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davt

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About davt

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  1. Yo estoy interesado en conoceros y ver si nuestros gusto respecto al juego son compatibles un saludo
  2. : Icon_eek:: Icon_eek: Hi again. It works perfectly, thank you very much for your help and interesting. This mission has given me very problems with de radio messages and now it works!!. It´s amazing. Thanks you. See you.:icon_eek::icon_eek::icon_eek::icon_eek:
  3. I try it and comment thank you very much for your reply ---------- Post added at 16:24 ---------- Previous post was at 14:50 ---------- ---------- Post added at 16:30 ---------- Previous post was at 16:25 ---------- The message is still missing and I put the module of functions with the publisher, but not what to write in the module functions iniciciacion
  4. activation is performed by the vehicle "scud1_2" once this
  5. Hi all I have as an activator in this "mil3" setmarkerpos getpos scud1_2;"mil3"setmarkertype "hd_dot"; [West,"HQ"] Sidechat"El tercer misil Scud se ha puesto en marcha hacia su objetivo, inteligencia nos informa de que este misil se dirige hacia La ciudad de Staroye, interceptenlo y destuyanlo" mil3=marker scud1_2= vehicle everything works fine when I do server, but when we got the mission to a dedicated server. The marker if it appears, but the message does not appear Please help sorry for my English and thank you for your time
  6. many thanks CarlGustaffa it works but if I have a defect "MK17" your boots often fail to pass a backpack and grab a secondary weapon how to solve it? x_setupbackpack.sqf // by Xeno private ["_p","_pos","_trigger","_s"]; if (!local player) exitWith {}; _p = player; _pos = position _p; player_backpack = []; pbp_id = -1000; _wCName = ""; _wDName = ""; _wModel = ""; _wType = ""; _wscope = ""; _wPic = ""; _wDesc = ""; prim_weap_player = primaryWeapon _p; _s = format ["%1 A Mochila", getText(configFile >> "cfgWeapons" >> prim_weap_player >> "displayName")]; if (prim_weap_player != "") then { pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; }; // No Weapon fix for backpack _trigger = createTrigger["EmptyDetector" ,_pos]; _trigger setTriggerArea [0, 0, 0, false]; _trigger setTriggerActivation ["NONE", "PRESENT", true]; _trigger setTriggerStatements[ "primaryWeapon player != prim_weap_player"," prim_weap_player = primaryWeapon player; if (pbp_id != -1 && count player_backpack == 0) then {player removeAction pbp_id;pbp_id = -1;}; if (pbp_id == -1 && count player_backpack == 0 && prim_weap_player != """") then {pbp_id = player addAction [format [""%1 A Mochila"", getText(configFile >> ""cfgWeapons"" >> prim_weap_player >> ""displayName"")], ""x_backpack.sqf"",[],-1,false];}; ",""]; while {true} do { waitUntil {!alive player}; _p = player; _weapons = weapons _p; _magazines = magazines _p; if (pbp_id != -1000) then { _p removeAction pbp_id; }; waitUntil {alive player}; _p = player; removeAllWeapons _p; {_p addMagazine _x;} forEach _magazines; {_p addWeapon _x;} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; if (count player_backpack == 0) then { _s = format ["%1 A movchila", getText(configFile >> "cfgWeapons" >> (primaryWeapon _p) >> "displayName")]; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; } else { _s = format ["Weapon %1", getText(configFile >> "cfgWeapons" >> (player_backpack select 0) >> "displayName")]; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; }; }; if (true) exitWith {}; x_backcpack.sqf // by Xeno private ["_p"]; _p = player; _p removeAction pbp_id; if (count player_backpack == 0) then { _primary = primaryWeapon _p; if (_primary != "") then { _mag_types = getArray(configFile>> "cfgWeapons" >> _primary >> "magazines"); _magazines = magazines _p; _mags_backpack = []; { if (_x in _mag_types) then {_mags_backpack = _mags_backpack + [_x]}; } forEach _magazines; _muzzles = getArray(configFile>> "cfgWeapons" >> _primary >> "muzzles"); if (count _muzzles == 2) then { _mag_types = getArray(configFile>> "cfgWeapons" >> _primary >> (_muzzles select 1) >> "magazines"); { if (_x in _mag_types) then {_mags_backpack = _mags_backpack + [_x]}; } forEach _magazines; }; player_backpack = [_primary, _mags_backpack]; _weapons = weapons _p; _pistol = ""; { scopeName "pistolsearch"; _base = inheritsFrom (configFile >> "cfgWeapons" >> _x); for "_xs" from 1 to 3 do { if (configName _base == "Pistol") then { _pistol = _x; breakOut "pistolsearch"; }; _base = inheritsFrom (configFile >> "cfgWeapons" >> (configName _base)); }; } forEach _weapons; if (_pistol != "") then { _p removeWeapon _pistol; }; { _p removeMagazine _x; } forEach _mags_backpack; _p removeWeapon _primary; _anim = animationState _p; WaitUntil {animationState player != _anim}; _s = format ["Arma %1", getText(configFile >> "cfgWeapons" >> _primary >> "displayName")]; if (_pistol != "") then { _p addWeapon _pistol; _p selectWeapon _pistol; }; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; } else { // has no primary }; } else { // switch weapon _primary = primaryWeapon _p; if (_primary == "") then { { _p addMagazine _x; } forEach (player_backpack select 1); _p addWeapon (player_backpack select 0); _muzzles = getArray(configFile>>"cfgWeapons" >> (player_backpack select 0) >> "muzzles"); _p selectWeapon (player_backpack select 0); _p selectWeapon (_muzzles select 0); _s = format ["%1 A Mochila", getText(configFile >> "cfgWeapons" >> (player_backpack select 0) >> "displayName")]; player_backpack = []; _p removeAction pbp_id; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; } else { _mag_types = getArray(configFile>> "cfgWeapons" >> _primary >> "magazines"); _magazines = magazines _p; _mags_backpack = []; { if (_x in _mag_types) then {_mags_backpack = _mags_backpack + [_x]}; } forEach _magazines; _muzzles = getArray(configFile>> "cfgWeapons" >> _primary >> "muzzles"); if (count _muzzles == 2) then { _mag_types = getArray(configFile>> "cfgWeapons" >> _primary >> (_muzzles select 1) >> "magazines"); { if (_x in _mag_types) then {_mags_backpack = _mags_backpack + [_x]}; } forEach _magazines; }; { _p removeMagazine _x; } forEach _mags_backpack; _weapons = weapons _p; _pistol = ""; { scopeName "pistolsearch2"; _base = inheritsFrom (configFile >> "cfgWeapons" >> _x); for "_xs" from 1 to 3 do { if (configName _base == "Pistol") then { _pistol = _x; breakOut "pistolsearch2"; }; _base = inheritsFrom (configFile >> "cfgWeapons" >> (configName _base)); }; } forEach _weapons; if (_pistol != "") then { _p removeWeapon _pistol; }; _p removeWeapon _primary; sleep 1; _anim = animationState _p; WaitUntil {animationState player != _anim}; { _p addMagazine _x; } forEach (player_backpack select 1); if (_pistol != "") then { _p addWeapon _pistol; }; _p addWeapon (player_backpack select 0); _muzzles = getArray(configFile>> "cfgWeapons" >> (player_backpack select 0) >> "muzzles"); _p selectWeapon (player_backpack select 0); _p selectWeapon (_muzzles select 0); player_backpack = [_primary, _mags_backpack]; _s = format ["Arma %1", getText(configFile >> "cfgWeapons" >> _primary >> "displayName")]; pbp_id = _p addAction [_s, "x_backpack.sqf",[],-1,false]; }; }; if (true) exitWith {}; the mission a trigger condition "local player" in AI ACT handle = [] execVM "x_setupbackpack.sqf"; Thanks for your time
  7. i am Spanish and my English is very bad I apologize : I took it from here http://forums.bistudio.com/showthread.php?t=115455&highlight=backpack init.sqs if (!isDedicated) then { execVM "x_init_backback.sqf"; }; x_init_backback.sqf // by Xeno #define __COMP x #define FUNC(funcname) __COMP##_fnc_##funcname #define GVAR(varname) __COMP##_##varname #define QUOTE(qtext) #qtext #define __pGetVar(pvarname) (player getVariable #pvarname) #define __pSetVar player setVariable #define __prma _p removeAction _id #define __addbp __pSetVar [#x_pbp_id, _p addAction [_s call FUNC(GreyText), "x_backpack.sqf",[],-1,false]] #define __addmx _p addMagazine _x #define __addwx _p addWeapon _x waitUntil {!isNull player}; sleep 1; _p = player; FUNC(GreyText) = {"<t color='#f0bfbfbf'>" + _this + "</t>"}; FUNC(GetDisplayName) = { private ["_obj_name", "_obj_kind", "_cfg"]; _obj_name = _this select 0; _obj_kind = _this select 1; _cfg = switch (_obj_kind) do {case 0: {"CfgVehicles"}; case 1: {"CfgWeapons"}; case 2: {"CfgMagazines"}; }; getText (configFile >> _cfg >> _obj_name >> "displayName") }; FUNC(CreateTrigger) = { private ["_pos", "_trigarea", "_trigact", "_trigstatem", "_trigger"]; _pos = _this select 0; _trigarea = _this select 1; _trigact = _this select 2; _trigstatem = _this select 3; _trigger = createTrigger ["EmptyDetector" ,_pos]; _trigger setTriggerArea _trigarea; _trigger setTriggerActivation _trigact; _trigger setTriggerStatements _trigstatem; _trigger }; FUNC(playerkr) = { private "_p"; _p = player; if ((_this select 0) == 0) then { _id = __pGetVar(GVAR(pbp_id)); if (_id != -9999) then { __prma; __pSetVar
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