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Everything posted by Barba-negra
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ooohhhh my goooooood
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cumulative damage
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ohhh excellent thank you very much friend, I had already hours trying to fix it -
good night, greetings, I hope you are very good, I have a question to see if you can help me, I am trying to damage a vehicle with setdamage 0.05, but I would like it to be cumulative, and once the trigger triggers, the second time the damage is by 0.10, but I put it to repeat and the damage is always 0.05, how could I do it? help please
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Avtivate trigger only if all 4 objects within?
Barba-negra replied to SteelSampson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I came here because I am currently working on something similar in activators through objects, and I found a solution and wanted to share it with you. the way I do it is crazy but it worked perfectly; You put in the condition: call {this && ({_x in thislist} count [a1]> 0)} in activation the scritps or whatever you activate you put the activator with bluford activation then in the editor place the object with the name of p2, it can be any variable name, then place a bluford soldier on the map without weapons and you will call it a1- then the object that you want to activate the trigger with the variable name p2 in the ini box you place this a1 attachTo [p2, [0, 0, 0]]; and finally the soldier bluford a1 in the init box you place hideobject this; And that will keep it hidden on the map, and everything works perfectly, you can move the object to the activation area and it works. I hope it works for what you want to do, greetings. -
Swedish Forces Pack: 0.7.4 (Updated 27th of May)
Barba-negra replied to granQ's topic in ARMA 3 - ADDONS & MODS: COMPLETE
good afternoon everyone, the work of this mod is impressive, congratulations to the creators, I wanted to ask how to use the submarine neptun, the torpedo goes to a single address even marking it with laser, please help- 568 replies
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- swedish
- swedish forces pack
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stopwatch in percentage
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok friend is well defined, it has worked for me as I had thought: D -
stopwatch in percentage
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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stopwatch in percentage
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you very much for your help friend, it is of great value, I will try it in a few hours -
stopwatch in percentage
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the scritpts worked perfectly friend thank you very much, I am already using it, but now another problem has occurred, and that is that I can remove the message of oxygen from the screen, it remains permanently, and I would like to see it and that in a few seconds it will be removed or removed with an action close status view, try adding a sleep 20; hint ""; but it did not work, and I even put a separate trigger with the hint ""; but nothing persists in remaining active the message of status, how can I do, help please -
stopwatch in percentage
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
oohh my god what beautiful scripts, you are great friend thank you very much I'm going to incorporate it, -
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), UNOsetdamage1; (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";
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addaction trigger repeat
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks mate I will review -
addaction trigger repeat
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got it, I moved the scripts to an sqf file and I called it with the addaction and I can do it several times, and I added the sonar return dial, but now I have another problem, I would like it to only sound when there is an enemy at maximum 3000 meters, how could I do it ?, this is what I have //ping boat say3D "ping"; //Lugar _markerstr = createMarker ["markername",[0,0]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; //Retorno [] spawn { while{not isnull Heli1} do {"markername" setmarkerpos getpos Heli1; sleep 10, deleteMarker "markername"}; }; please help -
addaction trigger repeat
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I try it but it does not accept the friend code, the trigger also has other functions so I would like to make the activator repeat itself through addaction, will there be any other way? -
addaction trigger repeat
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
wow how beautiful it looks, I'm going to try it, thank you friend -
addaction trigger repeat
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well I'm really not a programmer, I have little knowledge and that's why I use this method because I do not know another one, but I do not understand the trigger correctly. With false I must place it in the trigger condition? or in the addaccion? -
spawn objects with name using a trigger
Barba-negra posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
good afternoon everyone, a pleasure to say hello, I came to ask for help, I find myself doing a job in which I try to make the objects appear with a variable name, using a trigger and I tried it in different ways, but I could not do it, I have this for now Condition: Land_Metalbarrel_F setVehicleVarName "p60"; Acti: p60 = "Land_Metalbarrel_F" createVehicle getMarkerPos "hspawn"; I tried it in other ways and I make the object appear but it comes out without a variable name, and I'm trying to get it with the name since that renamed object will activate another trigger later on. I have also tried to place it in the editor already with the variable name and it reappears with a triger but I can not make it respanw the object after disappearing from the map with the name of variale I have this but something must be wrong, help please ACT: { _x synchronizeObjectsAdd [moduleLogic1]; _x spawn { private ["_delay","_desertedDelay","_respawnCount","_init","_position","_wreck", "_respawnWhenDisabled"]; _delay = (moduleLogic1 getvariable ["Delay","0"]) call bis_fnc_parsenumber; _desertedDelay = (modulelogic1 getvariable ["DesertedDelay","-1"]) call bis_fnc_parsenumber; _desertedDistance = (moduleLogic1 getvariable ["DesertedDistance","-1"]) call bis_fnc_parsenumber; _respawnCount = (moduleLogic1 getvariable ["RespawnCount","-1"]) call bis_fnc_parsenumber; _init = compile (moduleLogic1 getvariable ["Init",""]); _position = (moduleLogic1 getvariable ["Position","0"]) call bis_fnc_parsenumber; _positionType = (moduleLogic1 getvariable ["PositionType","0"]) call bis_fnc_parsenumber; _wreck = ((moduleLogic1 getvariable ["Wreck","2"]) call bis_fnc_parsenumber); _showNotification = ((moduleLogic1 getvariable ["ShowNotification","1"]) call bis_fnc_parsenumber); _forcedRespawn = ((moduleLogic1 getvariable ["ForcedRespawn","0"]) call bis_fnc_parsenumber); _respawnWhenDisabled = moduleLogic1 getvariable ["RespawnWhenDisabled", false]; [_this,_delay,_desertedDistance,_respawnCount,_init,_position,_positionType,_wreck,_showNotification,_forcedRespawn,_desertedDistance, _respawnWhenDisabled] call bis_fnc_moduleRespawnVehicle; } } forEach [car1,car2,car3,car4]; Desac: { _x synchronizeObjectsRemove [moduleLogic1]; (_x getVariable "bis_fnc_modulerespawnvehicle_data") set [0,false] } forEach [car1,car2,car3,car4]; placing the respawn module in the editor ModuleRespawnVehicle_F -
spawn objects with name using a trigger
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you friend, I managed to solve it -
Teleport with height?
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
excellent thanks buddy has worked: D -
Good morning, I hope all of you are well, I'm here again, requesting your help for your experiences please, I'm trying to create a code that calls a specific player and clicks somewhere else at a specific height, So far I have this , but nothing happens: The player is name _p60: Cond: conditions in trigger (_p60) in Thislist Act: _p60 setPosATL [(getmarkerPos "MK") select 0, (getmarkerPos "MK") select 1, 2000];
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good afternoon all guys, I ask a question to see if you can help me thanks, Is there any scritps to place naval mines manually with the diver underwater?
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thanks EricR I will approve it :)
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good to all guys, I ask a question here to see if anyone can help me, there is the possibility of creating a trigger where only inside your area disable the fatigue, but after it leaves the area it reactivates?
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Thank you my friend, really, thank you very much for making this mod, I love these boats, Thank Thank Thank Thank Aplion
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Good afternoon everyone would like to know if you can help me, I would like to do a trigger that activates only the area inside the trigger shake someone could help me? please