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Posts posted by Barba-negra
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the pariscope can rotate, but only when I place it without optical sight, when I use the optical sight, which is how it has to be, it remains static, something I must be doing wrong
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Hi guys, I hope you are all well, I come here because I am stuck in the creation of a new submarine, in the configuration of the periscope, I do not know why it remains static at the time I place the optical sight, please I am not wrong? here is the reference information
model.cfg
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones [] = {};
};
clase Vehículo: Predeterminado {};
clase ship: Vehículo
{
skeletonInherit = "Vehículo";
skeletonBones [] =
{
"otocvez",
"",
"otochlaven",
"otocvez",
"Periscope",
"",
"Aspa",
""};
};
clase Bama_sub: Ship
{
skeletonInherit = "ship";
skeletonBones [] =
{
"Periscopio",
"",
"Aspa",
""
};
};
};class CfgModels
{
class Rotation
{
type = "rotation";
memoria = 1;
minValue = 0;
maxValue = 1;
ángulo 0 = 0;
ángulo1 = 1;
};
clase Predeterminado
{
seccionesInherit = "";
secciones [] = {};
skeletonName = "";
};
clase Vehículo: Predeterminado
{
secciones [] =
{};
};
clase Alabama: Vehículo
{
skeletonName = "Bama_sub";
secciones [] =
{};
Animaciones de clase
{
class MainTurret
{
type = "rotation";
fuente = "mainTurret";
selección = "periscopio";
eje = "velka osa";
memoria = 1;
animPeriod = 0;
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
ángulo1 = "rad +360";
};
clase Aspa
{
type = "rotation";
source = "rotor";
selection = "Aspa";
axis = "propeller2_axis";
memory = 1;
sourceAddress = "loop";
minValue = -1.000000;
maxValue = 1.000000;
angle0 = (rad 0);
angle1 = (rad +2880);
};
};
};
}config.cpp
class CfgPatches
{
class BarbaBama
{
units [] =
{
"SSBN_731",
};
autor = "Barbanegra";
armas [] = {};
requiredVersion = 1;
requiredAddons [] = {"A3_Boat_F_SDV_01"};
};
};class CfgVehicles
{
class Ship;
class B_SDV_01_F;
class Static;
class Barba_Bama_1: B_SDV_01_F
{
class viewpilot;
class AnimationSources;
class ViewOptics;
class NewTurret;
};
class SSBN_731: Barba_Bama_1
{
scope=2;
displayName="Alabama Submarine";
model="\Barba_Bama\Alabama.p3d";
faction="BLU_F";
side=1;
driverAction= "RHIB_Driver";
cargoAction[]=
{
"RHIB_Driver"
};
driverName="View from the bridge";
transportSoldier=26;
mapSize=0.0099999998;
icon="";
hasGunner=1;
armor=150;
canFloat=1;
maxspeed=60;
fuelCapacity=0;
extCameraPosition[]={0,24,54};
driverCompartments="Asiento2";
author = "Barbanegra";
simulation = "submarinex";
overSpeedBrakeCoef = 0.8;
enginePower = 45;
engineShiftY = 0.4;
waterLeakiness = 0;
waterResistanceCoef = 0.015;
waterLinearDampingCoefX = 2;
waterLinearDampingCoefY = 0.8;
waterAngularDampingCoef = 1;
rudderForceCoef = 0.2;
rudderForceCoefAtMaxSpeed = 0.05;class UserActions
{
class Activador
{
displayName="";
position="ucontrol";
onlyforplayer=0;
radius=16;
condition="(this animationPhase ""FrontCont"" < 0.09) or (this animationPhase ""FrontCont"" > 0.12)";
statement="[this, 9.5, 1] execVM ""\Barba_Bama\scripts\nada.sqf""";
};
};
class Turrets
{
class MainTurret :
{body = "mainTurret"
animationSourceBody = "mainTurret"
canHideGunner = true;
class ViewGunner
{
initAngleX=0;
minAngleX=-30;
maxAngleX=+30;
initAngleY=0;
minAngleY=-100;
maxAngleY=+100;
minElev=-05;
maxElev=+60;
initElev=0;
minTurn=-360;
maxTurn=+360;
initTurn=0;
initFov=0.155;
minFov=0.034;
maxFov=0.155;
};class ViewOptics
{
initAngleX=0;
minAngleX=-30;
maxAngleX=+30;
initAngleY=0;
minAngleY=-100;
maxAngleY=+100;
minElev=-05;
maxElev=+60;
initElev=0;
minTurn=-360;
maxTurn=+360;
initTurn=0;
initFov=0.155;
minFov=0.034;
maxFov=0.155;
};forceHideGunner = true;
gunnerAction = "";
gunnerForceOptics = true;
gunnerName = "Periscope";gunnerOpticsModel="\A3\weapons_f_beta\reticle\reticle_SDV";
gunnerOutOpticsModel="\A3\weapons_f_beta\reticle\reticle_SDV";
turretInfoType="RscOptics_SDV_periscope";
viewGunnerInExternal=0;gunnerOpticsEffect[]={};
turretFollowFreeLook=1;
gunnerOutForceOptics=1;
};};
};
};imagen
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On 5/5/2020 at 3:34, DSabre said:Después de actualizar mis naves capitales los últimos días, creo que las mallas geográficas y de flotabilidad podrían aumentar si se aumenta la masa. No es que yo considere colisión tan importante en ese caso realmente.
