Jump to content

Barba-negra

Member
  • Content Count

    368
  • Joined

  • Last visited

  • Medals

Everything posted by Barba-negra

  1. Hi guys, how are you? I come to ask for help, I am currently creating an object with the buider object, and I am using blender, once I create the object and create the texture with the UV edition, and the object generator I send, I do all the corresponding steps to adapt it the texture created, but it happens that once in the EDEN editor, I place the object on the stage and it appears with the texture well placed, but after a few seconds, the texture disappears and the object is transparent, someone knows why this happens ? and how to fix it? Thank you
  2. If I have the plug-in installed in blender to export it to p3d, but I don't know why it doesn't open in that format in object builder, it only allows me to import it in fbx, but here is the file I'm trying to do, you can check it if you have time https://mega.nz/#!RIAknQBb!AXh4mPjSLgeUVptJ6yNOj6E3clqhNA7UhJpvOLDiFoo
  3. I only have two resolutions, the first one created when importing the object from blender in fbx, and geometry for the mass
  4. yes, is here class CfgPatches { class Tuto { units[]= { "" }; weapons[]={}; requiredAddons[]={}; requiredVersion=1; }; }; class CfgVehicleClasses { class Tuto { displayName="TUTO"; }; }; class CfgVehicles { class Ruins_f; class House; class Building; class House_F; class Caja_Panal_1: House_F { model="\TUTO\panel_1.p3d"; scope=2; displayName="panel_1"; vehicleclass="Tuto"; destrType="DestructNo"; }; };
  5. my object is of inherited House_F class, the texture was made mainly in blender with the UV editing to obtain all the sides, later I transferred it to photosho to work the obtained sides, and finally with the texture created the mount in object builder in format. paa, I don't know why after a few seconds the texture disappears in the EDEN editor
  6. Hi guys, how are you? I come to ask for help, I am currently creating an object with the buider object, and I am using blender, once I create the object and create the texture with the UV edition, and the object generator I send, I do all the corresponding steps to adapt it the texture created, but it happens that once in the EDEN editor, I place the object on the stage and it appears with the texture well placed, but after a few seconds, the texture disappears and the object is transparent, someone knows why this happens ? and how to fix it? Thank you
  7. thanks I'm going to move the subject
  8. Hi everyone, how are you? I would like to ask for a help, I am creating a building, and I already have it ready, but I have not been able to add collision, nor that I can walk in it, I have searched for tutorials but I still can not find how to do it, could someone help me? please
  9. Hello friends, I have come back here because of the same problem, previously the script was working but not anymore, it must be for the version of the game, what can I do please help
  10. Hello guys, I hope you are very well, I am asking for help around here I am trying to make everything that is within the area of a trigger removed from Zeus, I am using this command {{_x removeCuratorEditableObjects [allUnits,true];_x removeCuratorEditableObjects [vehicles,true];} forEach allCurators;} remoteExec ["bis_fnc_call", 2]; I am trying to use a single curator so that I only select the trigger but I have not yet managed to do it, could they help me out please, thanks
  11. Combat Submarine USS Alabama Version actual 2.5 PLEASE, YOU NEED TO READ ALL THIS INFORMATION TO KNOW HOW TO USE THE MOD This ship is not a common vehicle of the editor. This mod recreates a simulation of underwater navigation, while transporting the players that operate the ship. Allowing to move, turn, submerge, emeger, armed with torpedoes, missiles, cruise missiles and nuclear missiles, this ship can fight other ships and submarines, and support the ground infantry, everything is managed from an area that simulates navigation inside of a submarine. and everything that is executed from the compartments, will be executed by the submarine that simulates the exterior of the ship. the submarine that can be damaged by the enemies and everything that happens to the submarine. could harm players inside of the compartments, the players will feel movements, water pressure, lack of oxygen, inclination, pain, heat, radiation, among other characteristics, if the ship is destroyed, the players inside will die, if the ship damages. will flood the areas by water, they will feel a strong movement of S, blows, pain and bleeding, fire in compartments, among other actions, the players can repair the ship from the compartments, with tools, seal broken valves and extinguish the fire , repair engines and electronic boards, among other jobs, this work was done with the purpose that players entering the ship can feel that they are inside a real submarine and that they work inside as if they were in a real submarine. IMPORTANT INFORMATION, if you want to edit the missions with the USS Alabama 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. The 3d model of this ship is made by the author Gnat, you can locate the model that has been used for the alabama in the information that you find in the prolog of the navigation manual. The engine of movement of the ship is made by Mr. Stick_Hogue, they can locate their work from the prologue of the navigation manual. This mod is apart from a submarine a modality of naval simulation with combat of different ways and in relation to terrestrial missions, it is very important that you read the manual of the Alabama before manipulating the ship, this mod was made with the purpose to work in milsin, military simulation, so it is not possible to manipulate it in a player, you need a crew of no less than 6 to operate it. Submarine Militar USS Alabama, is a submarine navy, specially designed for the protection of maritime and terrestrial spaces, this mod is based