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Everything posted by Barba-negra
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good afternoon guys, how are you? I wanted to ask if there are any scripts to run a map with another one that can be executed already on a mission in progress? I refer more than anything to the fusion of objects from one map to another, I know that the ares and the achilles have these functions but I would like to know if there are any scripts?
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maximum amount of vehicle type present
Barba-negra posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello guys, greetings, I am here exposing a small problem which I have not been able to solve, I have a script that I am trying to put together that indicates that if there is already an object of that class present on the map, do an action: limit = 1; Ship = "B_Boat_F"; if ((count Ship) > limit) then { hint "can't start"; } else { hint "starting process"; }; but it gives me error, I don't understand very well how to configure the count command, please help. -
hello to all my dear colleagues, I am working with an addaction trigger, and it works well, the only thing is that once I do the action, it does not work again this is what I have; in the vehicle: this addaction ["sonar",{Trigger_Con = true; publicVariable "Trigger_Con";}]; in the condition of the trigger: Trigger_Con; on act: Boat say3D "ping"; I get it to activate and work only once, and it works, but only once, how do I get it to work every time I activate it? please help
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if friend the name of the object is correct, I think it is a problem in the configuration of the creation of the object as such
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Hello friends, greetings to all, I come here to ask for help, I am trying to create an object that serves as a monitor and helps me transmit images and videos, but I do not know what I will be missing because the object does not give me an image screen, I have the object created, and the configuration script like this: this is the created object that acts as a screen: this is the configuration in the config.cpp: class CfgPatches { class Barba_Bama_Config { units[]= { "" }; weapons[]={}; requiredAddons[]={}; requiredVersion=1; }; }; class CfgVehicleClasses { class Barba_Bama_Config { displayName="Barba_Bama_Config"; }; }; class CfgVehicles { class NonStrategic; class Leaflet_base_Fd: NonStrategic { mapSize=0.20999999; _generalMacro="Leaflet_base_Fd"; scope=0; scopeCurator=0; displayName=""; model="\Barba_Bama_Config\emptyd.p3d"; icon=""; vehicleClass="Small_items"; destrType="DestructNo"; cost=100; }; class Poster_base_Fd: Leaflet_base_Fd { mapSize=0.41999999; _generalMacro="Poster_base_Fd"; }; class Land_Poster_01_Fd: Poster_base_Fd { mapSize=1.1900001; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=0.0049999999; verticalOffsetWorld=0; init="''"; }; editorPreview=""; _generalMacro="Land_Poster_01_Fd"; scope=1; displayName=""; model="\Barba_Bama_Config\Poster_01_Fd.p3d"; icon=""; posterSize=2; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\Barba_Bama_Config\Textures\negra.paa" }; }; then I put the object in the editor and try to make it reproduce an image: Monitor1 setObjectTextureGlobal [0, 'Medidor0.paa']; but it doesn't show me the picture, what is missing? please help
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ah ok friend I understand, excuse me, could you give me a graphic example? is that I do not have much knowledge in this please
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Hello friends, greetings to all, I come here to ask for help, I am trying to create an object that serves as a monitor and helps me transmit images and videos, but I do not know what I will be missing because the object does not give me an image screen, I have the object created, and the configuration script like this: this is the created object that acts as a screen: this is the configuration in the config.cpp: class CfgPatches { class Barba_Bama_Config { units[]= { "" }; weapons[]={}; requiredAddons[]={}; requiredVersion=1; }; }; class CfgVehicleClasses { class Barba_Bama_Config { displayName="Barba_Bama_Config"; }; }; class CfgVehicles { class NonStrategic; class Leaflet_base_Fd: NonStrategic { mapSize=0.20999999; _generalMacro="Leaflet_base_Fd"; scope=0; scopeCurator=0; displayName=""; model="\Barba_Bama_Config\emptyd.p3d"; icon=""; vehicleClass="Small_items"; destrType="DestructNo"; cost=100; }; class Poster_base_Fd: Leaflet_base_Fd { mapSize=0.41999999; _generalMacro="Poster_base_Fd"; }; class Land_Poster_01_Fd: Poster_base_Fd { mapSize=1.1900001; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=0.0049999999; verticalOffsetWorld=0; init="''"; }; editorPreview=""; _generalMacro="Land_Poster_01_Fd"; scope=1; displayName=""; model="\Barba_Bama_Config\Poster_01_Fd.p3d"; icon=""; posterSize=2; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\Barba_Bama_Config\Textures\negra.paa" }; }; then I put the object in the editor and try to make it reproduce an image: Monitor1 setObjectTextureGlobal [0, 'Medidor0.paa']; but it doesn't show me the picture, what is missing? please help
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After doing thousands of tests with scripts, in several ways to do it and put the server to work as little as possible, I could finally see the difference shown by the use of remoteExec, it is something impressive, the server feels in the air, it is absolutely much better to work with this method if what you want is to do a big job without affecting the performance of the server, I highly recommend it. : D Talking about another topic, I would like to ask a question to see how I can solve a problem that I am having with a mobile dialer function, since it seems that using several mobile markers at the same time is freezing some units in the map established from the server, It seems strange but after doing many tests I realized that that is the problem. 0 = [] spawn { while {alive soldado2} do { "Doblecasco" setMarkerDir (getDir soldado2); "Doblecasco" setMarkerPos (getpos soldado2); sleep 0.1; }; }; [] Spawn { while{not isnull sensor13} do {"local13" setmarkerpos getpos sensor13; sleep 0.5;}; }; Will there be another way to make a mobile dialer or is this the only way?
