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logan83

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Everything posted by logan83

  1. Hi guys, can anyone helpme a little? i need to know how work this simple function... DZS_fn_addAction = { _ruinBuild = _this select 0; if (_ruinBuild == 0) then { (_this select 1) addAction ["<t color='#0077EE'>Investigate body</t>",{[_this select 0] call DZS_fn_displayInfo}]; } else { _ruinBuild addAction ["<t color='#0077EE'>investigate building</t>",{[_this select 0] call DZS_fn_displayInfo}]; }; }; in the mision, when i Kill a soldier, his body "create an addaction" named as investigate Body... but i cant see any addaction called investigate Building, i search trow dozen of houses, but dont see anything i try in ruin buildings and nothing... some help?:confused: sorry about my poor english :(
  2. @zakiechan i dont understand u, u refer to _ruinbuid array?? in this case yes the array its defined @lifemanlive im working on it but dont work, any way im interested in spbut dont work either... :( thanks u guys
  3. Im Having the same trouble, my X-cam version was dowloaded from Armaholic (last version) i have installed like the videos says, was placed the X-Cam Logic, but wen I startUp the X-Cam, No Loading addons Windows appears, and the utility dont Work Runing Windows7 64bits, installed and reinstalled several times the X-Cam :( Some Help? PS: The Tool looks awesome! ---------- Post added at 17:16 ---------- Previous post was at 16:49 ---------- Here two Msg error when execute x-cam
  4. Hi buddies! Im triying to import some A2 vanilla Helmets from the A2SM data base. Before Read a ton about how can i Do this. I alwails have the same problem with all the Helmets, theire dont appear in the head... they appear in the chin, without head movement. like in the image. I check in the model CFG the name of the P3d model, check the autocenter 0 in the geometry lod. Use the default A3 Config.cpp and model.cfg but don work... :( im going crazy... Someone can Help?? This is my Config.cpp: class CfgPatches { class LG83_BT_Gear { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; /// External class reference class InventoryItem_Base_F; /// External class reference class HeadgearItem : InventoryItem_Base_F { allowedSlots[] = {901, 605}; /// defines where can be the cap placed, it is small enough to fit in backpack type = 605; /// standard slot for the cap is on head hiddenSelections[] = {}; /// default caps don't have any changeable selections hitpointName = "HitHead"; /// what hitpoint is covered with the cap to have additional protection }; class My_new_helmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "BT S-MICH 2001"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\LG83_BT_Models\Gear\LG83_SMICH2001"; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\LG83_BT_Models\Gear\LG83_SMICH2001"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; }; }; }; This is my model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class LG83_SMICH2001 : ArmaMan{}; }; Please i appreciate some help :) and sorry about my poor english... :S
  5. Searching in the arma 3 files i found this in "a3\characters_f\Common\Data"... There are a model to suit this skin? :o
  6. Hi Guys im working in the same tingh now to my Mi-171, im triying to implement the new rotor lib too class RotorLibHelicopterProperties: RotorLibHelicopterProperties { RTDconfig = "Samples_F\Test_Heli_01\RTD_Test_Heli_01.xml"; defaultCollective = 0.545; autoHoverCorrection[] = {4.8,-3.2,0}; // pitch, roll, no retreatBladeStallWarningSpeed = 83.333 ; // m/s maxTorque = 2700 ; // 90% of both engines torque in XML stressDamagePerSec = 0.0033333332666667; // after 300 seconds the damage will be 1 maxHorizontalStabilizerLeftStress = 10000; maxHorizontalStabilizerRightStress = 10000; maxVerticalStabilizerStress = 10000; horizontalWingsAngleCollMin = 0; horizontalWingsAngleCollMax = 0; maxMainRotorStress = 130000; maxTailRotorStress = 10000; }; But im Searching another changes in the Config Cpp and the rest of the files of th sample files in the arma3 tools folder... Good Hunt!
  7. Hi dudes, im retexturing a BackPack to my mod. When equip my unit with the Backpack, the game crash. this is the backpack cfg class BT_Mochila_MED_BLK: B_Kitbag_Base { author = "Logan83"; displayName = "BT Mochila Soporte Vital"; picture = "\LG83_BT\icons\Icon_Bcp_Mochila_Med_BT.paa"; hiddenSelections[] = {"Camo"}; hiddenSelectionsMaterials[] = {"\LG83_BT\textures\Gear\backpack_fast_blk.rvmat"}; hiddenSelectionsTextures[] = {"\LG83_BT\textures\Gear\BT_backpack_fast_blk.paa"}; Scope = 2; class TransportItems { class _xx_Medikit { name = "Medikit"; count = 1; }; class _xx_FirstAidKit { name = "FirstAidKit"; count = 10; }; }; }; If i remove the line hiddenSelections[] = {"Camo"}; and the hiddenSelectionsMaterials[] = {"\LG83_BT\textures\Gear\backpack_fast_blk.rvmat"}; works perfect, but with the original *.RVMAT. How can i use my custom Rvmat in the backpack?
