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Barba-negra

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Everything posted by Barba-negra

  1. 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
  2. Barba-negra

    keydown action keyup other action

    another voice, is working, had copied something wrong, thank you very much @pierremgi
  3. 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
  4. Barba-negra

    keydown action keyup other action

    thanks @pierremgi I'm going to do it and I'll tell you the result
  5. 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
  6. Barba-negra

    keydown action keyup other action

    I just found what I was looking for here
  7. 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;"];
  8. 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?
  9. Barba-negra

    Animation Driver

    thanks friend
  10. Hello friends how are you? I come to ask if it is possible to make an attachTo an enemy without a variable name, either a unit or a vehicle, I have this in mind but it really does not work _list = fijado nearEntities [["Car", "Motorcycle", "Tank", "Man"], 100]; { fijado attachTo [_list, [0, 0, 0] ]; };
  11. Barba-negra

    Attacth TO nearEntities

    Thanks @pierremgi is working excellently, you are great
  12. Barba-negra

    Attacth TO nearEntities

    It's a good idea I'll try to see what the result is and I'll tell you guys
  13. Barba-negra

    Attacth TO nearEntities

    If I know it's complicated, I want to create like a magnet, an object that joins or a vehicle when the vehicle passes by, but my intention is to do it with any vehicle without having to give it a variable name
  14. Barba-negra

    Combat Submarine USS Alabama

    With a lot of pride and love for simulation, and underwater navigation, I am pleased to announce the release of version 1.98 of the submarine USS Alabama, enjoy it guys
  15. Combat Submarine USS Alabama 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) Trailer Version 1.98, 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 1.95, 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 1.45 (for Multiplayer, Player Host) https://steamcommunity.com/sharedfiles/filedetails/?id=1621470007 or http://www.armaholic.com/page.php?id=34601 @ZR_NAVY Version 1.98 (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 1.98 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 1.98 instructions for the proper operation of the ship and the crew: 1- Download the compatible map package with version 1.98 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 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. 3-gather your team of players, and keep them waiting before entering the server, enter a person to the server and when it is on the map, wait at least a minute, and leave the server. It is very important that the first person who enters the server complies with this step; otherwise, this person could observe distortions in the screens of the compartments of the ship and could hinder their understanding. the load time of the modules of initiation of the ship and the configuration of the enemies lasts approximately of 3 to 4 minutes from the moment the first player enters the server. 4-wait with you team at least 1 minute and then enter the server, and start your mission. 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 1.45 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 3 to 4 minutes from the moment the first player enters the server. 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.
  16. Barba-negra

    Combat Submarine USS Alabama

    Good morning to all boys, we have uploaded to the list of tutorials, the number nine, The Manipulation and operation of the Maneuver Radio Silent System
  17. Barba-negra

    Combat Submarine USS Alabama

    ATTENTION, all users, there was an important arrangement in the navigation manual in English, in the issue of missions, please ask all users who have downloaded this manual, delete it, and download the new one fixed.
  18. Barba-negra

    Combat Submarine USS Alabama

    Of course, we have a package of missions prepared previously for users, you can find it in the first publication of this thread with a mega link, you can edit it to your liking by reading the editing problem in the manual, I apologize for the complex. that may be manipulating the ship, you must have a crew and follow the tutorials, and read the manual, If you have more questions and doubts please add me to steam, and I will personally help you with your questions, you can find me as Barbanegra
  19. hello guys good morning, greetings to all, I'm here again because I'm trying to make what sounds from a mod are read on a map, without using the description.ext, there is some way that I can execute sounds from a mod in a mission that is read from the mod and not from the description.ext?
  20. hello bohemian friends, greetings to all, I come here to see if you can help, estroy trying to run a scripts ramdos with the use of case, calling them with remotExec but it has not been, have you any idea how to do? Thank you _script = (floor random 3) + 1; switch (_script) do { case 1 : { [[]scripts_01.sqf'] remoteExec ['BIS_fnc_execVM']; }; case 2 : { [[]scripts_02.sqf'] remoteExec ['BIS_fnc_execVM']; }; case 3 : { [[]scripts_03.sqf'] remoteExec ['BIS_fnc_execVM']; }; };
  21. Barba-negra

    scripts ramdon remoteExec

    I will check it also, and I will notify the result
  22. Barba-negra

    scripts ramdon remoteExec

    thank you friend, I'll try it and notice
  23. Barba-negra

    Maximum sea depth

    guys I'm trying to increase the depth of a map by following the video tutorial, but there is a problem the water rises the sea level, and covers the land and the buildings, I need the sea floor to be deeper instead of water level rise, some idea guys?
  24. hello, good morning, everyone, a question, where I can find the list of the names of the actions of the keyboard keys, for example "PushToTalk" or "User1" ?
  25. Barba-negra

    keyboard actions names

    thansk mate
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