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Barba-negra

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Everything posted by Barba-negra

  1. thanks friend, what I try to say, is that with setVectorDirAndUp, I can change the direction of an object, but when I do it, it does it instantaneously, and I would like it to be slow
  2. if I'm really asking for help, I could see what their submarines have and I'm trying to make one for the submarine
  3. With the permission of the creators, I will help in a scritps of his great underwater work to be part of the new submarine, I hope this is not a problem, when I publish the finished work I hope you like it a lot.
  4. good afternoon to all guys, greetings and a hug, as you know I love their boats and their submarines, and I am a lover of the navy, in a previous comment I am telling you that I am working on a new submarine for weapon 3 that I will soon have ready, I am using a torpedo system a little complex, so I would like to ask if I can help with the system of torpedoes that you have created to adapt to the submarine, of course in the publication, I would say that the creators of the torpedo system It was created by you, but I need your approval to be able to do it. Thank you
  5. Barba-negra

    Task Force Arrowhead Radio

    Good morning to all, I hope you are very well, I am here because I would like to ask if this is possible to do with the current version of the radio task force, and if so, how could I do it? thank you very much TFAR_fnc_AddEventHandler – to add an event handler TFAR_fnc_removeEventHandler – to remove it. [MyID, EventName, Code, Object] call TFAR_fnc_addEventHandler; // binding to the player object: ["MyID", "OnSpeak", { hint format ["%1 %2 speaking", _this select 0, if(_this select 1)then{"is"}else{"isn't"}]; }, Player] call TFAR_fnc_addEventHandler; // binding to the mission namespace and not the player object in particular: ["MyID", "OnSpeak", { hint format ["%1 %2 speaking", _this select 0, if(_this select 1)then{"is"}else{"isn't"}]; }, ObjNull] call TFAR_fnc_addEventHandler; // removing event handler that was bound to the player: ["MyID", "OnSpeak", player] call TFAR_fnc_removeEventHandler // removing event handler that was bound to the mission namespace: ["MyID", "OnSpeak", objNull] call TFAR_fnc_removeEventHandler
  6. Excellent gentlemen, I love it, very happy to be able to collaborate
  7. good morning to all guys, a greeting and a hug, I wanted to ask here if there are any scripts that make the AI can detect players when they speak for the microphone at a certain distance?
  8. I'm testing it, and nothing happens after pressing the key, I put it in the init, and I also test it with a trigger, will it have something to do if I have the radio task force activated?
  9. thank you, mates, I am going to try, this would be more complicated to do, if for example the player has voice recognition enabled and does not use a key to talk? Well, although I think that's only if TFR or Acre is used?
  10. ok friends I'm trying to create a script that when the player speaks within a specific radius, a trigger is triggered, but I do not know if I'm okay could they get a hand? [] spawn { if ( speaker player ) then { triggerActivated trg1} };
  11. There is a script of the radio task force that I would like to understand but I do not understand how it works, this is it, but what is it for? this is possible to place it through a radio, and when I speak the event is activated ?, I really do not understand very well how this works API: Events Use the following calls: TFAR_fnc_AddEventHandler – to add an event handler TFAR_fnc_removeEventHandler – to remove it. Examples [MyID, EventName, Code, Object] call TFAR_fnc_addEventHandler; // binding to the player object: ["MyID", "OnSpeak", { hint format ["%1 %2 speaking", _this select 0, if(_this select 1)then{"is"}else{"isn't"}]; }, Player] call TFAR_fnc_addEventHandler; // binding to the mission namespace and not the player object in particular: ["MyID", "OnSpeak", { hint format ["%1 %2 speaking", _this select 0, if(_this select 1)then{"is"}else{"isn't"}]; }, ObjNull] call TFAR_fnc_addEventHandler; // removing event handler that was bound to the player: ["MyID", "OnSpeak", player] call TFAR_fnc_removeEventHandler // removing event handler that was bound to the mission namespace: ["MyID", "OnSpeak", objNull] call TFAR_fnc_removeEventHandler is from this page https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Functions#TFAR_fnc_addEventHandler
  12. Does that version do it without using a separate script? that is, is the scritpts included?
  13. I've been reading about it, and affectively the ACRE2 apparently does it, but the current version of the radio task force does not do it, and done tests and nothing, and ideally I could hear you even without using the radio at a pre-determined distance, I've got something here but I have not made it work https://github.com/michail-nikolaev/task-force-arma-3-radio/issues/902
  14. good morning friends, I'm here asking for help, I'm trying to make my mission read a script from an addons, I'm placing the next route, but I can not find it working, and the mod is loaded to the addons list of the launcher NULL = [] execVM "@Mod\scritps\myscripts.sqf";
  15. Barba-negra

    read scripts from an addons

    thanks friends
  16. Barba-negra

    setpos getpos and setdir getdir

    hi @pierremgi, how are you? I'm working on a new submarine for Arma 3
  17. hello all friends, I'm here asking for help, I'm trying to do a spawn position and direction of two objects for some reason is throwing me a position error: Npos =veh1 modeltoworld [0,0,-0.5]; Ndir = (getdir veh1); publicvariable "Npos"; publicvariable "Ndir"; [] spawn { Veh2 setPos (getPos Npos); veh2 setDir (getDir Ndir); sleep 1; }; the error that gives is error getpos vector objets location I do not understand, I did everything right
  18. Barba-negra

    setpos getpos and setdir getdir

    thanks my friends
  19. Barba-negra

    Advanced Towing

    ------Good morning to all the boys, is the model okay, they asked me what I could do to place a sequence of commands in the init so that the two vehicles already appear one towing the other?--------
  20. Hello, good morning, greetings to all and a hug, I wanted to ask you how I can shoot a trigger by means of a logic of game, I have the trigger with all the information and I have placed it in the activator LOGIG, but I do not know how to place in the trigger condition, and what should I put into the logic of the game? in the trigger: trg = createTrigger ["EmptyDetector", getPos player]; trg setTriggerArea [50, 50, 10, false]; trg setTriggerActivation ["LOGIC", "PRESENT", true]; trg setTriggerStatements ["this", "hint 'hello'", "hint ''"]; in the logic of game: ???
  21. good morning guys greetings to all, I wanted to ask if there is a possibility that a vehicle does not lose the dynamic simulation if it is tied with attach to an object with enablesimulation false?
  22. it's very interesting the friend information I'm going to check them, thanks
  23. Barba-negra

    automatic sound

    I got it @POLPOX :D this is the correct scripts, and it perfectly fuses with the logic of great game _barrelsproximidadA = nearestObjects [base, ["B_Missile_F"], 3000]; { Altavoz say3d "bipA"; } forEach _barrelsproximidadA;
  24. hello all guys a greeting and a hug, I'm trying to create a sound that is automatically activated when one object approaches another, but I have not gotten it to work, and I think I have everything right, I used the following code and I do not know where may be wrong, please help I have named a vehicle as casa variable name and I have placed a loudspeaker with the name of variable corneta and I've placed the script in a gamelogic: 'barrelsproximidadA = nearestobjects [getpos casa, [' 'B_Truck_01_mover_F' '], 3000]; { corneta say3d' ' bipA '' } foreach barrelsproximidadA; ';
  25. Barba-negra

    automatic sound

    Mr @Larrow do you think this can be done?
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