  8. Hi dudes... some one knows how can i Solve this problems in the Texture's path? http://i.imgur.com/lPYXYda.jpg (112 kB)
  9. Hi there!, i post this in another section of this forum but, im think that section isnt correct and now i post it in this section. I want to include some missions in my PMC modification, the missions are unbined (.Sqm) and this is the Config.cfg: class CfgPatches { class LG83_BT_Missions { units[] = {}; weapons[] = {}; requiredVersion = 1.10; requiredAddons[] = {}; version = 1.0; author[] = {"Logan83"}; }; }; class CfgMissions { class Missions { class BlackTalon { displayName = "BlackTalon Security"; briefingName = "BlackTalon Security"; overviewText = "Misiones de la compañia Blacktalon Security"; overviewPicture = "\LG83_BT\Missions\data\Bt_Over.paa"; author = "Logan83"; class Mion_01 { displayName = "Blacktalon: Unidades de Seguridad"; briefingName = "Blacktalon: Unidades de Seguridad"; // It's critical that this not begin with '\' !! directory = "LG83_BT\Missions\BT_Security_ShowCase.Altis"; }; class Mision_02 { displayName = "Blacktalon: Contractors"; briefingName = "Blacktalon: Contractors"; // It's critical that this not begin with '\' !! directory = "LG83_BT\Missions\BT_Contractors_ShowCase.Altis"; }; class Mision_03 { displayName = "Blacktalon Air Showcase"; briefingName = "Blacktalon Air Showcase"; // It's critical that this not begin with '\' !! directory = "LG83_BT\Missions\BT_Air_ShowCase.Altis"; }; }; }; }; When i start the game, in the Scenario section, the missions aren't there, but the "folder" and the "Missions slot" are correct, someone can help? i add a capture and sorry about my poor english :S
  10. Hi all! I'm trying to include some missions in my PMC mod, but im having some troubles... this is the Config.cpp where i define the missions: class CfgPatches { class LG83_BT_Missions { units[] = {}; weapons[] = {}; requiredVersion = 1.10; requiredAddons[] = {}; version = 1.0; author[] = {"Logan83"}; }; }; class CfgMissions { class Missions { class BlackTalon { displayName = "BlackTalon Security"; briefingName = "BlackTalon Security"; overviewText = "Misiones de la compañia Blacktalon Security"; overviewPicture = "\LG83_BT\Missions\data\Bt_Over.paa"; author = "Logan83"; class Mion_01 { displayName = "Blacktalon: Unidades de Seguridad"; briefingName = "Blacktalon: Unidades de Seguridad"; // It's critical that this not begin with '\' !! directory = "LG83_BT\Missions\BT_Security_ShowCase.Altis"; }; class Mision_02 { displayName = "Blacktalon: Contractors"; briefingName = "Blacktalon: Contractors"; // It's critical that this not begin with '\' !! directory = "LG83_BT\Missions\BT_Contractors_ShowCase.Altis"; }; class Mision_03 { displayName = "Blacktalon Air Showcase"; briefingName = "Blacktalon Air Showcase"; // It's critical that this not begin with '\' !! directory = "LG83_BT\Missions\BT_Air_ShowCase.Altis"; }; }; }; }; When i start the game, in the Scenario section, the missions aren't there, but the "folder" and the "Missions slot" are correct, someone can help? i add a capture and sorry about my poor english :S
  11. yes... there are a addon folder i forget (not copy-paste the path...) the mod runs like a charm, this isn't the problem... only sp scenarios added in the mod are giveme head pain... and yes the mod its binariced (PBO) not the mision (mision its in SQM) but its in the mod pbo...
  12. ohm the missions are in my mod missions folder ( arma3\@BlackTalon\LG83_BT\Missions\BT_Air_ShowCase.Altis), not in my douments, they aren't in pbos, they are Sqm files.
  13. Hi every body... im followng this tutorial, i Unpbo all the *.pbos needes by the p3D model an copy in their respective folders (Penetration, weapons and data) but when i remplace the path to the archives always get the path in red color... :( for example the first line ca\data\data\default_flash_2pass.rvmat in my work folder the rvmat archive route is: LG83_BT_models\HWMMV\data\default_flash_2pass.rvmat but always return red line, my HMMWV50.P3d file is in the HWMMV folder... Whats Wrong? Thansk so much...
  14. Hi!! somebody knows how can i disable the vehicle physix, or how can i put a vehicle "freeze in mid air"?
  15. Hi buddies i have this function, works perfect in single player detecting all weapons fired without supressor, but in MP only detect the Weapons fired without supressors by players... how can modify to works correctly with players and ia's in MP¿? TAG_fnc_suppressorCheck = { private ["_suppressor"]; _weaponFired = _this select 1; _weaponItems = weaponsItems player; _suppressor = False; { if ((_weaponFired == _x select 0) && ((_x select 1) == "")) then { _suppressor = true; }; } forEach _weaponItems; _suppressor }; if(true) exitWith{}; i use these lines to make work the function {if (side _x == Blufor) then{_x addEventHandler ["fired", {if (_this call TAG_fnc_suppressorCheck) then {FusShot=true}}];}}foreach allunits; {if (side _x == opfor) then{_x addEventHandler ["fired", {if (_this call TAG_fnc_suppressorCheck) then {FusShot=true}}];}}foreach allunits; any Help?
  16. logan83

