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Barba-negra

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Everything posted by Barba-negra

  1. Barba-negra

    unit not editable in zeus

    Thanks mate, use that command but I think I did it wrong, should that place it in the init of the unit or object that I want to remove from the zeus or elsewhere? curatorModule removeCuratorEditableObjects [[cursorTarget],true]
  2. Barba-negra

    HAFM NAVY v1.5 Release

    OH MY GOD :o
  3. Barba-negra

    HAFM NAVY v1.5 Release

    ohhh excellent
  4. Barba-negra

    HAFM NAVY v1.5 Release

    good morning to all, a question to the creators, guys the boats are going to have a torpedo system to fight the submarines?
  5. Barba-negra

    HAFM Submarines V2.0

    wao are fast, excellent, thanks Mr. Aplion
  6. Barba-negra

    HAFM Submarines V2.0

    good afternoon to all guys, I wanted to ask you how much is the maximum speed reached by the torpedoes?
  7. thanks Harzach, if Attaching, it would also serve
  8. good afternoon all, I come here asking for help please, I'm trying to make it through a scripts, show me on the map in a specific radius, the position of an object with a marker nearestObjects [player, ["Land_waterbarrel_F"], 200]; marker1 = createMarker ["Marker1", position _Land_waterbarrel_F]; but I have not made it work, what am I doing wrong? please help
  9. what I need to achieve is that the marker follows the object when it moves, I thought about repeating the call of the scripts every so often but it is necessary that the marker be deleted, when the other appears with the new position of the object
  10. _barrels = nearestObjects [player, ["Land_WaterBarrel_F"], 200]; { _name = "Marker" + str (random 10000); _pos = position _x; _mrk = createMarker [_name, _pos]; _mrk setMarkerShape "ICON"; _mrk setMarkerType "hd_dot"; } forEach _barrels; sleep 10; deleteMarker "Marker"; guys add a line to erase the marker after a certain time but it is not deleted, should we add something more?
  11. the barrel is just an example guys, it is to detect a torpedo, but I have learned that the names are only variables that do not affect the scripts, it is bit of programming, thanks guys
  12. scripts of beautiful that
  13. ok guys I just changed the type of object and it worked, this is beautiful: or, really thank you guys are the maximum
  14. good afternoon HazJ, guys laverdad I do not know what I'll be doing wrong, hie the following and still does not show me the marker near the object: Call the scripts through a alpha radio trigger: 0 = [] execVM "detector.sqf"; inside the detector scripts place the script: _barrels = nearestObjects [player, ["Land_BarrelWater_F"], 200]; { _name = "Marker" + str (random 10000); _pos = position _x; _mrk = createMarker [_name, _pos]; _mrk setMarkerShape "ICON"; _mrk setMarkerType "hd_dot"; } forEach _barrels; then in the editor I placed a Land_WaterBarrel_F object near the player, and when I called it the scripts with the trigger did not show me the mark on the map, what would I do wrong?
  15. ohh great Harzach, thanks for helping me, yes, the idea would be that after they are destroyed the markers disappear
  16. good afternoon Arzach, if I must have several bad things, I really can not do this, I think the scripts is incomplete
  17. Good morning to all of you, you have come to ask a question, is there any chance that you can add sounds to a mission and a smile from another location? for example in the description place the following information CfgSounds class { sounds [] = {siren}; class siren { name = "siren"; sound [] = {"C: \ MisAddons \ @Naval \ addons \ ZNV \ sound \ siren.ogg", 1, 1}; titles [] = {0, ""}; }; }; I have my mission in my documents but I would like to read it from another location, so that the mission has less weight, but it has not worked for me, can this be done?
  18. Barba-negra

    sounds from other system locations

    thanks mate, thanks guys, I'll try to do it
  19. Barba-negra

    sounds from other system locations

    However, there is something I do not understand where visionMode says, is that a sound or an addon? because it does not specify what kind of sound it is if it is ogg or other? class CfgSounds { sounds[] = {}; class addonsound1 { name = "sound from addon"; // start path to sound file in AddOn with @ sound[] = { "@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode", 0.8, 1, 100 }; titles[] = { 0, "" }; }; };
  20. Barba-negra

    sounds from other system locations

    excellent boys then if you can this is excellent, thanks for helping guys, I will start doing, this will greatly reduce the weight of the mission, since it has many sounds
  21. Barba-negra

    sounds from other system locations

    and what would you call it? because the way I'm calling it has not worked
  22. Barba-negra

    sounds from other system locations

    but I still do not know how to do it
  23. Barba-negra

    sounds from other system locations

    I want to say that first I want it to work, to later pass the mods
  24. Barba-negra

    sounds from other system locations

    if indeed all the clients see the mods, but nevertheless I still can not get them to use that location, if I can do it then I would pass the mods to the clients,
  25. Barba-negra

    sounds from other system locations

    and if a dedicated server is used? where everything is stable in the path of the server folders?
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