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Erwin23p

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Everything posted by Erwin23p

  1. Erwin23p

    help with groups.

    ok, thanks to both:) I think what I have to do is to remove all my units, and create them in the order that I want to show or to use this, I founded it yesterday I think I can change it by dragging the units up and down.
  2. Erwin23p

    Performance issues

    Hi, I restarted to play Arma 3 a couple of weeks ago and I have a shit of performance, not always but when I put distance vision to a lot (it's very useful for pilots) I can't play, I have 15-25FPs and normally my GPU and CPU I think could handle this but no. :( I have made a benchmark to show you the GPU clock, usage and CPU usage. The graphics settings are invideo, it's very strange because the GPU clock and usage get crazy, and usually in other games I get nice GPU usage and my GPU burns to 81Cº (it is normal for an R9 290 ^^). In the first part I have the GPU clock at stock: 977/1250. In the second one: 1090/1350/+30 Launching options: -cpucount=4 -maxmem=2047 -maxvram=2047 PC Spec: MSI Z77A-G45 Thunderbolt i5-3570k 3,4Ghz 4-núcleos MSI R9 290 Gaming 4GB Nzxt Phantom 630 Blanca Cooler Master Hyper 412S CPU Cooler Corsair Force Gs 128 Gb Corsair TX850M 850W Modular G.Skill Trident X DDR3 2400 8GB 2x4GB CL10 Samsung HD204UI 5400Rpm 2TB English is not my natal language but I try to do the best. :)
  3. Erwin23p

    Performance issues

    Ok So the only solution is that......thanks, if I do OC, I have it to 4,2Ghz and my temperature don't get over 59Cº I will try to do more OC, this will improve the performance right? But I think A3 only uses 2 cores I think.
  4. Erwin23p

    Performance issues

    Thanks, I'm going to try this, omg 1600/1200/100 Is nothing :S from a plane you can't see a shit xD. I forgot to put my PC spec so I updated the thread. So my CPU is bottlenecking mi GPU? but.... it's an R9 290 4Gb :(
  5. Hi, I have bought the Saitek Throttle quadrant, because my other one broke down, and when I try to use it with the arma 3 this is what happens: http://s28.postimg.org/484cevxe5/Sin_t_tulo.png (111 kB) What I want is the entire axis to work like 1, not like 2, Is there any way to fix that? In other games or simulators, like X-Plane 10 or FSX, it works well and this only happens in Arma 3.
  6. Erwin23p

