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Barba-negra

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Everything posted by Barba-negra

  1. Barba-negra

    HAFM NAVY v1.5 Release

    ohh that sounds wonderful Mr. Aplion, I would like to add something that although it is very complicated would be the maximum, in the future you could add this function to the boats? if you do it I think it would totally change the way people see the arma 3
  2. Barba-negra

    HAFM NAVY v1.5 Release

    that sounds wonderful
  3. Barba-negra

    HAFM NAVY v1.5 Release

    that same thing was going to ask me hehe
  4. Barba-negra

    stopwatch in percentage

    I worked friend, thank you very much, it took me a bit to adapt but I could, thanks really, my friend: D
  5. good to all, I'm here again asking for help `please, I'm creating a scripts in which I use a timer of oxygen and carbon dioxide to navigate in water depths, and so far achieved that appears on screen the names and the percentage, but I have an error because the percentage remains static and does not change when immersed, what am I doing wrong, help please //Estado _Submarino = "B_SDV_01_F" createvehicle [15300.707, 15765.22, 11.268]; publicvariable "_Submarino"; oxygen = 100; carbon_monoxide = 0; (oxygen <1), UNO setdamage 1; DOS setdamage 1; TRES setdamage 1; CUATRO setdamage 1; CINCO setdamage 1; (oxygen > 100), oxygen = 100; (carbon_monoxide > 100), carbon_monoxide = 100; (oxygen < 0), oxygen = 0; (carbon_monoxide < 0), carbon_monoxide = 0; _Submarino setVectorUp [0,0,1], oxygen < 100, oxygen = oxygen +2; carbon_monoxide = carbon_monoxide -2; _Submarino setVectorUp [0,0,-2], oxygen = oxygen -0.001, carbon_monoxide = carbon_monoxide +0.001; _Submarino setVectorUp [0,0,-7], oxygen = oxygen -0.002, carbon_monoxide = carbon_monoxide +0.002; _Submarino setVectorUp [0,0,-15], oxygen = oxygen -0.003; carbon_monoxide = carbon_monoxide +0.003; _Submarino setVectorUp [0,0,-30], oxygen = oxygen -0.02; carbon_monoxide = carbon_monoxide +0.01; hintSilent format["oxigeno y dioxido de Carbono, \n\noxygen-status\n%1%2 \n\nmonoxide-status\n%3%4",oxygen,"%",carbon_monoxide,"%"]; goto "status";
  6. Barba-negra

    HAFM Submarines V2.0

    ahh I understand I did not give that mistake friend
  7. Barba-negra

    HAFM Submarines V2.0

    I am the boy who had reported the torpedoes that sank to the seabed :)
  8. Barba-negra

    HAFM Submarines V2.0

    your submarines are working 100% without errors, this is extraordinary: D
  9. Barba-negra

    HAFM Submarines V2.0

    while I test I leave here a cut of my favorite movies
  10. Barba-negra

    HAFM Submarines V2.0

    received, I'll just try them: D
  11. Barba-negra

    HAFM Submarines V2.0

    excellent Mr. Aplion thank you for continuing to improve the submarines, I am in love with your mod, a question the SDV are now attacked by torpedoes only?
  12. Barba-negra

    stopwatch in percentage

    good afternoon friend pierremgi, Sorry to bother you again, but I would like to know how I can put the bets of several players, call it oxygena.sqf, and place it at the beginning of the mission, and call it as follows: 0 = [] execVM "scripts \ Oxygen.sqf" call BIS_fnc_MP; but it did not work, I do not know why, help please
  13. Barba-negra

    HAFM Submarines V2.0

    use the altis map, I think it is the one that has the greatest depth of arma 3
  14. good afternoon guys I come asking for help around here, I do not know how to delete all the editable objects of zeus when entering the map, is there a command that already eliminates all zeus objects when entering? I just found this I think that it only eliminates the objects and not the units curatorModule removeCuratorEditableObjects [[this],true]
  15. good afternoon guys I come asking for help around here, I do not know how to delete all the editable objects of zeus when entering the map, is there a command that already eliminates all zeus objects when entering? I just found this I think that it only eliminates the objects and not the units curatorModule removeCuratorEditableObjects [[this],true]
  16. Barba-negra

    HAFM Submarines V2.0

    what the AI runs out of oxygen can be repaired by making the AI return to the surface, recover oxygen and return asumergirse, that would be spectacular
  17. Barba-negra

    HAFM Submarines V2.0

    the torpedoes on some occasions to be fired fall into depth automatically, and as they are blasting, it happens against units of ships and other submarines, occasionally happens, right now it is tested with an IA ene launch, and the IA submarine shot and the torpedo callus in depth and explosion, damaging the submarine, the same as in the video, sometimes it happens and sometimes not, and otracosaque I saw is that the AI when it lasts a long time submerged they run out of oxygen, and the AI crew dies, the mod works well against the same submarines of the mod, just love it
  18. Barba-negra

    HAFM Submarines V2.0

    I put an SDV that was submerged more than 35 meters, but with the submarines of the mod does not happen
  19. Barba-negra

    HAFM Submarines V2.0

    yes, with all the submarines IA
  20. Barba-negra

    HAFM Submarines V2.0

    I think the problem occurs when the enemy object is in greater depth to which it can detect it, because the torpedoes do not find the target, I would like to help but I do not know much about programming, at 4:45 minute you can see
  21. Barba-negra

    HAFM Submarines V2.0

    understood I will try to record it
  22. Barba-negra

    HAFM Submarines V2.0

    good morning to all, I want to comment that after trying for a long time the AI submarines, they are presenting a problem, when the submarine AI fires a torpedo occasionally this explodes too premature, making the submarine sink AI, how could you solve this guys?
  23. Barba-negra

    HAFM Submarines V2.0

    this work is beautifuuuuuuul
  24. Barba-negra

    HAFM Submarines V2.0

    thank you very much for this job Mr. Aplion, you love the marina as much as all of us, thank you
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