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Everything posted by Barba-negra
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HAFM NAVY - Submarines & Ships - v2
Barba-negra replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, I know it's obvious that if it comes against the player, it will be submerged, but suppose I put a marker on it, something like this: _wp = group enemi_6 addWaypoint [ getMarkerPos marker1, 1]; [ group enemi_6, 1] setWPPos getMarkerPos marker1; [ group enemi_6, 1] setWaypointType 'move'; [ group enemi_6, 1] setWaypointSpeed 'FULL'; How could I do to call the submerging scripts?- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Barba-negra replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Good afternoon guys, hello to all of you, I have a question to see how you can help me, I am trying to create a scripts with addwaipoint to a submarine of sub mod, and I am trying to place the scripts so that in a journey it is submerged during the journey, then been doing this: _wp = group enemi_6 addWaypoint [ getPos player, 1]; [ group enemi_6, 1] setWPPos getPos player; [ group enemi_6, 1] setWaypointType 'move'; [ group enemi_6, 1] setWaypointSpeed 'FULL'; I have seen in the default waipoint of your HAFM mod that brings the line of the scritps which is the following: HAFM_Submarines_Config\scripts\wpPerDepth.sqf How can I call that scripts with enemy unit enemi_6 and submerge?- 400 replies
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Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I could solve it for now, I already managed to create the torpedoes, I'll be doing tests -
good morning, how are you guys? I'm asking for help because I'm not sure I know how to do it, I want to create a simple scripts for a missile that is fired from a ship called ship1 and that it moves up, and then moves to the direction of a goal already created called boat2, then I did something like this: cohete = createVehicle["Missile_AGM_02_F", barco1,[],50,"FLY"]; cohete setVelocity [0, 0, 20]; Sleep 0.5; cohete setVelocity [0, 0, 20]; Sleep 0.5; cohete setVelocity [0, 0, 20]; Sleep 0.5; cohete setVelocity [0, 0, 20]; So far I have it but I do not know how to do so that once you reach the desired height the rocket moves to the ship2, please help guys
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Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok thanks @lordfrith Now I'm going to do something more complex, like I'm working on a boat, I'm trying to create a torpedo system with the same scripts, so far I've put the torpedo and it works very well, only now the torpedo is an object and not ammunition, then try to put a ammunition and touch the water it explodes, it is something more complex this second part of the work -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
and another question bro, how do I change the speed of movement? -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@lordfrith a question once the missile goes in the air, if the target ship moves, the missile will follow it, or will the missile fall in the previous position of the target? -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks :D -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much @lordfrith I spent a lot of time trying to do this -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OHHH Magnifico, I just saw it is beautiful :o -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
friend and what part of the scripst can I add to start flying up? -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Exactly I was already writing to him that he was giving me a variable error -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you! @lordfrith I'm going to try it -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I do not understand very well LordFrih, could you show me how to do it? -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm reviewing this command but I do not know how to adapt it and see if it works https://community.bistudio.com/wiki/setVelocityTransformation -
Missile to specific position
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello friend, if I have seen that scripts and I have seen others, but that is called by laser destination, and others that I have seen is by clicking on the position of the map, but I need to appear as well as calling a scripts, currently the missile appears , and moves up, but I do not know how to adapt the objective later, how could it be added? -
good afternoon all guys I have a question and I wanted to ask, if I have a spawn with a while, how many rest periods I can have inside, example: Iniciador = [] Spawn { while {true} do { if ((getposASLW _vehicle select 2) < -25) then { [] spawn { trigger = createTrigger ["EmptyDetector", getPos cubo]; Sleep 10; deletevehicle SilencioA0; removeallactions bo57; }; }; Sleep 1 }; }; my question would be if the first sleep 10 will affect the repetition time of the while?
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Time inside a while
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another question aside guys, could you call this this way too? if ((getposASLW _vehicle select 2) < -25 and > -43) it is valid? -
Time inside a while
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would there be the possibility that it recognizes a variable already created and does not recreate it? -
Time inside a while
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok you're right, see if the spawn is executed once without the while, it will not run again is it true? in this way: I will make it more complete so that I have an idea, if it has worked for me but I wanted to know if the triguer would be created doubly if the condition is repeated? in this case I will raise it without the while Iniciador = [] Spawn { if ((getposASLW _vehicle select 2) < -25) then { [] spawn { trigger1 = createTrigger ["EmptyDetector", getPos cubo]; }; }; if ((getposASLW _vehicle select 2) < -45) then { [] spawn { deletevehicle trigger1; Sleep 5; trigger2 = createTrigger ["EmptyDetector", getPos cubo]; }; }; if ((getposASLW _vehicle select 2) < -85) then { [] spawn { deletevehicle trigger2; Sleep 5; trigger3 = createTrigger ["EmptyDetector", getPos cubo]; }; }; if ((getposASLW _vehicle select 2) > -83) then { [] spawn { deletevehicle trigger3; Sleep 5; trigger2 = createTrigger ["EmptyDetector", getPos cubo]; }; }; if ((getposASLW _vehicle select 2) > -43) then { [] spawn { deletevehicle trigger2; Sleep 5; trigger1 = createTrigger ["EmptyDetector", getPos cubo]; }; }; if ((getposASLW _vehicle select 2) > -23) then { [] spawn { deletevehicle trigger1; }; }; }; my intention is to create an area of smaller distance every time that it gets lower, and when it goes up it eliminates the previous distance and creates the new one according to the depth, but my question is if I apply the while, being in the place while will I create the same trigger several times? -
Visual effect in a certain area
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, what I try to do is that only the player who is in the area can receive the effect, and those who are out of the area can not, thanks @Larrow -
Hi all guys I come here asking for help, I'm creating a trigger in the IniplayerLocal, that makes an effect on the player when he enters the area, but I have followed all the steps and I still can not find it, I do not know what I will be wrong, when I enter the area nothing happens, but if I launch a scripts only with the command of the visual effect is generated the effect to all, what could I do? please help trg = createTrigger ["EmptyDetector", getPos central1]; trg setTriggerArea [8879.413, 7455.518, -1, false]; trg setTriggerActivation ["NONE", "PRESENT", true]; trg setTriggerStatements ["", "", ""]; Sleep 5; waitUntil{ !isNil "BIS_fnc_init" && time > 0 }; _trigger = trg; if ( player inArea _trigger ) then { 0 = ["ChromAberration", 200, [0.05, 0.05, true]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; uiSleep 3; comment "admire effect for a sec"; _handle ppEffectEnable false; ppEffectDestroy _handle; }; }; _trigger triggerAttachVehicle [ player ]; _trigger setTriggerActivation [ "VEHICLE", "PRESENT", true ]; _trigger setTriggerStatements [" 0 = [ 'ChromAberration ', 200, [0.05, 0.05, true]] spawn { params [ '_name ', '_priority ', '_effect ', '_handle ']; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; uiSleep 3; comment 'admire effect for a sec '; _handle ppEffectEnable false; ppEffectDestroy _handle; }; ", " Hint '' '' ];
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HAFM NAVY - Submarines & Ships - v2
Barba-negra replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
let's not lose faith, we will find the solution- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Barba-negra replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If there is, you will see that yes :)- 400 replies
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HAFM NAVY - Submarines & Ships - v2
Barba-negra replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
it's just a suggestion :)- 400 replies
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