Jump to content

Barba-negra

Member
  • Content Count

    445
  • Joined

  • Last visited

  • Medals

Everything posted by Barba-negra

  1. Barba-negra

    automatic sound

    @POLPOX but I need to use the nearestobjects, because there are objects that are spawn, they will not have variable names, and they will not be able to activate the trigger, as I could do?
  2. Barba-negra

    automatic sound

    thanks mate, I'm going to restructures
  3. Good afternoon guys, it's a pleasure to say hello, I'm trying to make a scripts that allows you to change the time of the mission in one area and in another area it remains the same, I have managed to do it in a player through this scripts, but in a multiplayer it It has made me very difficult, is there any possibility of doing it? Iniplayerlocal,sqf: waitUntil{ !isNil "BIS_fnc_init" && time > 0 }; _trigger = trg02; if ( player inArea _trigger ) then { skipTime 12; }; _trigger triggerAttachVehicle [ player ]; _trigger setTriggerActivation [ "VEHICLE", "PRESENT", true ]; _trigger setTriggerStatements ["this", " skipTime 12; ", " skipTime -12; "];
  4. Barba-negra

    change of time only in one area

    excellent @Harzach I just tried it in multiplayer and it works perfectly, this is wonderful guys thanks for the help
  5. Barba-negra

    change of time only in one area

    I got it, the setApertureNew [1000, 1000, 1000, .1000]; puts you the view as if it were excellent night : D
  6. Barba-negra

    change of time only in one area

    I need to simulate the night when it is day, is that possible?
  7. Barba-negra

    change of time only in one area

    maybe the setApertureNew can work?
  8. Barba-negra

    change of time only in one area

    thanks friends for the help, @davidoss but how could I simulate it? @Mr H. I'm going to check the links
  9. I just tried the work @Larrow this manignifico, really thank you very much :-D
  10. good afternoon everyone, greetings and a hug, I come here to ask for help please, I am currently using this command to deactivate the sound of a map environment, but when using it, it does so throughout the map, and I would like it just outside of a selected area or within a trigger, how could he do it? please help. this is the command enableEnvironment [false, false];
  11. Barba-negra

    HAFM Submarines V2.0

    Oh excellent Mr. Aplion, I will be very aware of your update, to update the submarine, which I am very sure that you will love
  12. Barba-negra

    HAFM Submarines V2.0

    anyway I still need a bit to finish it, in a few days :)
  13. Barba-negra

    HAFM Submarines V2.0

    thank you Mr. Aplion for informing me, the submarine in which I currently work only makes compatibility in your mods of ships and submarines in the names of the ships and in the harpoons and torpedoes, is the only thing that makes compatible, the submarine will have an active sonar that can stop them and show them on the radar, in the same way I also made it compatible with the other ship mods that have come out, so if HAFM Navy and submarines are modified in future versions, I will also update the Submarine
  14. Barba-negra

    HAFM Submarines V2.0

    thank you friend for the information, I will be very pending
  15. Barba-negra

    HAFM Submarines V2.0

    Good morning everyone, good afternoon to the creators of this wonderful mod, I had previously commented that I really like the work they have done and I thanked them for having done this work, I take this opportunity to tell you that I was working on a project of submarine and about a year ago and that very soon I am about to publish it, this submarine will be compatible to fight with the submarines of this beautiful mod, compatible with the ships of the HAFM and other naval mods, I hope you like it when you can see it :)
  16. Ohh excellent friend thank you very much good: D
  17. maybe you see something like that ??? [enableEnvironment [False, false]] inAreaArray EnvToggle_01;
  18. Well I just tried it and it works eliminates the ambience when you are inside the trigger, but it is necessary that the ambience continue for players who are out of the trigger, is that possible?
  19. Is your script very complete, could it serve as a multiplayer?
  20. hello hello, I was off the pc, it's multiplayer Harzarch, what did you write then it would only be for one player?
  21. I have used this scripts but nevertheless it is still deactivating the sound of the whole map trigger name Trignuevo Ac: sounddeactivated = enableEnvironment [false, false] inAreaArray Trignuevo;
  22. if it really works on the global, I've tried it on a dedicated server and if it removes all the ambient sound of the map, but I still do not know how it could cause only the sound to be deactivated in a specific area
  23. good morning guys, greetings to all, I come here to ask you how you could attach an object to a vehicle that is in deactivated simulation, and when moving the vehicle the object remains in the place that was tied but not tied , the vehicle I move with an interaction scritps that allows me to load it, the vehicle is a lifeboat, and I'm using the following command object attachTo [boat, [0, 0, 0]]; and the boat is in simulation deactivated through this command boat enableSimulation false; Boat enableSimulationGlobal false;
  24. ohh great gokitty1199 : - D I will try it right now, thanks Fellow
  25. hello all friends a greeting, I come here asking for help, I am currently using a scripts to sit on chairs in multiplayer, I was previously using this scripts in the chair 1.Place a Camping Chair on the map. 2.Add this to the Camping chair Init: this addAction ["<t color='#0099FF'>Sit Down</t>","Chair\sitdown.sqf"] this scripts sitdown _chair = _this select 0; _unit = _this select 1; [[_unit, "Crew"], "MAC_fnc_switchMove"] spawn BIS_fnc_MP; _unit setpos (getpos _chair); _unit setDir ((getDir _chair) - 180); standup = _unit addaction ["<t color='#0099FF'>Stand Up</t>","scripts\Chair\standup.sqf"]; _unit setpos [getpos _unit select 0, getpos _unit select 1,((getpos _unit select 2) +15002)]; but the problem of this initial scritps is that the player when getting up did it without problem, but the other player still saw him sitting, it seems that the action of the animation to get up was in local, then he modified this line to multiplayer in the scritps to sit down standup = _unit addaction ["<t color='#68ccf6'>Levantarse</t>",{["scripts\Chair\standup.sqf","BIS_fnc_execVM",true,false] spawn BIS_fnc_MP;}]; The Standup scripts contain the following: player switchMove ""; player removeaction standup but the problem of this modification is that when using the action get up, raise all the players who are sitting, then I do not know how I could fix it, help please, I use this scripts because it allows me to use actions with the menu mouse scroll with objects that have functions of addAction, because I have seen others that the player can sit but does not allow to interact with objects while sitting
×