La masa real de un Tipo VII sería 600-750 toneladas (superficie / sumergida). Mi versión es demasiado liviana con 10 toneladas y tal vez por eso tuve que reducir tanto las mallas geográficas y de flotabilidad.
Incluso a 35 000 toneladas (35000000 unidades en oxígeno) mis cruceros todavía tienen una malla geográfica más pequeña que la forma real o se quedarían demasiado alto en el agua.
their ships are really beautiful, i really like their mod
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5 hours ago, UK_Apollo said:Agregue las siguientes líneas a su config.cpp del vehículo para animar los brazos de los conductores con la rueda motriz de hueso del volante:
thanks friend, I have added the line and it works
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ah I see, it's a good color of the sea
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ah ok I understand, the water has a very nice color, it looks better like this
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beautiful song of the movie the singing of the wolf, where can I find that map of the Atlantic ocean my friend @cervantes
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Hi all guys, I am currently working on a new submarine for arma3, I have had a problem with the doors, I do not understand why they open and close instantly, if I have set the speed according to the animation command for doors, any idea what's wrong guys?
here I leave the model.cfg and the config.cpp
Model.cfg
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};class Test_House_01_F_01_skeleton_01: Default
{
skeletonInherit = "Default";
skeletonBones[] =
{
"Door_1", "","Door_2", "",
"Door_Handle_2", "Door_2",
"Door_Handle_2_axis", "Door_2",
"Door_3", "",
"Door_Handle_3", "Door_3",
"Door_Handle_3_axis", "Door_3","Door_4", "",
"Door_Handle_4", "Door_4",
"Door_Handle_4_axis", "Door_4","Door_5", "",
"Door_Handle_5", "Door_5",
"Door_Handle_5_axis", "Door_5","Glass_1_hide", "",
"Glass_1_unhide", "","Glass_2_hide", "",
"Glass_2_unhide", "","Glass_3", "Door_1",
"Glass_3_hide", "Door_1",
"Glass_3_unhide", "Door_1",
"Glass_3_effects", "Door_1","Glass_4_hide", "",
"Glass_4_unhide", "","Glass_5_hide", "",
"Glass_5_unhide", "","Glass_6_hide", "",
"Glass_6_unhide", "","Glass_7_hide", "",
"Glass_7_unhide", "","Glass_8_hide", "",
"Glass_8_unhide", ""
};
};class Test_House_01_dam_F_skeleton_01: Default
{
skeletonInherit = "Default";
skeletonBones[] =
{
"Dam_1", "",
"Unhide_1", "","Dam_2", "",
"Unhide_2", "","Door_1", "Dam_2",
"Door_2", "Dam_2",
"Door_Handle_2", "Door_2",
"Door_Handle_2_axis", "Door_2","Door_3", "",
"Door_Handle_3", "Door_3",
"Door_Handle_3_axis", "Door_3","Door_4", "Dam_1",
"Door_Handle_4", "Door_4",
"Door_Handle_4_axis", "Door_4","Door_5", "",
"Door_Handle_5", "Door_5",
"Door_Handle_5_axis", "Door_5",
"porte", "porte_axis"
};
};
};class CfgModels
{
class Default;class Test_House_01_F_01: Default
{
skeletonName = "Test_House_01_F_01_skeleton_01";
sections[] =
{
"DamT_1",
"Glass_1_hide",
"Glass_2_hide",
"Glass_3_hide",
"Glass_4_hide",
"Glass_5_hide",
"Glass_6_hide",
"Glass_7_hide",
"Glass_8_hide"
};
sectionsInherit = "";
class Animations
{
class Door_1_rot
{
type = rotation;
source = Door_1_source;
selection = Door_1;
axis = Door_1_axis;
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = (rad 110);
};
class Door_2_rot: Door_1_rot
{
source = Door_2_source;
selection = Door_2;
axis = Door_2_axis;
minValue = 0.1;
angle1 = -(rad 120);
};
class Door_Handle_2_rot_1: Door_2_rot
{
selection = Door_Handle_2;
axis = Door_Handle_2_axis;
minValue = 0;
maxValue = 0.1;
angle1 = -(rad 50);
};
class Door_Handle_2_rot_2: Door_Handle_2_rot_1
{
minValue = 0.1;
maxValue = 0.4;
angle1 = (rad 50);
};
class Door_3_rot: Door_1_rot
{
source = Door_3_source;
selection = Door_3;
axis = Door_3_axis;
minValue = 0.1;
angle1 = (rad 110);
};