on the simulated function of its operation in most of its aspects, so it will be necessary for a constant coordination and communication between the crew, the compartments that divide it, the function cameras, the tasks given, the position of government or ground control and command. You can obtain the navigation manual from here to know the ship before downloading it: Manual in Spanish: https://mega.nz/#!FUpjhQqB!ylactxUFxJ9Et551snRfrrE13WF_3TJSBeJ9UwbYsjA Manual in English: https://mega.nz/#F!kNJQGaaK!YazYQ_O7zsNr4-GhHy_SoQ Among the features we have: Among the features we have: Crew and Command Propulsion engines shaft and Helix Atomic or Nuclear Energy Reactors Electric or Electric Energy Batteries Mechanical or Diesel Energy Snorkel System Gas combustion discharge system Replenishment Applicable maneuvers of the USS Alabama 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 Nuclear missile support of enemy vessels requested by enemies on land Control compartments and electrical panels Depth chargue Unguided torpedoes Guided Torpedoes System Unguided Missiles Guided Missile System Nuclear missiles Possible Complications Repairs Auxiliary Electrical System Medical area Sonar Manipulation and Communications Sonar Passive 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 fax delivery system for communication Radio buoy Fire in Compartments Nuclear Safety Engine repairs Driving the Alabama Descent, Ascent, Port and Starboard Pressure for crushing depth Anticollision Reader Officer's Place At the Command of Ship Auxiliary Oxygen System Analysis to avoid Threats Maximum Silence Maneuver State of Absolute Silence System of enemy naval convoys (New) Hydrophone system, to distinguish the emanating noise of each type of enemy craft (New) Added new Diving System from the Alabama (New) mini-submarine for deep deployments (New) Scanner drone system to be deployed on surface (New) Coupling and uncoupling system for the mini-submarine and the drone scanner (New) Crush depth system for diver players (New) Function to the post of the captain in the bridge, for the manipulation of the drone Scanner (New) System of defense of enemy ships against divers players, deploying enemy divers squads to defend (New) Attack of Mortars Enemy Ships (New) Manual Driving System (New) Trailer Mortars Tutorial I, Working with Atomic or Nuclear Energy. Tutorial II, Working with the batteries. Tutorial III A, Internal combustion propulsion. tutorial III B, submerging and emerging the ship Tutorial IV, turn to port and turn to starboard Tutorial V Maneuvers against depth charges. Tutorial VII, Weapons Tutorial VIII, Sonar System Tutorial IX, Radial Silence System please, if you have any questions, or do not find how to execute any of these features, please ask in the comments and we will help you. This mod was made in order to participate in cooperative missions between simulation clans, release version 2.0, new updates will come soon. link: @ZNV http://www.armaholic.com/page.php?id=34728 or https://steamcommunity.com/workshop/filedetails/?id=1611033106 From these Options of ZR_navy download the Version you will use depending on the case: @ZR_NAVY Version 2.5 (for Multiplayer, Player Host) https://steamcommunity.com/sharedfiles/filedetails/?id=1621470007 or http://www.armaholic.com/page.php?id=34601 @ZR_NAVY Version 2.5 (for Dedicated Server) https://steamcommunity.com/sharedfiles/filedetails/?id=1611319861 or http://www.armaholic.com/page.php?id=34641 This mod requires the mods Hellenic Armed Forces Mod (HAFM) - NAVY http://www.armaholic.com/page.php?id=32207 HAFM NAVY Core & Weapons part http://www.armaholic.com/page.php?id=34477 Advanced Combat Environment 3 (ACE3) https://ace3mod.com ACEX http://www.armaholic.com/page.php?id=31252 Community Base addons A3 http://www.armaholic.com/page.php?id=18767 CUP Terrains Core http://www.armaholic.com/page.php?id=30044 CUP Terrains Maps http://www.armaholic.com/page.php?id=30046 initial mission to obtain the ship get the initial base mission from here Version 2.5 for dedicated Server: https://mega.nz/#F!ZdxnHYyY!7ApD1EBXFsJOArvwYNzA4Q Important note; when running the server, we recommend using the TADST program (Tophe's ArmA Dedicated Server Tool) Version 2.5 instructions for the proper operation of the ship and the crew: 1- Download the compatible map package with version 2.4 and place it as a mission to run on your TADS server; Current support maps for the development of missions: Stratis Altis Malden Chernarus Lingor Duala Island 4 islands Mske Everon Saralite Novoga Saba the ship can only be used in the predetermined missions, you can do the initial missions or edit your missions on that initial mission, to know how to edit it successfully you must read the last subject of the navigation manual. Soon missing maps will be published. 2- configure your server TADS, marking the persistent tiresome batlefield, and unchecking the autoinit. By completing these steps, the submarine will have the necessary time to load the initiation modules and the crew of the ship will have the proper operation to work inside the ship, please read the manual for any concern and if you have any questions you can do it through the comments, If you suffer some bigs or do not manage to operate the ship, please inform in the comments, to solve the problem as soon as possible, and I will gladly help you, greetings. initial mission to obtain the ship for version Alabama 2.5 for player host: https://mega.nz/#F!gZxjEKjZ!Lq7kC0U73Gp1ocDTDxU4uw the load time of the modules of initiation of the ship and the configuration of the enemies lasts approximately of 2 to 3 minutes from the moment the first player enters the ship. please read the manual for any concern and if you have any questions you can do it through the comments, If you suffer some bigs or do not manage to operate the ship, please inform in the comments, to solve the problem as soon as possible, and I will gladly help you, greetings.
  12. Barba-negra