    Help with Boat config

    hi again, I've changed some things in config.cpp but I don't know it's good, and I can't try it because the addon builder doesen't work, :S I have the see how to fix that. So you can say me if I did good? #include "basicdefines_A3.hpp" class CfgPatches { class Test_boat_F { units[] = {"Test_Boat_01"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Boat_F"}; }; }; class CfgVehicles { class Ship; class Ship_F: Ship { class ViewPilot; class AnimationSources; class Eventhandlers; }; class Test_Boat_01_base_F: Ship_F { displayName = "LCAC"; /// displayed in Editor model = "\Elca_Lcac.p3d";/// simple path to model picture = "\A3\Weapons_F\Data\placeholder_co.paa"; /// just some icon in command bar Icon = "\A3\Weapons_F\Data\placeholder_co.paa"; /// icon in map cost = 20000; /// how likely is the enemy going to target this vehicle accuracy = 0.50; /// knowledge required to recognize this type of target class HitPoints /// define the sturdiness of the ship { class HitEngine {armor = 1.2; material = 60; name = "engine"; visual = ""; passThrough = 1; radius = 0.1;}; /// radius causes bigger damage but on a more precise hit class HitHull {armor = 1; material = 50; name = "karoserie"; visual = "zbytek"; passThrough = 1; explosionShielding = 1;}; }; leftEngineEffect = "LEngEffectsSmall"; /// Particle effect class for engine particles rightEngineEffect = "REngEffectsSmall"; simulation = "shipx"; /// all ships should have this simulation maxSpeed = 80; /// top speed of the vehicle overSpeedBrakeCoef = 0.8; /// how much does the vehicle itself brake in case it goes faster than maxSpeed enginePower = 235; /// power of engine in kW engineShiftY = 0.1; /// relative virtual position of engine for PhysX, affects lateral ship slope during turns waterLeakiness = 1.0; /// amount of litres per second that leaks into ship if under water, destroyed or turned upside down turnCoef = 0.25; /// how well is the ship able to turn thrustDelay = 2; /// initial delay to cause lesser slip when on 1st gear - thrust goes from zero to full in this time waterLinearDampingCoefY = 2; /// affect how fast does the ship go through waves down - higher values make it drift more on top of waves waterLinearDampingCoefX = 2.0; /// affects sliding of the ship in turns waterAngularDampingCoef = 1.2; /// increase this for smoother movement, but beware too high values waterResistanceCoef = 0.015; /// how much does water slow the ship down rudderForceCoef = 0.100000; /// increase this to gain more turning on lower speeds rudderForceCoefAtMaxSpeed = 0.003000; /// increase this to gain more turning on higher speeds idleRpm = 200; /// revolutions per minute at which the engine idles redRpm = 1200; /// maximum revolutions per minute of the engine class complexGearbox { GearboxRatios[] = {"R1",-0.782,"N",0,"D1",2.0,"D2",1.85,"D3",1.75}; TransmissionRatios[] = {"High",1.0}; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) gearBoxMode = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = "D"; // string to display in the HUD for forward gears. neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. }; brakeDistance = 3; /// how many internal waypoints should the AI plan braking in advance driverAction = driver_mid01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible driverLeftHandAnimName = "drivingWheel"; /// according to what bone in model of car does hand move driverRightHandAnimName = "drivingWheel"; /// according to what bone in model of car does hand move cargoAction[] = {passenger_low01};/// the same of all the crew cargoIsCoDriver[] = {false}; /// there is no special co-driver entry point on the boat ejectDeadDriver = false; /// use this if you don't have proper dead pose for the driver, it will eject him from boat if he dies transportSoldier = 2; /// number of cargo except driver class TransportItems /// some first aid kits in trunk according to safety regulations { item_xx(FirstAidKit,6); }; armor = 10; /// just some protection against missiles, collisions and explosions damageResistance = 0.00882; /// for AI if it is worth to be shoot at class Turrets {}; /// this vehicle doesn't have any turret, we need to make the class empty #include "sounds.hpp" /// sounds are included from separate file to not clutter the rest of file class Reflectors {}; /// there are no reflectors on this boat, check car for some examples class Damage /// damage changes material in specific places (visual in hitPoint) { tex[] = {}; mat[] = { "A3\boat_f_gamma\Boat_Civil_01\data\Boat_Civil_01_ext.rvmat", /// material mapped in model "A3\boat_f_gamma\Boat_Civil_01\data\Boat_Civil_01_ext_damage.rvmat", /// changes to this one once damage of the part reaches 0.5 "A3\boat_f_gamma\Boat_Civil_01\data\Boat_Civil_01_ext_destruct.rvmat" /// changes to this one once damage of the part reaches 1 }; }; extCameraPosition[] = {0,1.0,-8.0}; /// provides offset of external camera in {side, height, to front} format leftFastWaterEffect = "LFastWaterEffects"; /// defines what class of water effect is going to be used while sailing fast rightFastWaterEffect = "RFastWaterEffects"; /// defines what class of water effect is going to be used while sailing fast waterEffectSpeed = 5; /// limit of displaying the standard water effect engineEffectSpeed = 5; /// limit of displaying the engine effect waterFastEffectSpeed = 28; /// limit where the standard water effect changes to the fast sailing one class Eventhandlers: Eventhandlers /// specific event handlers to handle variants - by default are all shown, event handlers hide them { init = "_this select 0 animate [""HidePoliceSigns"",1]; _this select 0 animate [""HideRescueSigns"",1]; _this select 0 animate [""HidePolice"",1];"; killed = "_this select 0 animate [""HidePoliceSigns"",1]; _this select 0 animate [""HideRescueSigns"",1]; _this select 0 animate [""HidePolice"",1];"; }; hiddenSelections[] = {"camo", "camo2"}; /// we want to allow changing of colours, this defines on what selection are the textures used hiddenSelectionsTextures[] = {"\data\LCAC_Alpha.paa", "\data\LCAC_glass.paa", "\data\LCAC1.paa", "\data\LCAC2.paa", "\data\LCAC3.paa", "\data\LCAC4.paa"}; /// and here are the textures class AnimationSources: AnimationSources /// hides all the proxies and beacons, to be sure { class Proxy /// name of animation source in model.cfg { source = "user"; /// what is the animation source based on, this time it is user input animPeriod = 1; /// how long does it take to switch from 0 to 1 (or vice versa) if used by script initPhase = 0; /// what is the value of animation source to start with }; class Beacons { source = "user"; animPeriod = 1; initPhase = 0; }; }; }; class C_Test_Boat_01_F: Test_Boat_01_base_F { scope = public; /// scope 2 means it is available in editor, this is one of the macros in basicdefines_a3.hpp displayName = "LCAC"; /// how does the vehicle show itself in editor side = 1; /// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = BLU_F; /// defines the faction inside of the side crew = "B_Soldier_F"; /// lets use the sample soldier we have as default captain of the boat }; }; Sorry for my bad english.
  7. Hi, I'm very noob at modding, and I wanna learn but I can't find any good tutorial, so I'm trying to learn it by myself and currently I have this stuff: a pretty good 3D model, all the textures and the BI template for boat files. The textures are in ".paa" and the model is in ".p3d" but I don't know what I have to do with it, so all I did was to open my 3d model with oxigen and save it as ".p3d", and I don't know if this is the only thing to do to the model. To convert the textures I used the BI tools. So this is what I have now: All the folders are empty, except the data; the textures are within. I don't know, though, how to configure all the other files to make them work only for the test. My config.cpp file #include "basicdefines_A3.hpp" class CfgPatches { class Test_boat_F { units[] = {"Test_Boat_01"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Boat_F"}; }; }; class CfgVehicles { class Ship; class Ship_F: Ship { class ViewPilot; class AnimationSources; class Eventhandlers; }; class Test_Boat_01_base_F: Ship_F { displayName = "Test Boat"; /// displayed in Editor model = "\Samples_f\Test_Boat_01\Test_Boat_01";/// simple path to model picture = "\A3\Weapons_F\Data\placeholder_co.paa"; /// just some icon in command bar Icon = "\A3\Weapons_F\Data\placeholder_co.paa"; /// icon in map cost = 20000; /// how likely is the enemy going to target this vehicle accuracy = 0.50; /// knowledge required to recognize this type of target class HitPoints /// define the sturdiness of the ship { class HitEngine {armor = 1.2; material = 60; name = "engine"; visual = ""; passThrough = 1; radius = 0.1;}; /// radius causes bigger damage but on a more precise hit class HitHull {armor = 1; material = 50; name = "karoserie"; visual = "zbytek"; passThrough = 1; explosionShielding = 1;}; }; leftEngineEffect = "LEngEffectsSmall"; /// Particle effect class for engine particles rightEngineEffect = "REngEffectsSmall"; simulation = "shipx"; /// all ships should have this simulation maxSpeed = 80; /// top speed of the vehicle