class Door_Handle_3_rot_1: Door_3_rot
{
selection = Door_Handle_3;
axis = Door_Handle_3_axis;
minValue = 0;
maxValue = 0.1;
angle1 = -(rad 50);
};
class Door_Handle_3_rot_2: Door_Handle_3_rot_1
{
minValue = 0.1;
maxValue = 0.4;
angle1 = (rad 50);
};
class Door_4_rot: Door_1_rot
{
source = Door_4_source;
selection = Door_4;
axis = Door_4_axis;
minValue = 0.1;
angle1 = -(rad 140);
};
class Door_Handle_4_rot_1: Door_4_rot
{
selection = Door_Handle_4;
axis = Door_Handle_4_axis;
minValue = 0;
maxValue = 0.1;
angle1 = -(rad 50);
};
class Door_Handle_4_rot_2: Door_Handle_4_rot_1
{
minValue = 0.1;
maxValue = 0.4;
angle1 = (rad 50);
};
class Door_5_rot: Door_1_rot
{
source = Door_5_source;
selection = Door_5;
axis = Door_5_axis;
minValue = 0.1;
angle1 = -(rad 110);
};
class Door_Handle_5_rot_1: Door_5_rot
{
selection = Door_Handle_5;
axis = Door_Handle_5_axis;
minValue = 0;
maxValue = 0.1;
angle1 = -(rad 50);
};
class Door_Handle_5_rot_2: Door_Handle_5_rot_1
{
minValue = 0.1;
maxValue = 0.4;
angle1 = (rad 50);
};
class Glass_1_hide
{
type = hide;
source = Glass_1_source;
selection = Glass_1_hide;
minValue = 0;
maxValue = 1;
hideValue = 0.99999;
};
class Glass_1_unhide: Glass_1_hide
{
selection = Glass_1_unhide;
hideValue = 0;
unhideValue = 0.99999;
};
class Glass_2_hide: Glass_1_hide
{
source = Glass_2_source;
selection = Glass_2_hide;
};
class Glass_2_unhide: Glass_1_unhide
{
source = Glass_2_source;
selection = Glass_2_unhide;
};
class Glass_3_hide: Glass_1_hide
{
source = Glass_3_source;
selection = Glass_3_hide;
};
class Glass_3_unhide: Glass_1_unhide
{
source = Glass_3_source;
selection = Glass_3_unhide;
};
class Glass_4_hide: Glass_1_hide
{
source = Glass_4_source;
selection = Glass_4_hide;
};
class Glass_4_unhide: Glass_1_unhide
{
source = Glass_4_source;
selection = Glass_4_unhide;
};
class Glass_5_hide: Glass_1_hide
{
source = Glass_5_source;
selection = Glass_5_hide;
};
class Glass_5_unhide: Glass_1_unhide
{
source = Glass_5_source;
selection = Glass_5_unhide;
};
class Glass_6_hide: Glass_1_hide
{
source = Glass_6_source;
selection = Glass_6_hide;
};
class Glass_6_unhide: Glass_1_unhide
{
source = Glass_6_source;
selection = Glass_6_unhide;
};
class Glass_7_hide: Glass_1_hide
{
source = Glass_7_source;
selection = Glass_7_hide;
};
class Glass_7_unhide: Glass_1_unhide
{
source = Glass_7_source;
selection = Glass_7_unhide;
};
class Glass_8_hide: Glass_1_hide
{
source = Glass_8_source;
selection = Glass_8_hide;
};
class Glass_8_unhide: Glass_1_unhide
{
source = Glass_8_source;
selection = Glass_8_unhide;
};
};
};
class porte: Default
{
skeletonName = "Test_House_01_dam_F_skeleton_01";
sections[] = {};
sectionsInherit = "";
class Animations
{
class Porte_Rotation
{
type="rotation";
source="Porte";
selection="porte";
axis="porte_axis";
memory=1;
minValue="0";
maxValue="1";
angle0=0;
angle1="rad 100";
};};
};
};Config.cpp
class CfgPatches {
class TestDoor {
requiredAddons[] = {"A3_Structures_F"};
requiredVersion = 0.1;
units[] = {"Porte_Rotation"};
weapons[] = {};
};
};class CfgVehicles {
class House;
class House_F : House {
class DestructionEffects;
};
class Porte_Rotation : House_F {
scope = 2;
displayName = "Alabama Puerta";
model = "AlabamaPuerta\Porte.p3d";
vehicleClass = "Structures";
mapSize = 20.27;
cost = 40000;
class AnimationSources {
class Porte_Rotation {
source = "user";
animPeriod = 2;
initPhase = 1;
};
};
class UserActions {
class Porte_Rotation_Open {
displayName = "Open Door";
radius = 100;
position = "porte_axis";
showWindow = 0;
onlyForPlayer = 1;
condition = (this animationPhase 'Porte_Rotation') < 0.5;
statement = "this animate ['Porte_Rotation', 1, 0.1]; playSound3D [""ZNV2\sonidos\escotilla1.wss"", this, false, getPosASL this, 1,1,0]";
};
class Porte_Rotation_Close : Porte_Rotation_Open {
displayName = "Close Door";
condition = (this animationPhase 'porte_Rotation') >= 0.5;
