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Barba-negra

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Everything posted by Barba-negra

  1. Barba-negra

    Ship Submersible Ballistic Nuclear 731

    thank you very much my friend
  2. Hi guys, how are you? I would like to ask a question which program is used to binarize p3d files? I'm going to post a mod that I've been working on
  3. Barba-negra

    binarize p3d files

    Friend, I would like to ask you if that program blocks the object buider when someone tries to open it? why binarize with the addons builder but i can still open the p3d normally in the object builder
  4. Barba-negra

    binarize p3d files

    thanks friend, I will look for it
  5. Hi guys, how are you all? I would like to ask a question, if this scritp allows me to disable a console function: if (!hasInterface) exitWith {}; waitUntil {!isNull findDisplay 46}; findDisplay 46 displayAddEventHandler ["KeyDown",{ if (inputAction "ingamePause" > 0) then { [] spawn { waitUntil {!isNull findDisplay 49}; (findDisplay 49 displayCtrl 13286) ctrlEnable false; }; }; }]; but my question is how can I activate that function again? if (!hasInterface) exitWith {}; waitUntil {!isNull findDisplay 46}; findDisplay 46 displayAddEventHandler ["KeyDown",{ if (inputAction "ingamePause" > 0) then { [] spawn { waitUntil {!isNull findDisplay 49}; (findDisplay 49 displayCtrl 13286) ctrlEnable true; }; }; }]; if i put true don't activate it again? What am I doing wrong?
  6. the pariscope can rotate, but only when I place it without optical sight, when I use the optical sight, which is how it has to be, it remains static, something I must be doing wrong
  7. Hi guys, I hope you are all well, I come here because I am stuck in the creation of a new submarine, in the configuration of the periscope, I do not know why it remains static at the time I place the optical sight, please I am not wrong? here is the reference information model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones [] = {}; }; clase Vehículo: Predeterminado {}; clase ship: Vehículo { skeletonInherit = "Vehículo"; skeletonBones [] = { "otocvez", "", "otochlaven", "otocvez", "Periscope", "", "Aspa", "" }; }; clase Bama_sub: Ship { skeletonInherit = "ship"; skeletonBones [] = { "Periscopio", "", "Aspa", "" }; }; }; class CfgModels { class Rotation { type = "rotation"; memoria = 1; minValue = 0; maxValue = 1; ángulo 0 = 0; ángulo1 = 1; }; clase Predeterminado { seccionesInherit = ""; secciones [] = {}; skeletonName = ""; }; clase Vehículo: Predeterminado { secciones [] = { }; }; clase Alabama: Vehículo { skeletonName = "Bama_sub"; secciones [] = { }; Animaciones de clase { class MainTurret { type = "rotation"; fuente = "mainTurret"; selección = "periscopio"; eje = "velka osa"; memoria = 1; animPeriod = 0; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; ángulo1 = "rad +360"; }; clase Aspa { type = "rotation"; source = "rotor"; selection = "Aspa"; axis = "propeller2_axis"; memory = 1; sourceAddress = "loop"; minValue = -1.000000; maxValue = 1.000000; angle0 = (rad 0); angle1 = (rad +2880); }; }; }; } config.cpp class CfgPatches { class BarbaBama { units [] = { "SSBN_731", }; autor = "Barbanegra"; armas [] = {}; requiredVersion = 1; requiredAddons [] = {"A3_Boat_F_SDV_01"}; }; }; class CfgVehicles { class Ship; class B_SDV_01_F; class Static; class Barba_Bama_1: B_SDV_01_F { class viewpilot; class AnimationSources; class ViewOptics; class NewTurret; }; class SSBN_731: Barba_Bama_1 { scope=2; displayName="Alabama Submarine"; model="\Barba_Bama\Alabama.p3d"; faction="BLU_F"; side=1; driverAction= "RHIB_Driver"; cargoAction[]= { "RHIB_Driver" }; driverName="View from the bridge"; transportSoldier=26; mapSize=0.0099999998; icon=""; hasGunner=1; armor=150; canFloat=1; maxspeed=60; fuelCapacity=0; extCameraPosition[]={0,24,54}; driverCompartments="Asiento2"; author = "Barbanegra"; simulation = "submarinex"; overSpeedBrakeCoef = 0.8; enginePower = 45; engineShiftY = 0.4; waterLeakiness = 0; waterResistanceCoef = 0.015; waterLinearDampingCoefX = 2; waterLinearDampingCoefY = 0.8; waterAngularDampingCoef = 1; rudderForceCoef = 0.2; rudderForceCoefAtMaxSpeed = 0.05; class UserActions { class Activador { displayName=""; position="ucontrol"; onlyforplayer=0; radius=16; condition="(this animationPhase ""FrontCont"" < 0.09) or (this animationPhase ""FrontCont"" > 0.12)"; statement="[this, 9.5, 1] execVM ""\Barba_Bama\scripts\nada.sqf"""; }; }; class Turrets { class MainTurret : { body = "mainTurret" animationSourceBody = "mainTurret" canHideGunner = true; class ViewGunner { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; minElev=-05; maxElev=+60; initElev=0; minTurn=-360; maxTurn=+360; initTurn=0; initFov=0.155; minFov=0.034; maxFov=0.155; }; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; minElev=-05; maxElev=+60; initElev=0; minTurn=-360; maxTurn=+360; initTurn=0; initFov=0.155; minFov=0.034; maxFov=0.155; }; forceHideGunner = true; gunnerAction = ""; gunnerForceOptics = true; gunnerName = "Periscope"; gunnerOpticsModel="\A3\weapons_f_beta\reticle\reticle_SDV"; gunnerOutOpticsModel="\A3\weapons_f_beta\reticle\reticle_SDV"; turretInfoType="RscOptics_SDV_periscope"; viewGunnerInExternal=0; gunnerOpticsEffect[]={}; turretFollowFreeLook=1; gunnerOutForceOptics=1; }; }; }; }; imagen
  8. their ships are really beautiful, i really like their mod
  9. Barba-negra