overSpeedBrakeCoef = 0.8; /// how much does the vehicle itself brake in case it goes faster than maxSpeed enginePower = 235; /// power of engine in kW engineShiftY = 0.1; /// relative virtual position of engine for PhysX, affects lateral ship slope during turns waterLeakiness = 1.0; /// amount of litres per second that leaks into ship if under water, destroyed or turned upside down turnCoef = 0.25; /// how well is the ship able to turn thrustDelay = 2; /// initial delay to cause lesser slip when on 1st gear - thrust goes from zero to full in this time waterLinearDampingCoefY = 2; /// affect how fast does the ship go through waves down - higher values make it drift more on top of waves waterLinearDampingCoefX = 2.0; /// affects sliding of the ship in turns waterAngularDampingCoef = 1.2; /// increase this for smoother movement, but beware too high values waterResistanceCoef = 0.015; /// how much does water slow the ship down rudderForceCoef = 0.100000; /// increase this to gain more turning on lower speeds rudderForceCoefAtMaxSpeed = 0.003000; /// increase this to gain more turning on higher speeds idleRpm = 200; /// revolutions per minute at which the engine idles redRpm = 1200; /// maximum revolutions per minute of the engine class complexGearbox { GearboxRatios[] = {"R1",-0.782,"N",0,"D1",2.0,"D2",1.85,"D3",1.75}; TransmissionRatios[] = {"High",1.0}; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) gearBoxMode = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = "D"; // string to display in the HUD for forward gears. neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. }; brakeDistance = 3; /// how many internal waypoints should the AI plan braking in advance driverAction = driver_mid01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible driverLeftHandAnimName = "drivingWheel"; /// according to what bone in model of car does hand move driverRightHandAnimName = "drivingWheel"; /// according to what bone in model of car does hand move cargoAction[] = {passenger_low01};/// the same of all the crew cargoIsCoDriver[] = {false}; /// there is no special co-driver entry point on the boat ejectDeadDriver = false; /// use this if you don't have proper dead pose for the driver, it will eject him from boat if he dies transportSoldier = 2; /// number of cargo except driver class TransportItems /// some first aid kits in trunk according to safety regulations { item_xx(FirstAidKit,6); }; armor = 10; /// just some protection against missiles, collisions and explosions damageResistance = 0.00882; /// for AI if it is worth to be shoot at class Turrets {}; /// this vehicle doesn't have any turret, we need to make the class empty #include "sounds.hpp" /// sounds are included from separate file to not clutter the rest of file class Reflectors {}; /// there are no reflectors on this boat, check car for some examples class Damage /// damage changes material in specific places (visual in hitPoint) { tex[] = {}; mat[] = { "A3\boat_f_gamma\Boat_Civil_01\data\Boat_Civil_01_ext.rvmat", /// material mapped in model "A3\boat_f_gamma\Boat_Civil_01\data\Boat_Civil_01_ext_damage.rvmat", /// changes to this one once damage of the part reaches 0.5 "A3\boat_f_gamma\Boat_Civil_01\data\Boat_Civil_01_ext_destruct.rvmat" /// changes to this one once damage of the part reaches 1 }; }; extCameraPosition[] = {0,1.0,-8.0}; /// provides offset of external camera in {side, height, to front} format leftFastWaterEffect = "LFastWaterEffects"; /// defines what class of water effect is going to be used while sailing fast rightFastWaterEffect = "RFastWaterEffects"; /// defines what class of water effect is going to be used while sailing fast waterEffectSpeed = 5; /// limit of displaying the standard water effect engineEffectSpeed = 5; /// limit of displaying the engine effect waterFastEffectSpeed = 28; /// limit where the standard water effect changes to the fast sailing one class Eventhandlers: Eventhandlers /// specific event handlers to handle variants - by default are all shown, event handlers hide them { init = "_this select 0 animate [""HidePoliceSigns"",1]; _this select 0 animate [""HideRescueSigns"",1]; _this select 0 animate [""HidePolice"",1];"; killed = "_this select 0 animate [""HidePoliceSigns"",1]; _this select 0 animate [""HideRescueSigns"",1]; _this select 0 animate [""HidePolice"",1];"; }; hiddenSelections[] = {"camo", "camo2"}; /// we want to allow changing of colours, this defines on what selection are the textures used hiddenSelectionsTextures[] = {"\a3\boat_f_gamma\Boat_01\data\Boat_01_ext_co.paa", "\a3\boat_f_gamma\Boat_01\data\Boat_01_int_co.paa"}; /// and