    Combat Submarine USS Alabama

    Good morning to all boys as always informing them about the progress of the mod, in this case a new system of optional manual torpedoes was added when attacking, the trajectory is straight line, these torpedoes can be fired with the radial silence system activated, And they will not interrupt you, the ship will continue to be hidden, the torpedo will sail in a straight line without following the objective, you as a good captain should use your naval knowledge, and with the help of the new visual contact system that you will have from the periscope, you should only Aim with the laseral hull of the boat, and activate the visual contact system, and follow requested actions, and the information of the enemy ship will appear on the screen, such as, for example, class type, nationality, course or course course, constant speed , the distance you are in, and the weight you carry in tonnage, with this information you can calculate the address and distance p that you should Place the ship to fire the manual torpedoes, said shot is executed from the gun control compartment, given the information from the command bridge must be sent to this compartment to open fire, of course if you have questions we will gladly help you . Greetings, and have a good underwater hunt. This eye contact scripts belong to my dear friend Mr. @cervantes
  13. Barba-negra

    Combat Submarine USS Alabama

    Good to all guys the version is now available, regards Release Version 2.3 -Incompatibility correction with the game version 1.94 -Increased navigation performance to 95% -Combination of dedicated server and host player versions to a single version -Activated 3 more torpedo launch tubes for a total of 4 tubes, two bow and two aft -Added new manual firing function of torpedoes with straight line trajectory, without affecting the radial silence system
  14. Barba-negra

    Combat Submarine USS Alabama

    information to all our subscribers, we are currently repairing a ship breakdown after the game 1.94 update, please wait for the next update 2.3 where we fix this fault Version actual 2.2
  15. Hello Bohemian friends, greetings and a hug to all, I am here again to ask for help, I am trying to make a visual hydrofono system, which identifies the characteristics of an enemy ship in motion, but I have had several problems and I still can't do it, in the search for information and compiled and managed to make a script that meets the requirements, its operation is to make it possible for the designator to show me a series of data collected when I mark the target ship with laser, but When executing it, it gives me the image of information about data not found, please ask for help this is the script: fnc_Contact = { _testing = param [6,false]; _wPos = nil; _laser = laserTarget player; if(isNull _laser) then { _wPos = screenToWorld [0.5,0.5]; } else { _wPos = _laser; }; selPos = createAgent ["Logic", _wPos, [], 0, "FORM"]; _target = objNull; if (isNull _laser) then { _nearObj = nearestObjects [selPos, ["Ship"], _radiusSearch]; if(count _nearObj == 0) then { strikeAllowed = false; hint "no objetivo"; } else { strikeAllowed = true; //Selecting random target _target = selectRandom _nearObj; }; } else { strikeAllowed = true; _target = selPos; }; if(strikeAllowed) then { _name = getText (configFile >> "CfgVehicles" >> typeOf _Target >> "displayName"); _tonnage = getText (configFile >> "CfgVehicles" >> typeOf _Target >> "tonnage"); _side = side _Target; _D = _target distance _Target; _dir = direction _target; _knots = (speed _target) / 1.85; _speedmode = speedMode _target; while {true} do { if(!_testing) then { hintSilent format["*Submarine*%0 \n\nShip-Type\n%1 \n\nSide\n%2 \n\nTonnage\n%3 \n\nTarget-Distance\n%4 \n\nTarget-speed\n%5%6 \n\nTarget-speed-mod\n%7 \n\nTarget-direction\n%8%9",_name,_side,_tonnage,_D,_knots,"-knots",_speedmode,_dir,"-Deg"]; }; }; }; };
  16. Barba-negra