    driver animation

  10. Barba-negra

    driver animation

    Hi all guys, a hug, I come here to this thread of the forum to expose a problem and a possible solution, I am trying to animate a steering wheel that rotates with the driver's arms, currently the steering wheel turns and everything is fine, but the problem is in the driver's arms that are static, what will I be doing wrong, here is the model.cfg model.cfg class Rotation; class CfgSkeletons { class REV1_veh { skeletonBones[]= { "volant", "drivewheel", "wheel_1_2", "", "wheel_1_1", "", "wheel_2_1", "", "wheel_2_2", "", "volant" }; }; }; class CfgModels { class veh { isDiscrete = 1; sectionsInherit=""; sections[]= { }; skeletonName="REV1_veh"; class Animations { class TurnFR { type="rotationY"; source="drivingWheel"; selection="wheel_1_2"; axis=""; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFL: TurnFR { selection="wheel_1_1"; // axis="wheel_1_1_axis"; }; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; begin="osaVolantZac"; end="osaVolantKon"; memory="false"; animPeriod=0; minValue=-1; maxValue=1; angle0=-8; angle1=8; }; class DriveWheel { type="rotationY"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class FR { type="rotationX"; source="wheel"; selection="wheel_1_2"; begin="wheel_1_2_axis2"; end="wheel_1_2_axis2_1"; memory="false"; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class FL: FR { selection="wheel_1_1"; begin="wheel_1_1_axis2"; end="wheel_1_1_axis2_1"; }; class RR { type="rotationX"; source="wheel"; selection="wheel_2_2"; axis=""; memory="false"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class RL: RR { selection="wheel_2_1"; }; }; }; }; and the config.cpp class CfgPatches { class REV1_veh { units[] = {"REV1_veh"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Soft_F"}; }; }; class CfgVehicles { class O_QuadBike_01_F; class Barba_Timon: O_QuadBike_01_F { class viewpilot; }; class veh: Barba_Timon { displayname = "Alabama helmsman"; model = "\REV1_veh\veh.p3d"; driverAction="driver_MRAP_01"; nameSound=""; terrainCoef=0.5; destrType = "DestructNo"; hasGargo = false; hasGunner = false; hasCommander = false; attendant = 0; attenuationEffectType = "OpenCarAttenuation"; audible = 5; driverLeftHandAnimName = "drivewheel"; driverLeftLegAnimName = ""; driverRightHandAnimName = "drivewheel"; class ViewPilot { initFov=0.75; minFov=0.75; maxFov=0.75; initAngleX=6; minAngleX=-15; maxAngleX=20; initAngleY=0; minAngleY=-160; maxAngleY=160; }; class RenderTargets { class RightMirror { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; class LeftMirror { renderTarget = "rendertarget1"; class CameraView1 { pointPosition = "PIP1_pos"; pointDirection = "PIP1_dir"; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; }; }; };
  11. ah I see, it's a good color of the sea
  12. ah ok I understand, the water has a very nice color, it looks better like this
  13. beautiful song of the movie the singing of the wolf, where can I find that map of the Atlantic ocean my friend @cervantes