statement = "this animate ['Porte_Rotation', 0, 0.1]; playSound3D [""ZNV2\sonidos\cerrada01.wss"", this, false, getPosASL this, 1,1,0]";
};
};
};
}; -
@Yano Sorry friend, if you have the airplane test model, you could also upload it to me and download it?
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friends I was able to download it, after waiting several hours it finally appeared in the download button
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3 hours ago, Yano said:No puedo abrir tu archivo.
Aquí está el coche de prueba de los modelos Arma Sample https://gofile.io/?c=QQuRv3
Friend, is it normal for it to take several minutes to show the file to download?
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thanks friends, I'm going to review the test model, I just need the animation of the flyer with the player's arms
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12 hours ago, cervantes said:Ty 🙂 publica tus proyectos actuales o futuros con submarinos physx que también me gustan, juega y descubre tus trabajos chicos 😉
the publication is coming, I still need a bit to publish it
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I did what you told me and it did not work for me, I must have another problem, then I made other changes to see if it worked but not yet anything, in fact now the wheel does not turn either
class Rotation;
class CfgSkeletons
{
class REV1_veh
{
skeletonBones[]=
{
"volant",
"drivewheel",
"wheel_1_2",
"",
"wheel_1_1",
"",
"wheel_2_1",
"",
"wheel_2_2",
"drivewheel",
"volant"
};
};
};
class CfgModels
{
class veh
{
isDiscrete = 1;
sectionsInherit="";
sections[]=
{
};
skeletonName="REV1_veh";
class Animations
{
class TurnFR
{
type="rotationY";
source="drivewheel";
selection="wheel_1_2";
axis="";
memory="false";
animPeriod=0;
sourceAddress="loop";
minValue="rad -180";
maxValue="rad +180";
angle0="rad +90";
angle1="rad -90";
};
class TurnFL: TurnFR
{
selection="wheel_1_1";
// axis="wheel_1_1_axis";};
class volant
{
type="rotation";
source="drivewheel";
selection="volant";
begin="osaVolantZac";
end="osaVolantKon";
memory="false";
animPeriod=0;
minValue=-1;
maxValue=1;
angle0=-8;
angle1=8;
};
class DriveWheel
{
type="rotationY";
source="drivewheel";
selection="drivewheel";
axis="drivewheel_axis";
memory=1;
minValue="rad -90";
maxValue="rad +90";
angle0=1.047198;
angle1=-1.047198;
};
class FR
{
type="rotationX";
source="wheel";
selection="wheel_1_2";
begin="wheel_1_2_axis2";
end="wheel_1_2_axis2_1";
memory="false";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class FL: FR
{
selection="wheel_1_1";
begin="wheel_1_1_axis2";
end="wheel_1_1_axis2_1";
};
class RR
{
type="rotationX";
source="wheel";
selection="wheel_2_2";
axis="";
memory="false";
animPeriod=0;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";};
class RL: RR
{
selection="wheel_2_1";
};
};
};
};https://drive.google.com/file/d/1hwqwQ1bDTg3fSClUTw08eCV8BcKE8fo6/view?usp=sharing
I will leave the model here, to see if you can check it please, the vehicle only shows the steering wheel, because it is what I need, the rest of the vehicle is in an invisible texture, if I could remove the rest of the vehicle it would be best, but I tried and the steering wheel stopped working
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7 hours ago, Yano said:El problema no está en la animación Driver rtm. No necesita una selección volátil, porque esa es la rueda dentada en la traducción.
tus huesos del esqueleto deberían verse así
también tienes 2 animaciones para DrivingWheel, elimina la animación DrivingWheel
y eche un vistazo al modelo de muestra, configuración y animación de Car:
I wanted to take the opportunity to ask something else, when my player enters the vehicle all the sounds from the outside decrease, is there a possibility to block that? and make sounds hear normally?