    Combat Submarine USS Alabama

    Good to all friends, I wanted to share with you the new update of Submarine USS Alabama, Manual Conduction, at the arrival of version 2.0 of the mod, we have as an option to manually drive the ship, divided as it is known in the submarine ships with two pilots, one that drives the ship from bow to stern, and from port to starboard, and a second pilot that controls the ascent and descent of the boat. in the case of Alabama, now it's the same, making the underwater simulation as real as possible. Update 2.0, Manual Conduction
  17. Good afternoon, How's everybody ? I hope that very well, I am trying to make a compass screen that shows the direction of a vehicle, and continuously show the direction of the compass, I was reviewing and I could find several authors' guides, for example this : disableSerialization; MyCompass = findDisplay 46 ctrlCreate ["RscPictureKeepAspect", -1]; MyCompass ctrlSetPosition [0.5,0.5,.1,.1]; MyCompass ctrlSetText "\A3\ui_f\data\map\markers\handdrawn\arrow_CA.paa"; MyCompass ctrlCommit 0; addMissionEventHandler ["EachFrame",{ MyCompass ctrlSetAngle [getDirVisual _Vehicle, 0.5, 0.5]; }]; the image is seen on the player's screen and shows the position of the vehicle's compass, and that's fine, now my wish is to have that compass displayed on a game screen or monitor, or on an image poster, and Do your job of pointing out the vehicle's position, how could I do it to achieve it? thanks to everyone
  18. Hello friends how are you? I come here asking for help to know if you can help me, because I am trying to do an action when I press a key and looking for this scripts: keydown_fnc = { switch (_this) do { { case _x: { [] spawn { _truck1 setVelocity [0, 10, 0]; }; }; } foreach (actionkeys "MoveForward"); }; }; waituntil {!isnull (finddisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown","_this select 1 call keydown_fnc;false;"]; my problem is that I need that when I release the key (keyup) _truck1 it stops and emits a motor noise stopping, how can I complete this scripts? please help, thanks
  19. Barba-negra

    keydown action keyup other action

    another voice, is working, had copied something wrong, thank you very much @pierremgi
  20. Barba-negra

    keydown action keyup other action

    https://ibb.co/j8TwsML This is the error that it gives me, I'm doing it just like you did
  21. Barba-negra

    keydown action keyup other action

    thanks @pierremgi I'm going to do it and I'll tell you the result
  22. Barba-negra

    keydown action keyup other action

    I need a help please, I have managed to make the script work, but it is giving me a problem, and that is that the keydown key is repeated again and again while I keep it pressed, I need to make it repeat only once while I keep it pressed, how can I do it?? [] spawn { waitUntil {!isNull findDisplay 46}; (findDisplay 46) displayAddEventHandler ["keyDown","_this call fnc_keyDown"]; (findDisplay 46) displayAddEventHandler ["keyUp","_this call fnc_keyUp"]; }; fnc_keyDown = { _dikCode = _this select 1; if (_dikCode in actionKeys "MoveForward") then { hint "hola"; true }; }; fnc_keyUp = { _dikCode = _this select 1; if (_dikCode in actionKeys "MoveForward") then { hint "chao"; true }; }; keyUp works correctly does not repeat, but keydown does it again and again and that is the problem, help please
  23. Barba-negra

    keydown action keyup other action

    I just found what I was looking for here
  24. Barba-negra

    keydown action keyup other action

    if you were testing it directly and it is not persistent, you are right, however if you want to raise the key another option occurs so you can create another line in the same script can work? example: keydown_fnc = { switch (_this) do { { case _x: { [] spawn { hint " first action"; }; }; } foreach (actionkeys "MoveForward"); }; }; keyUp_fnc = { switch (_this) do { { case _x: { [] spawn { hint "second action"; }; }; } foreach (actionkeys "MoveForward"); }; }; waituntil {!isnull (finddisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown","_this select 1 call keydown_fnc;false;"]; (findDisplay 46) displayAddEventHandler ["KeyUp","_this select 1 call keyUp_fnc;false;"];
  25. Hello friends how are you? I ask around here where I could get vehicle driver animations? Is it possible to play them in the editor?
×