-8] Black Ops

    The proven dedicated server version is the co08_black-ops.altis, the other two missions Takistan and Chernarus, I can not try them on our server, because it is a clean server without mod. See if another player can check on the other islands.
  15. brigada_spanish

    [COOP-8] Black Ops

    Congratulations Zenophon by its mission, is very good. Today I tried it on a dedicated server and I had problems, we were two players, each leader of each team and the AI, but the transport helicopter was standing on the site without moving the insertion point. Tested from my computer, gave me two errors missions: 1. Could not destroy the mortars, I caught two explosive load and a concentrated load of ammo box and placed the two mortars and not destroyed. 2. The officer is removed, but not gives the mission as accomplished. Thank.
  16. brigada_spanish

    Domination Redux by Champy and Tankbuster

    Here are the stringtable.xml file with spanish language update of the latest version 1.22 https://www.mediafire.com/?73wewunmgb0503n
  17. Congratulations Roy for the mission is one of the best. I wonder if is still working on the mission. Does the mission is in debugger mode? It's coming out parameters when starting the missions, for example: ["PO3",format["Task: %1 %2 Generated at %3","DroneIntel",PO3_TASK__IDD,_location],true] spawn PO3_fnc_log; Is there any way to remove these messages? Greetings.-
  18. How I can put random armed civilians uniforms in config.cpp? so that every time you put an armed civilian on the map is dressed differently. I tried this way but does not work. config.cpp class C_man_polo_5_F_euro; class delincuente_2 : C_man_polo_5_F_euro { _generalMacro = "C_man_polo_5_F_euro"; scope = 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 EventHandlers {init = "<handle = [_this select 0] execVM ""\mi_mod\script\random_uniform.sqf""";}; }; random_uniform.sqf private ["_rnd1"]; _rnd1 =_this select 0; _rnd1 = floor random 6; _this setObjectTextureGlobal [0, ["\a3\characters_f\Civil\Data\c_poloshirt_1_co.paa", "\a3\characters_f\Civil\Data\c_poloshirt_2_co.paa", "\a3\characters_f\Civil\Data\c_poloshirt_3_co.paa", "\a3\characters_f\Civil\Data\c_poloshirt_4_co.paa", "\a3\characters_f\Civil\Data\c_poloshirt_5_co.paa", "\a3\characters_f\Civil\Data\c_poloshirt_6_co.paa"] select _rnd1];
  19. brigada_spanish

    Random armed civilians uniforms

    Solved by adding this: modelsides[] = {3,2,1,0} Example: class cfgVehicles { class Cman1; class Civilian_F : Cman1 { class EventHandlers; [color="#0000FF"]modelsides[] = {3,2,1,0};[/color] }; .... };
  20. brigada_spanish

    Random armed civilians uniforms

    It seems that now it does not work, anyone know anything about this?
  21. brigada_spanish

    How to do my New Police Lightbar Model.CFG???

    Look at this post, RichardsD has a good example of model.cfg http://forums.bistudio.com/showthread.php?171205-Bizarre-vehicle-axis-view-Issue Greetings.
  22. How I can put the glasses in the inventory of a vehicle in the config.cpp? I've tried the following code but does not work. thanks.- class TransportItems { class _xx_MineDetector {name = "MineDetector";count = 5;}; class _xx_NVGoggles_OPFOR {name = "NVGoggles_OPFOR";count = 50;}; class _xx_FirstAidKit {name = "FirstAidKit";count = 50;}; [color="#FF0000"]class _xx_G_Tactical_Clear {name = "G_Tactical_Clear";count = 50;};[/color] };
  23. brigada_spanish

    Add suitcase to a civil

    One question, does anyone know if the suitcase can be applied other color of texture?
  24. Hi all. I want to add a suitcase to a civil in my file config.cpp, for when placed on the map have the suitcase in hand I've tried adding it to: 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[] = {"hgun_rook40_f"}; respawnweapons[] = {"hgun_rook40_f"}; magazines[] = {"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"}; linkeditems[] = {"ItemMap", "ItemWatch", "[color="#FF0000"]Land_Suitcase_F[/color]"}; respawnLinkedItems[] = {"ItemMap", "ItemWatch", "[color="#FF0000"]Land_Suitcase_F[/color]"}; }; But it does not work, can anyone help me? Greetings.-
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