here are the textures class AnimationSources: AnimationSources /// hides all the proxies and beacons, to be sure { class Proxy /// name of animation source in model.cfg { source = "user"; /// what is the animation source based on, this time it is user input animPeriod = 1; /// how long does it take to switch from 0 to 1 (or vice versa) if used by script initPhase = 0; /// what is the value of animation source to start with }; class Beacons { source = "user"; animPeriod = 1; initPhase = 0; }; }; }; class C_Test_Boat_01_F: Test_Boat_01_base_F { scope = public; /// scope 2 means it is available in editor, this is one of the macros in basicdefines_a3.hpp displayName = "My civilian test boat"; /// how does the vehicle show itself in editor side = 3; /// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = CIV_F; /// defines the faction inside of the side crew = "Test_Soldier_F"; /// lets use the sample soldier we have as default captain of the boat }; class C_Test_Boat_01_rescue_F: Test_Boat_01_base_F { scope = public; /// scope 2 means it is available in editor, this is one of the macros in basicdefines_a3.hpp displayName = "My rescue test boat"; /// how does the vehicle show itself in editor side = 3; /// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = CIV_F; /// defines the faction inside of the side crew = "Test_Soldier_F"; /// lets use the sample soldier we have as default captain of the boat class AnimationSources: AnimationSources /// hides all the beacons, shows the proxies { class Proxy: Proxy /// needs to be inherited from the base to keep the values { initPhase = 1; /// overrides just the value, rest stays as it is }; }; class Eventhandlers: Eventhandlers /// specific event handlers to handle variants - by default are all shown, event handlers hide them { init = "_this select 0 animate [""HidePoliceSigns"",1]; _this select 0 animate [""HideRescueSigns"",0]; _this select 0 animate [""HidePolice"",1];"; /// note the missing killed event handler = > it uses the same as base to hide all the props while destroyed }; /// and the changes of textures to rescue ones hiddenSelectionsTextures[] = {"\a3\boat_f_gamma\Test_Boat_01\data\Test_Boat_01_ext_rescue_co.paa", "\a3\boat_f_gamma\Test_Boat_01\data\Test_Boat_01_int_rescue_co.paa"}; }; class C_Test_Boat_01_police_F: Test_Boat_01_base_F { scope = public; /// scope 2 means it is available in editor, this is one of the macros in basicdefines_a3.hpp displayName = "My police test boat"; /// how does the vehicle show itself in editor side = 3; /// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas faction = CIV_F; /// defines the faction inside of the side crew = "Test_Soldier_F"; /// lets use the sample soldier we have as default captain of the boat /** It is technically possible to have side, faction and crew defined in base class, but it may cause some issues with identification of targets */ class AnimationSources: AnimationSources /// hides all the beacons, shows the proxies { class Proxy: Proxy /// needs to be inherited from the base to keep the values { initPhase = 1; /// overrides just the value, rest stays as it is }; }; class Eventhandlers: Eventhandlers { init = "_this select 0 animate [""HidePoliceSigns"",0]; _this select 0 animate [""HideRescueSigns"",1]; _this select 0 animate [""HidePolice"",0];"; }; class UserActions /// Adding possibility for user to switch the beacons on/off { class beacons_start { userActionID = 50; /// just some unique number displayName = $STR_A3_CfgVehicles_beacons_on; /// what is displayed in the action menu displayNameDefault = $STR_A3_CfgVehicles_beacons_on; /// what is displayed in middle of screen position = "mph_axis"; /// at what memory point of the ship is the used as center of the radius priority = 1.5; /// sorting of action menu radius = 1.8; /// radius around position where the action is avaliable animPeriod = 2; /// how long does the animation source take to go from 0 to 1 onlyForPlayer = false; /// it is usable even by AI condition = "this animationPhase ""BeaconsStart"" < 0.5 AND Alive(this) AND driver this = = player"; /// at what condition is the action displayed statement = "this animate [""BeaconsStart"",1];"; /// and what happens when the action is used }; class beacons_stop: beacons_start { userActionID = 51; displayName = $STR_A3_CfgVehicles_beacons_off; displayNameDefault = $STR_A3_CfgVehicles_beacons_off; condition = "this animationPhase ""BeaconsStart"" > 0.5 AND Alive(this) AND driver this = = player"; statement = "this animate [""BeaconsStart"",0];"; }; }; /// and the changes of textures to police ones hiddenSelectionsTextures[] = {"\a3\boat_f_gamma\Test_Boat_01\data\Test_Boat_01_ext_police_co.paa", "\a3\boat_f_gamma\Test_Boat_01\data\Test_Boat_01_int_police_co.paa"}; }; }; I read a thread that explains how to make a good engine and things like that, but it was pretty difficult... Is it of main importance, or is it possible to make a simplier engine?