  14. Hi all guys, I am currently working on a new submarine for arma3, I have had a problem with the doors, I do not understand why they open and close instantly, if I have set the speed according to the animation command for doors, any idea what's wrong guys? here I leave the model.cfg and the config.cpp Model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Test_House_01_F_01_skeleton_01: Default { skeletonInherit = "Default"; skeletonBones[] = { "Door_1", "", "Door_2", "", "Door_Handle_2", "Door_2", "Door_Handle_2_axis", "Door_2", "Door_3", "", "Door_Handle_3", "Door_3", "Door_Handle_3_axis", "Door_3", "Door_4", "", "Door_Handle_4", "Door_4", "Door_Handle_4_axis", "Door_4", "Door_5", "", "Door_Handle_5", "Door_5", "Door_Handle_5_axis", "Door_5", "Glass_1_hide", "", "Glass_1_unhide", "", "Glass_2_hide", "", "Glass_2_unhide", "", "Glass_3", "Door_1", "Glass_3_hide", "Door_1", "Glass_3_unhide", "Door_1", "Glass_3_effects", "Door_1", "Glass_4_hide", "", "Glass_4_unhide", "", "Glass_5_hide", "", "Glass_5_unhide", "", "Glass_6_hide", "", "Glass_6_unhide", "", "Glass_7_hide", "", "Glass_7_unhide", "", "Glass_8_hide", "", "Glass_8_unhide", "" }; }; class Test_House_01_dam_F_skeleton_01: Default { skeletonInherit = "Default"; skeletonBones[] = { "Dam_1", "", "Unhide_1", "", "Dam_2", "", "Unhide_2", "", "Door_1", "Dam_2", "Door_2", "Dam_2", "Door_Handle_2", "Door_2", "Door_Handle_2_axis", "Door_2", "Door_3", "", "Door_Handle_3", "Door_3", "Door_Handle_3_axis", "Door_3", "Door_4", "Dam_1", "Door_Handle_4", "Door_4", "Door_Handle_4_axis", "Door_4", "Door_5", "", "Door_Handle_5", "Door_5", "Door_Handle_5_axis", "Door_5", "porte", "porte_axis" }; }; }; class CfgModels { class Default; class Test_House_01_F_01: Default { skeletonName = "Test_House_01_F_01_skeleton_01"; sections[] = { "DamT_1", "Glass_1_hide", "Glass_2_hide", "Glass_3_hide", "Glass_4_hide", "Glass_5_hide", "Glass_6_hide", "Glass_7_hide", "Glass_8_hide" }; sectionsInherit = ""; class Animations { class Door_1_rot { type = rotation; source = Door_1_source; selection = Door_1; axis = Door_1_axis; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = (rad 110); }; class Door_2_rot: Door_1_rot { source = Door_2_source; selection = Door_2; axis = Door_2_axis; minValue = 0.1; angle1 = -(rad 120); }; class Door_Handle_2_rot_1: Door_2_rot { selection = Door_Handle_2; axis = Door_Handle_2_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_2_rot_2: Door_Handle_2_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; class Door_3_rot: Door_1_rot { source = Door_3_source; selection = Door_3; axis = Door_3_axis; minValue = 0.1; angle1 = (rad 110); }; class Door_Handle_3_rot_1: Door_3_rot { selection = Door_Handle_3; axis = Door_Handle_3_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_3_rot_2: Door_Handle_3_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; class Door_4_rot: Door_1_rot { source = Door_4_source; selection = Door_4; axis = Door_4_axis; minValue = 0.1; angle1 = -(rad 140); }; class Door_Handle_4_rot_1: Door_4_rot { selection = Door_Handle_4; axis = Door_Handle_4_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_4_rot_2: Door_Handle_4_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; class Door_5_rot: Door_1_rot { source = Door_5_source; selection = Door_5; axis = Door_5_axis; minValue = 0.1; angle1 = -(rad 110); }; class Door_Handle_5_rot_1: Door_5_rot { selection = Door_Handle_5; axis = Door_Handle_5_axis; minValue = 0; maxValue = 0.1; angle1 = -(rad 50); }; class Door_Handle_5_rot_2: Door_Handle_5_rot_1 { minValue = 0.1; maxValue = 0.4; angle1 = (rad 50); }; class Glass_1_hide { type = hide; source = Glass_1_source; selection = Glass_1_hide; minValue = 0; maxValue = 1; hideValue = 0.99999; }; class Glass_1_unhide: Glass_1_hide { selection = Glass_1_unhide; hideValue = 0; unhideValue = 0.99999; }; class Glass_2_hide: Glass_1_hide { source = Glass_2_source; selection = Glass_2_hide; }; class Glass_2_unhide: Glass_1_unhide { source = Glass_2_source; selection = Glass_2_unhide; }; class Glass_3_hide: Glass_1_hide { source = Glass_3_source; selection = Glass_3_hide; }; class Glass_3_unhide: Glass_1_unhide { source = Glass_3_source; selection = Glass_3_unhide; }; class Glass_4_hide: Glass_1_hide { source = Glass_4_source; selection = Glass_4_hide; }; class Glass_4_unhide: Glass_1_unhide { source = Glass_4_source; selection = Glass_4_unhide; }; class Glass_5_hide: Glass_1_hide { source = Glass_5_source; selection = Glass_5_hide; }; class Glass_5_unhide: Glass_1_unhide { source = Glass_5_source; selection = Glass_5_unhide; }; class Glass_6_hide: Glass_1_hide { source = Glass_6_source; selection = Glass_6_hide; }; class Glass_6_unhide: Glass_1_unhide { source = Glass_6_source; selection = Glass_6_unhide; }; class Glass_7_hide: Glass_1_hide { source = Glass_7_source; selection = Glass_7_hide; }; class Glass_7_unhide: Glass_1_unhide { source = Glass_7_source; selection = Glass_7_unhide; }; class Glass_8_hide: Glass_1_hide { source = Glass_8_source; selection = Glass_8_hide; }; class Glass_8_unhide: Glass_1_unhide { source = Glass_8_source; selection = Glass_8_unhide; }; }; }; class porte: Default { skeletonName = "Test_House_01_dam_F_skeleton_01"; sections[] = {}; sectionsInherit = ""; class Animations { class Porte_Rotation { type="rotation"; source="Porte"; selection="porte"; axis="porte_axis"; memory=1; minValue="0"; maxValue="1"; angle0=0; angle1="rad 100"; }; }; }; }; Config.cpp class CfgPatches { class TestDoor { requiredAddons[] = {"A3_Structures_F"}; requiredVersion = 0.1; units[] = {"Porte_Rotation"}; weapons[] = {}; }; }; class CfgVehicles { class House; class House_F : House { class DestructionEffects; }; class Porte_Rotation : House_F { scope = 2; displayName = "Alabama Puerta"; model = "AlabamaPuerta\Porte.p3d"; vehicleClass = "Structures"; mapSize = 20.27; cost = 40000; class AnimationSources { class Porte_Rotation { source = "user"; animPeriod = 2; initPhase = 1; }; }; class UserActions { class Porte_Rotation_Open { displayName = "Open Door"; radius = 100; position = "porte_axis"; showWindow = 0; onlyForPlayer = 1; condition = (this animationPhase 'Porte_Rotation') < 0.5; statement = "this animate ['Porte_Rotation', 1, 0.1]; playSound3D [""ZNV2\sonidos\escotilla1.wss"", this, false, getPosASL this, 1,1,0]"; }; class Porte_Rotation_Close : Porte_Rotation_Open { displayName = "Close Door"; condition = (this animationPhase 'porte_Rotation') >= 0.5; statement = "this animate ['Porte_Rotation', 0, 0.1]; playSound3D [""ZNV2\sonidos\cerrada01.wss"", this, false, getPosASL this, 1,1,0]"; }; }; }; };
  15. Barba-negra