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Ship Submersible Ballistic Nuclear 731
Barba-negra posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ship Submersible Ballistic Nuclear, this ship recreates a simulation of underwater navigation, armed with torpedoes, missiles, cruise missiles and nuclear missiles, prepared for naval combat and supporting the ground infantry. Features available in this version ALPHA 2.1.1: Crew and Command Propulsion engines shaft and Helix Atomic or Nuclear Energy (available in next versions) Reactors (available in next versions) Electric or Electric Energy (available in next versions) Batteries Mechanical or Diesel Energy Snorkel System Gas combustion discharge system Replenishment Applicable maneuvers Possible Threats Enemy Strategies Individual and group offensive tactics of enemy vessels radial assistance system between enemy vessels, when one is attacked, nearby vessels will help missile cruises support of enemy vessels requested by enemies on land (available in next versions) Nuclear missile support of enemy vessels requested by enemies on land (available in next versions) Control compartments and electrical panels Depth chargue Unguided torpedoes Guided Torpedoes System Unguided Missiles Guided Missile System Aerial objectives (available in next versions) Nuclear missiles (available in next versions) Possible Complications Repairs (available in next versions) Auxiliary Electrical System Medical area (available in next versions) Sonar Manipulation and Communications Sonar Passive (available in next versions) Sonar Active Tracking System Threat Proximity Sensor Countermeasures Radial Silence System Enemy ships use radial silence maneuvers to hide from the radars Communications with Ground Bases or other Allied Vessel (available in next versions) fax delivery system for communication (available in next versions) Radio buoy (available in next versions) Fire in Compartments (available in next versions) Nuclear Safety (available in next versions) Engine repairs (available in next versions) Pressure for crushing depth Anticollision Reader Auxiliary Oxygen System Maximum Silence Maneuver State of Absolute Silence System of enemy naval convoys (available in next versions) Hydrophone system, to distinguish the emanating noise of each type of enemy craft (available in next versions) mini-submarine for deep deployments (available in next versions) Scanner drone system to be deployed on surface (available in next versions) Crush depth system for diver players Attack of Mortars Enemy Ships Manual torpedo system straight line path (available in next versions) Eye contact system from the periscope with the laser marker (available in next versions) Missile interception system Program start for Acoustic Warfare Analyst (available in next versions) passive sonar for cargo and transport ships, if they are in danger they will call reinforcements (new) display camera system in the ship tower for the control room (new) Launch tube system for missiles (new) HOW TO USE: -open editor -Select blufor and Barba Submarines -place the submarine in an area of the sea where it is deep (at least 25 meters) -do not place crew in the Ship -start the mission the submarine needs 2 to 3 minutes to charge when the mission starts, when it is ready it will launch a sonar pin indicating that the main hatch locks can now be removed -climb into the hull of the ship and open the hatch and enter -close the hatch from the inside if you need to submerge the ship -Enemy ships must be from OPF factions, if you want to use ships from other factions make sure to put OPF crews on them the rest of the indications are in the youtube video tutorial we highly recommend that you watch it to operate the ship Procedures and requirements for the use of missile tubes - the ship's power must be on - each missile must be activated from the tube that protects it, the crew must open the side door of the tube and activate the panel that contains the missile -the tube side door must be closed -the outer door of the missile tube must be open -the missile could be fired from the weapons control room following the instructions shown on the screen CURRENT LIMITATIONS -The radar of the submarine for now can only have one enemy naval vessel per class, that is, if it places 2 cargo ships of the same class it will detect one at a time, once the first one is sunk, reactivate the search system and there will be the next. The case similar to warships, if you place two equal warships it will detect one at a time, in the case of a warship and a cargo ship, it will detect both because they are two different classes -Enemy ships must be placed in the Eden editor, if you want to place them with zeus you must do it before starting the submarine -We are working on this limitation to optimize it in future updates. -If you place a ship and the sonar system can't find it, please inform us -The visualization cameras in the control room are in version 0.2, they still present details during their use, such as transmission delay in seconds sometimes, (you can correct these delays by rectifying the executed action) IMPORTANT NOTES: 1) it is important that you watch the video tutorial, it explains step by step how to use the ship 2) if you have the USS Alabama version checked in your set mods of your launcher, you must uncheck it and also uncheck the ZNV Complement 3) if you want to edit the missions with the ship should be the following information: If you are inside the ship, and you close your EDEN server, your editor will remain dark, To solve it go to tools, and press the camera, Then press escape and close your Splendio camera. 4) In the current version only diesel engines can propel the ship 5) there are some current differences when running the submarine on a host server with players to a dedicated server with players, currently the submarine is working better on dedicated servers than on hosted servers, we are working to reduce the differences Credits & Thanks: Special thanks to the Mr. Stick_Hogue, for making the ship's motion programming engine. HELP: If you have any problem please let us know in the comments, we are here to help, greetings to all. Report an error: Due to the number of characteristics, our team has a hard time finding any hidden errors, please inform us to be aware and work to fix it. soul is in steel subscribe: https://steamcommunity.com/sharedfiles/filedetails/?id=2107281042 or http://www.armaholic.com/page.php?id=36097 this ship requires the navigation tools here: https://steamcommunity.com/sharedfiles/filedetails/?id=2107234658 or http://www.armaholic.com/page.php?id=36096 soul is in steel -