    Supressor Function help

    tadaaaaaaaaaaa thanks Tajin!!!
  17. logan83

    Supressor Function help

    uhm nopes shadow_msog not working with AI's, and not working with players :(
  18. logan83

    SHK_Taskmaster

    Im using this Beutifull scripts in all my Sp missions and work like a Charm, but im making a Coop Mission right now, and i play the coop in my Nitrados server, and the brief tasks are ok, but i cant Update the tasks status, or create any tasks... any help? Briefing.sqf [[ ["Tskxtra","Evita las Bajas Civiles"," Es esta operacion trabajaremos codo con codo con la Insurgencia local, si normalmente somos restrictivos con las bajas civiles... esta ves mucho mas... asi que mira antes de disparar.",WEST], ["Tsk1","Exfiltrate"," Cuando Estes Listo para la extraccion, llama por radio a Ghost 0-1-1, ten en cuenta que debes marcarle Lz a Ghost 0-1-1 con una Baliza IR cuando el Te lo indique para que pueda aterrizar...",WEST], ["Tskseg","Establece La Seguridad"," <marker name='weqq'>Asegura</marker> el Perimetro antes de que se lleve acabo la reunion. Si Fox corre peligro la mision se ira al garete",west], ["Tsk0","Ve al Punto de Reunion"," <marker name='weqq'>Reunete</marker> con el comandante Insurgente y encargate de los Objetivos que te designe.",west] ],[ ["SITUACION", "<br/> El gobierno Altiano esta desesperado. Hace 2 años un movimiento separatista denominado como ELI (Ejercito de Liberacion Islamista) comenzo a realizar ataques terroristas selectivos en la pequeña Isla de Stratis. Al principio eran sofocados por las autoridades civiles de la isla, pero pronto se vieron desbordados y fue necesario desplegar al Ejercito Altiano. Tras varios enfrentamientos abiertos, los separatistas comenzaron a ganar terreno frente a un Ejercito totalmente vulnerable a la Guerra de Guerrillas. Tras el Primer año ya habian perdido todo el sur de la isla, actualmente solo dominan un pequeño campamento en Rogain el cual es continuamente asediado y su porvenir pende de un hilo.<br/><br/> Ante la desdesperacion, el Gobierno legitimo solicita ayuda internacional y debido a nuestras relaciones diplomaticas nos vemos forzados a prestarles apoyo militar. Esto no sera una invasion a gran escala, aunque diezmada debido a las emigraciones huyendo de los enfrentamientos, en Stratis aun hay poblacion civil, con lo cual debemos asestar pequeños pero contundentes golpes para debilitar las fuerzas del ELI y poco apoco recuperar el Terreno perdido hasta que podamos acabar con la amenaza definitivamente.",WEST] ]] execvm "scripts\shk_taskmaster.sqf"; updating tasks via script ["Tsk0","succeeded"] call SHK_Taskmaster_upd; 0 = execvm "intel\01.sqf"; sleep 1; obj0ok=true; ["Tskseg","succeeded"] call SHK_Taskmaster_upd; if(true) exitWith{}; Creating new tasks and conversation script (this script is "intel\01.sqf" executed in the above code...) sleep 1; contacto switchmove "ACTS_HUBABRIEFING"; contacto disableai "anim"; Contacto globalchat "Bien Yo soy Fox, No tenemos mucho Tiempo, Asi que me dejeare de formalidades e iremos al Grano..."; sleep 6; Contacto globalchat "Presta atencion a la pizarra, te hare un resumen..."; sleep 4.4; contacto Globalchat "Vale... Esta foto aerea a sido tomada de la base que tenemos al Sur-Este de nuestra posicion, ocupada por el Ejercito de liberacion Islamista"; "area1_2_1" setMarkerAlpha 1; "area1_2" setMarkerAlpha 1; "area1_1_1" setMarkerAlpha 1; "area1_1_1_1" setMarkerAlpha 1; "vipPos_1" setMarkerAlpha 1; "vipPos" setMarkerAlpha 1; sleep 3; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\01.jpg"] call RE; sleep 5; contacto globalchat "En este edificio, se encuentra tu Objetivo Principal, Robert Mugabe, mas conocido como SAVIOR"; sleep 4; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\03.jpg"] call RE; sleep 1; Contacto Globalchat "Es un mamonazo con muy mala hostia y muy pocos escrupulos... es el Responsable de la Ocupacion NorOeste de la Isla y de la masacre indiscriminada de muchos civies aqui... no quiero que vea la luz del sol