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Barba-negra

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Everything posted by Barba-negra

  1. Hi guys, released version 2.7, in which certain problems are resolved and some improvements are agreed, among which we have: -reduction of mods of requirements to the minimum, using the current version 2.7 of the new model -another corregion of the freezing of the game while turning the ship with manual driving -fixed some ad errors -fixed use of stairs in the passage to maneuvers and bilges or machine room -arranged of all the chairs of the boat -informative aggregate of load time of the initial load module -load time optimization when entering the map compuratized screen to visualize the conduction of the ship, in stern and bow
  2. Hello friend, it's nice to greet you, if the textures are currently of poor quality because you were working with a low-income computer, but soon in the future new updates will be released with an improved graphic improvement, the ship still lacks a lot of detail, and We will be working on that, for now the updates are stopped, but in a few days we hope to resume and continue working on the ship
  3. Welcome guys, to this video tutorial number 10, where our partner Jimy RR helped us to do with a demonstration of manual driving, using the regular keys of the game W and S for forward and backward, and A and D for left and right, join us In this marine military simulation Greetings sailors ...
  4. Hi guys, how are you? I come to ask for help, I am currently creating an object with the buider object, and I am using blender, once I create the object and create the texture with the UV edition, and the object generator I send, I do all the corresponding steps to adapt it the texture created, but it happens that once in the EDEN editor, I place the object on the stage and it appears with the texture well placed, but after a few seconds, the texture disappears and the object is transparent, someone knows why this happens ? and how to fix it? Thank you
  5. If I have the plug-in installed in blender to export it to p3d, but I don't know why it doesn't open in that format in object builder, it only allows me to import it in fbx, but here is the file I'm trying to do, you can check it if you have time https://mega.nz/#!RIAknQBb!AXh4mPjSLgeUVptJ6yNOj6E3clqhNA7UhJpvOLDiFoo
  6. I only have two resolutions, the first one created when importing the object from blender in fbx, and geometry for the mass
  7. yes, is here class CfgPatches { class Tuto { units[]= { "" }; weapons[]={}; requiredAddons[]={}; requiredVersion=1; }; }; class CfgVehicleClasses { class Tuto { displayName="TUTO"; }; }; class CfgVehicles { class Ruins_f; class House; class Building; class House_F; class Caja_Panal_1: House_F { model="\TUTO\panel_1.p3d"; scope=2; displayName="panel_1"; vehicleclass="Tuto"; destrType="DestructNo"; }; };
  8. my object is of inherited House_F class, the texture was made mainly in blender with the UV editing to obtain all the sides, later I transferred it to photosho to work the obtained sides, and finally with the texture created the mount in object builder in format. paa, I don't know why after a few seconds the texture disappears in the EDEN editor
  9. Hi guys, how are you? I come to ask for help, I am currently creating an object with the buider object, and I am using blender, once I create the object and create the texture with the UV edition, and the object generator I send, I do all the corresponding steps to adapt it the texture created, but it happens that once in the EDEN editor, I place the object on the stage and it appears with the texture well placed, but after a few seconds, the texture disappears and the object is transparent, someone knows why this happens ? and how to fix it? Thank you
  10. thanks I'm going to move the subject
  11. Hi everyone, how are you? I would like to ask for a help, I am creating a building, and I already have it ready, but I have not been able to add collision, nor that I can walk in it, I have searched for tutorials but I still can not find how to do it, could someone help me? please
  12. Hello friends, I have come back here because of the same problem, previously the script was working but not anymore, it must be for the version of the game, what can I do please help
  13. Hello guys, I hope you are very well, I am asking for help around here I am trying to make everything that is within the area of a trigger removed from Zeus, I am using this command {{_x removeCuratorEditableObjects [allUnits,true];_x removeCuratorEditableObjects [vehicles,true];} forEach allCurators;} remoteExec ["bis_fnc_call", 2]; I am trying to use a single curator so that I only select the trigger but I have not yet managed to do it, could they help me out please, thanks
  14. Good morning to all boys as always informing them about the progress of the mod, in this case a new system of optional manual torpedoes was added when attacking, the trajectory is straight line, these torpedoes can be fired with the radial silence system activated, And they will not interrupt you, the ship will continue to be hidden, the torpedo will sail in a straight line without following the objective, you as a good captain should use your naval knowledge, and with the help of the new visual contact system that you will have from the periscope, you should only Aim with the laseral hull of the boat, and activate the visual contact system, and follow requested actions, and the information of the enemy ship will appear on the screen, such as, for example, class type, nationality, course or course course, constant speed , the distance you are in, and the weight you carry in tonnage, with this information you can calculate the address and distance p that you should Place the ship to fire the manual torpedoes, said shot is executed from the gun control compartment, given the information from the command bridge must be sent to this compartment to open fire, of course if you have questions we will gladly help you . Greetings, and have a good underwater hunt. This eye contact scripts belong to my dear friend Mr. @cervantes
  15. Good to all guys the version is now available, regards Release Version 2.3 -Incompatibility correction with the game version 1.94 -Increased navigation performance to 95% -Combination of dedicated server and host player versions to a single version -Activated 3 more torpedo launch tubes for a total of 4 tubes, two bow and two aft -Added new manual firing function of torpedoes with straight line trajectory, without affecting the radial silence system
  16. information to all our subscribers, we are currently repairing a ship breakdown after the game 1.94 update, please wait for the next update 2.3 where we fix this fault Version actual 2.2
  17. Hello Bohemian friends, greetings and a hug to all, I am here again to ask for help, I am trying to make a visual hydrofono system, which identifies the characteristics of an enemy ship in motion, but I have had several problems and I still can't do it, in the search for information and compiled and managed to make a script that meets the requirements, its operation is to make it possible for the designator to show me a series of data collected when I mark the target ship with laser, but When executing it, it gives me the image of information about data not found, please ask for help this is the script: fnc_Contact = { _testing = param [6,false]; _wPos = nil; _laser = laserTarget player; if(isNull _laser) then { _wPos = screenToWorld [0.5,0.5]; } else { _wPos = _laser; }; selPos = createAgent ["Logic", _wPos, [], 0, "FORM"]; _target = objNull; if (isNull _laser) then { _nearObj = nearestObjects [selPos, ["Ship"], _radiusSearch]; if(count _nearObj == 0) then { strikeAllowed = false; hint "no objetivo"; } else { strikeAllowed = true; //Selecting random target _target = selectRandom _nearObj; }; } else { strikeAllowed = true; _target = selPos; }; if(strikeAllowed) then { _name = getText (configFile >> "CfgVehicles" >> typeOf _Target >> "displayName"); _tonnage = getText (configFile >> "CfgVehicles" >> typeOf _Target >> "tonnage"); _side = side _Target; _D = _target distance _Target; _dir = direction _target; _knots = (speed _target) / 1.85; _speedmode = speedMode _target; while {true} do { if(!_testing) then { hintSilent format["*Submarine*%0 \n\nShip-Type\n%1 \n\nSide\n%2 \n\nTonnage\n%3 \n\nTarget-Distance\n%4 \n\nTarget-speed\n%5%6 \n\nTarget-speed-mod\n%7 \n\nTarget-direction\n%8%9",_name,_side,_tonnage,_D,_knots,"-knots",_speedmode,_dir,"-Deg"]; }; }; }; };
  18. Good to all friends, I wanted to share with you the new update of Submarine USS Alabama, Manual Conduction, at the arrival of version 2.0 of the mod, we have as an option to manually drive the ship, divided as it is known in the submarine ships with two pilots, one that drives the ship from bow to stern, and from port to starboard, and a second pilot that controls the ascent and descent of the boat. in the case of Alabama, now it's the same, making the underwater simulation as real as possible. Update 2.0, Manual Conduction
  19. Good afternoon, How's everybody ? I hope that very well, I am trying to make a compass screen that shows the direction of a vehicle, and continuously show the direction of the compass, I was reviewing and I could find several authors' guides, for example this : disableSerialization; MyCompass = findDisplay 46 ctrlCreate ["RscPictureKeepAspect", -1]; MyCompass ctrlSetPosition [0.5,0.5,.1,.1]; MyCompass ctrlSetText "\A3\ui_f\data\map\markers\handdrawn\arrow_CA.paa"; MyCompass ctrlCommit 0; addMissionEventHandler ["EachFrame",{ MyCompass ctrlSetAngle [getDirVisual _Vehicle, 0.5, 0.5]; }]; the image is seen on the player's screen and shows the position of the vehicle's compass, and that's fine, now my wish is to have that compass displayed on a game screen or monitor, or on an image poster, and Do your job of pointing out the vehicle's position, how could I do it to achieve it? thanks to everyone
  20. Hello friends how are you? I come here asking for help to know if you can help me, because I am trying to do an action when I press a key and looking for this scripts: keydown_fnc = { switch (_this) do { { case _x: { [] spawn { _truck1 setVelocity [0, 10, 0]; }; }; } foreach (actionkeys "MoveForward"); }; }; waituntil {!isnull (finddisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown","_this select 1 call keydown_fnc;false;"]; my problem is that I need that when I release the key (keyup) _truck1 it stops and emits a motor noise stopping, how can I complete this scripts? please help, thanks
  21. Barba-negra

