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brigada_spanish

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Posts posted by brigada_spanish


  1. 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""";};
    };
    };
    


  2. 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];
    


  3. 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.


  4. 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?


  5. 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?


  6. 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:

    In Multiplayer, setVectorDirAndUp must be executed on the machine where the object it applied to is local.

    Can anyone explain me, with an example?


  7. 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.-


  8. 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.-


  9. 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.-


  10. 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.-

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