nunca mas..."; sleep 5; ["Tsk2","Elimina y Confirma"," Debemos Eliminar a Robert Mugabe y confirmar su Muerte (mira al cadaver y te saldra una nueva opcion en en menu de rueda de raton), no se descarta que intente huir si somos descubiertos.",WEST] call SHK_Taskmaster_add; sleep 2; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\04.jpg"] call RE; sleep 0.5; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\05.jpg"] call RE; sleep 2.5; contacto globalchat "Despu?s de desacerte de nuestro amiguito... no estaria mal que dirigieras tus ojos esta otra parte... hay varios camiones cargados con mucho material Pesado, el cual me gustaria que desapareciese..."; sleep 5; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\06.jpg"] call RE; ["Tsk3","Elimina los Suministros"," Ve a las cocheras de la base y destruye los camiones cargados de suministros, para ello usa a tu Especialista en explosivos.",WEST] call SHK_Taskmaster_add; sleep 2; contacto switchmove "ACTS_HUBABRIEFING"; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\07.jpg"] call RE; sleep 0.5; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\08.jpg"] call RE; sleep 2.5; contacto globalchat "Aunque seamos realistas... para llevar a cabo tu mision... primero tendras que entrar... y la entrada principal es poco recomendable... hay mucha luz, patrullas, centinelas... etc..."; sleep 4; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\09.jpg"] call RE; sleep 3; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\10.jpg"] call RE; sleep 0.5; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\11.jpg"] call RE; sleep 2; contacto globalchat "lo mas viable es entrar desde el lado mas al sureste de la Base que esta mas oscuro, y asi podremos posicionarnos bien antes del asalto... o incluso entrar sigilosamente si teneis lo que hay que tener..."; sleep 2.5; sleep 2.5; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\12.jpg"] call RE; sleep 5; contacto Globalchat "Eso si... Nada de esto podra llevarse a cabo si no os desahaceis primero de esta peque?a fortificacion... yo encargaria este trabajo al equipo de apoyo... ya que asi despues de despejar la zona... Tendrian una excelente zona para batir objetivos..."; sleep 5; [nil, nil,"per", rSETOBJECTTEXTURE, board, 0, "intel\pictures\13.jpg"] call RE; sleep 3; sleep 3; contacto globalchat "Bueno eso es Todo, espero que seais capaces de dar la talla... Buena Suerte..."; sleep 10; contacto switchmove ""; sleep 0.2; contacto enableai "anim"; sleep 6; ["Tsk5","Limpia La Posicion"," Hay una Posicion defensiva justo aqui... limpiala y establece tu unidad en defensiva para apoyar por el fuego al otro equipo si fuese necesario.",West] call SHK_Taskmaster_add; "rta_1_1_1" setMarkerAlpha 1; "rta_1_1_2" setMarkerAlpha 1; sleep 1; reunionfin=true; if(true) exitWith{}; all the conversation shown correctly, and the script runs till the end, but don't create any task :( ---------- Post added at 23:22 ---------- Previous post was at 22:52 ---------- ooops i Forget, the nul = [["Tsk0","succeeded"], "SHK_Taskmaster_upd", false] spawn Bis_fnc_mp; or the nul = [["Tsk2","Elimina y Confirma"," Debemos Eliminar a Robert Mugabe y confirmar su Muerte (mira al cadaver y te saldra una nueva opcion en en menu de rueda de raton), no se descarta que intente huir si somos descubiertos.",WEST],"SHK_Taskmaster_add",false] spawn Bis_fnc_mp; form dont works for me
  19. logan83

    Flickering Pip

    hi somebody know how can i fix this problem? i have the same Video card and the same blinking problems... :( i havent 2 videocards only one... any help? iv tried this but don works for me... http://forums.bistudio.com/showthread.php?152869-Tutorial-How-to-fix-pip-flickering-sli&highlight=Flickering+Pip
  20. oh greate! works like a charm! thanks. i was triying a similar way, but i Forget this semicolon... :( {if (side _x == east) then {_x doMove (getPos Escape_plane);}[color="#FF0000"];[/color]}foreach allUnits; thanks again buddy!
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