    Speed ​​problems with hatches

    excellent my friend @cervantes, it has worked
  16. Barba-negra

    driver animation

    @Yano Sorry friend, if you have the airplane test model, you could also upload it to me and download it?
  17. Barba-negra

    driver animation

    friends I was able to download it, after waiting several hours it finally appeared in the download button
  18. Barba-negra

    driver animation

    Friend, is it normal for it to take several minutes to show the file to download?
  19. Barba-negra

    driver animation

    thanks friends, I'm going to review the test model, I just need the animation of the flyer with the player's arms
  20. the publication is coming, I still need a bit to publish it
  21. Barba-negra

    driver animation

    I did what you told me and it did not work for me, I must have another problem, then I made other changes to see if it worked but not yet anything, in fact now the wheel does not turn either class Rotation; class CfgSkeletons { class REV1_veh { skeletonBones[]= { "volant", "drivewheel", "wheel_1_2", "", "wheel_1_1", "", "wheel_2_1", "", "wheel_2_2", "drivewheel", "volant" }; }; }; class CfgModels { class veh { isDiscrete = 1; sectionsInherit=""; sections[]= { }; skeletonName="REV1_veh"; class Animations { class TurnFR { type="rotationY"; source="drivewheel"; selection="wheel_1_2"; axis=""; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFL: TurnFR { selection="wheel_1_1"; // axis="wheel_1_1_axis"; }; class volant { type="rotation"; source="drivewheel"; selection="volant"; begin="osaVolantZac"; end="osaVolantKon"; memory="false"; animPeriod=0; minValue=-1; maxValue=1; angle0=-8; angle1=8; }; class DriveWheel { type="rotationY"; source="drivewheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class FR { type="rotationX"; source="wheel"; selection="wheel_1_2"; begin="wheel_1_2_axis2"; end="wheel_1_2_axis2_1"; memory="false"; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class FL: FR { selection="wheel_1_1"; begin="wheel_1_1_axis2"; end="wheel_1_1_axis2_1"; }; class RR { type="rotationX"; source="wheel"; selection="wheel_2_2"; axis=""; memory="false"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class RL: RR { selection="wheel_2_1"; }; }; }; }; https://drive.google.com/file/d/1hwqwQ1bDTg3fSClUTw08eCV8BcKE8fo6/view?usp=sharing I will leave the model here, to see if you can check it please, the vehicle only shows the steering wheel, because it is what I need, the rest of the vehicle is in an invisible texture, if I could remove the rest of the vehicle it would be best, but I tried and the steering wheel stopped working
  22. Barba-negra

    driver animation

    I wanted to take the opportunity to ask something else, when my player enters the vehicle all the sounds from the outside decrease, is there a possibility to block that? and make sounds hear normally?
  23. Barba-negra

    driver animation

    thanks friend I'm going to check that, the arma3 samples program is very heavy so I haven't seen it
  24. good job bro thanks for sharing your analysis, that helps us a lot a lot
  25. Barba-negra

    driver animation

    hello bro, if what happens is that the 3d models are protected by their authors, in the object buider program it does not allow you to see how they did it
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