  8. (Juan Carlos I?) Waiting for that, I think it's for the ship can move, you can make like the Nimitz of TeTeT/Jdog, a static ship. Esperando a eso, que creo que es para que se mueva el barco, podéis hacer como el Nimitz de TeTeT/Jdog, un barco estático(que no se mueva).
  9. Hi everybody, I'm doing a mission and I need a briefing, so I put an officer named "O1", a bunch of soldiers, and a squad leader(player) with the name of "elca", and with a trigger between the soldiers and elca in the trigger act I have "[THIS] exec "DirectMessages.sqf"" for the unit to speak, so in the sqf I have that: O1 directsay "mes1"; Sleep 4; Elca directsay "mes2"; Sleep 4; Description.ext: class CfgRadio { sounds[] = {mes1,mes2}; class mes1 { name = "mes1"; sound[] = {"rs\Good_morning.ogg", db+0, 1.0}; title = "Good morning soldiers, today we're doing this litte test for make sure this work."; }; class mes2 { name = "mes2"; sound[] = {"rs\For_what.ogg", db+0, 1.0}; title = "And for what we are here?"; }; }; and when my soldier actives the trigger they say both things at the same time (instead of saying it one and then the other). I made the same thing but in side radio, and in this other mission with the side radio working, my "directmessages.sqf" was like that: Hawk1 sideRadio "mes1"; Sleep 4; CROSSROAD sideRadio "mes2"; Sleep 4; Plz could someone help me to make an unit talk in direct side?
  10. Hi everybody, I'm doing a mission and I need a briefing, so I put an officer named "O1", a bunch of soldiers, and a squad leader(player) with the name of "elca", and with a trigger between the soldiers and elca in the trigger act I have "[THIS] exec "DirectMessages.sqf"" for the unit to speak, so in the sqf I have that: O1 directsay "mes1"; Sleep 4; Elca directsay "mes2"; Sleep 4; Description.ext: class CfgRadio { sounds[] = {mes1,mes2}; class mes1 { name = "mes1"; sound[] = {"rs\Good_morning.ogg", db+0, 1.0}; title = "Good morning soldiers, today we're doing this litte test for make sure this work."; }; class mes2 { name = "mes2"; sound[] = {"rs\For_what.ogg", db+0, 1.0}; title = "And for what we are here?"; }; }; and when my soldier actives the trigger they say both things at the same time(instead of one and then the other). I made the same thing but in side radio, and in this other mission with the side radio working, my "directmessages.sqf" was like that: Hawk1 sideRadio "mes1"; Sleep 4; CROSSROAD sideRadio "mes2"; Sleep 4; Plz could someone help me to make an unit talk in direct side?
  11. Hi everybody, I'm doing a mission with the A-164 and I can't find how to do it in order for the IA to use the laser targeting like in the fixed wing showcase. I tried a lot of things, but I couldn't find anything, so I looked in the games' files for the mission "Showcase Fixed wings" and found it, although when I searched for the script/thing for the laser targeting I didn't find it, I only found some weird "scripts" like "livefeed.fsm" and when I opened it it showed me that: http://s27.postimg.org/xbpg0btw3/Arma3.png (124 kB) Where could I find the laser targeting script for the A-164? Is that scripting? How the **** BI does that? :confused: Sorry I'm a little bit noob in mission scripting. :butbut: PS: The Fixed wing showcase is in common\Arma 3\Addons\missions_f_epc.pbo and then \showcase\Showcase_FixedWings.Altis
  12. Erwin23p

    A-164 wipeout laser

    It's the FSMEditor MFC Application I think I've downloaded it with the BI tools. Ho thanks a lot It works, :) But in Mp not work so good, and how to aim a target that I want?
  13. Erwin23p

    A-164 wipeout laser

    Where I have the put that?
  14. Thanks, i had asked for the ALIVE team, and he/they said me that i have to ask to the creator of the Nimitz mod.
  15. Hi. Very grat job with that, I and a lot of people loved it but I have a little problem when i want to use it with the "ALIVE" mod, when I put the "ALIVE" military base module, and other and, the Nimitz with all the modules... the Nimitz just double, and the aircrafts and all disapeer. :butbut: Please can you help me with that? Sorry for my bad english level, i try to do my best. :)
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