    keydown action keyup other action

    another voice, is working, had copied something wrong, thank you very much @pierremgi
  22. Barba-negra

    keydown action keyup other action

    https://ibb.co/j8TwsML This is the error that it gives me, I'm doing it just like you did
  23. Barba-negra

    keydown action keyup other action

    thanks @pierremgi I'm going to do it and I'll tell you the result
  24. Barba-negra

    keydown action keyup other action

    I need a help please, I have managed to make the script work, but it is giving me a problem, and that is that the keydown key is repeated again and again while I keep it pressed, I need to make it repeat only once while I keep it pressed, how can I do it?? [] spawn { waitUntil {!isNull findDisplay 46}; (findDisplay 46) displayAddEventHandler ["keyDown","_this call fnc_keyDown"]; (findDisplay 46) displayAddEventHandler ["keyUp","_this call fnc_keyUp"]; }; fnc_keyDown = { _dikCode = _this select 1; if (_dikCode in actionKeys "MoveForward") then { hint "hola"; true }; }; fnc_keyUp = { _dikCode = _this select 1; if (_dikCode in actionKeys "MoveForward") then { hint "chao"; true }; }; keyUp works correctly does not repeat, but keydown does it again and again and that is the problem, help please
  25. Barba-negra

    keydown action keyup other action

    I just found what I was looking for here
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