Ship Submersible Ballistic Nuclear 731
Barba-negra replied to Barba-negra's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In this second tutorial video for the SSBN 731 Ohio class submarine mod, we will be covering the missile tube system, the safety procedure and launching the missiles at targets. If you would like to see more of these videos, you can subscribe to the channel. Or you can keep up to date on our workshop page as we will post the links and updates there. If you have any question about the mod you can ask them on our workshop page. -
Ship Submersible Ballistic Nuclear 731
Barba-negra replied to Barba-negra's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hello guys, new update of the ship to a version 2.0, air to ground missile system with a system of safety and integrity tubes for missiles -
create two cameras on different screens each
Barba-negra posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, how are you? I have a problem, I am trying to create two cameras for each screen each, but when I try, they both show the same screen despite the fact that I am placing the screens separately, what is happening, I am using the following code: scripts1: [[],"camara1.sqf"] remoteExec ["BIS_fnc_execVM",0]; vistaentrada setObjectTexture [0, '#(argb,512,512,1)r2t(piprendertg,1)']; cam = 'camera' camCreate [0,0,0]; cam cameraEffect ['internal', 'Back', 'piprendertg']; for '_i' from 1 to 2 do { CAM attachto [cam01,[0,0,0.1]]; CAM setVectorDirAndUp [[-3.0,1.35,109.8],[-10.9,84.04,14.99]]; }; scripts2: [[],"camara2.sqf"] remoteExec ["BIS_fnc_execVM",0]; vistaAfuera setObjectTexture [0, '#(argb,512,512,1)r2t(uavrtt,1)']; cam_03 = 'camera' camCreate [0,0,0]; cam_03 cameraEffect ['internal', 'Back', 'uavrtt']; for '_i' from 1 to 2 do { CAM_03 attachto [cam03,[0,0,2.33]]; CAM_03 setVectorDirAndUp [[12.0,1.35,-80.8],[-5.9,84.04,24.99]]; }; -
create two cameras on different screens each
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I understand is fine my friend -
create two cameras on different screens each
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi However, something strange is happening, after a period of transmission the screens turn black and no longer transmit the image, why is this happening? -
create two cameras on different screens each
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now I understand, I will review that and do the necessary tests, thank you for your time, sir @pierremgi :) -
create two cameras on different screens each
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another question about cameras, is there a maximum distance that the object can for transmission on screen on a dedicated server? -
create two cameras on different screens each
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ohhh mister @pierremgi What a pleasure to talk to you again, hehehe, you helped me a lot with my project, currently I am still improving it, I invite you to try it. https://steamcommunity.com/sharedfiles/filedetails/?id=2107281042 regarding the cameras, is there the possibility of having more than two cameras? I was thinking of having 5 cameras, but I have some doubts about that, what does this mean piprendertg and uavrtt? and can I have this repeated for other cameras? or must they be different? -
Oh seriously? I did not know thanks my friend, I thought that property had nothing to do with it
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Hi guys, how are you? I would like to ask something that is happening to me, recently I created a building with all its characteristics in the config, but strangely, when it rains the water passes through the building and it is as if it had no roof, what am I doing wrong? Thank you
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I have followed all the steps of other building models, putting their characteristics in the config.cpp, and the LOD characteristics in the object buider, such as LOD geometry, class house properties, everything, I do not understand how the water still gets
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Hi guys, how are you? I would like to ask if it is possible to deactivate it CarAttenuation, since I need all the external audio to remain the same when entering a vehicle that I am making, will there be the possibility of doing it?
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Hi guys, how are you? I would like to ask a question, is there a possibility to binarize a p3d model without compressing it? that is to say, maintain the same weight the model before binarizing?
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binarize questions
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks friend I just saw it and yes, it showed me the error log that there are, there are several, I must see how to fix them -
binarize questions
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I understand friends, is there somewhere where I can see the error messages? I'm binarizing with Addons builder -
binarize questions
Barba-negra replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks for answering my friend, if I know that the question sounds somewhat logical, what happens is that I binarize a p3d model that I am doing and when I put it in the game it gives errors, but when I use it without binarizing it works without problems, then I thought it was understanding the binarization process that causes it to lose some LOD characteristics