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thanks friend I'm going to check that, the arma3 samples program is very heavy so I haven't seen it
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good job bro thanks for sharing your analysis, that helps us a lot a lot
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hello bro, if what happens is that the 3d models are protected by their authors, in the object buider program it does not allow you to see how they did it
- 1
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Hi all guys, a hug, I come here to this thread of the forum to expose a problem and a possible solution, I am trying to animate a steering wheel that rotates with the driver's arms, currently the steering wheel turns and everything is fine, but the problem is in the driver's arms that are static, what will I be doing wrong, here is the model.cfg
model.cfg
class Rotation;
class CfgSkeletons
{
class REV1_veh
{
skeletonBones[]=
{
"volant",
"drivewheel",
"wheel_1_2",
"",
"wheel_1_1",
"",
"wheel_2_1",
"",
"wheel_2_2",
"",
"volant"
};
};
};
class CfgModels
{
class veh
{
isDiscrete = 1;
sectionsInherit="";
sections[]=
{
};
skeletonName="REV1_veh";
class Animations
{
class TurnFR
{
type="rotationY";
source="drivingWheel";
selection="wheel_1_2";
axis="";
memory="false";
animPeriod=0;
sourceAddress="loop";
minValue="rad -180";
maxValue="rad +180";
angle0="rad +90";
angle1="rad -90";
};
class TurnFL: TurnFR
{
selection="wheel_1_1";
// axis="wheel_1_1_axis";};
class DrivingWheel
{
type="rotation";
source="drivingWheel";
selection="volant";
begin="osaVolantZac";
end="osaVolantKon";
memory="false";
animPeriod=0;
minValue=-1;
maxValue=1;
angle0=-8;
angle1=8;
};
class DriveWheel
{
type="rotationY";
source="drivingWheel";
selection="drivewheel";
axis="drivewheel_axis";
memory=1;
minValue="rad -90";
maxValue="rad +90";
angle0=1.047198;
angle1=-1.047198;
};
class FR
{
type="rotationX";
source="wheel";
selection="wheel_1_2";
begin="wheel_1_2_axis2";
end="wheel_1_2_axis2_1";
memory="false";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class FL: FR
{
selection="wheel_1_1";
begin="wheel_1_1_axis2";
end="wheel_1_1_axis2_1";
};
class RR
{
type="rotationX";
source="wheel";
selection="wheel_2_2";
axis="";
memory="false";
animPeriod=0;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";};
class RL: RR
{
selection="wheel_2_1";
};
};
};
};and the config.cpp
class CfgPatches
{
class REV1_veh
{
units[] = {"REV1_veh"};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"A3_Soft_F"};
};
};class CfgVehicles
{
class O_QuadBike_01_F;
class Barba_Timon: O_QuadBike_01_F
{class viewpilot;
};
class veh: Barba_Timon
{displayname = "Alabama helmsman";
model = "\REV1_veh\veh.p3d";
driverAction="driver_MRAP_01";
nameSound="";
terrainCoef=0.5;
destrType = "DestructNo";
hasGargo = false;
hasGunner = false;
hasCommander = false;
attendant = 0;
attenuationEffectType = "OpenCarAttenuation";
audible = 5;
driverLeftHandAnimName = "drivewheel";
driverLeftLegAnimName = "";
driverRightHandAnimName = "drivewheel";
class ViewPilot
{
initFov=0.75;
minFov=0.75;
maxFov=0.75;
initAngleX=6;
minAngleX=-15;
maxAngleX=20;
initAngleY=0;
minAngleY=-160;
maxAngleY=160;
};
class RenderTargets
{
class RightMirror
{
renderTarget = "rendertarget0";
class CameraView1
{
pointPosition = "PIP0_pos";
pointDirection = "PIP0_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.7;
};
};class LeftMirror
{
renderTarget = "rendertarget1";
class CameraView1
{
pointPosition = "PIP1_pos";
pointDirection = "PIP1_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.7;
};
};};
};
};- 1
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Hi all guys, a hug, I come here to this thread of the forum to expose a problem and a possible solution, I am trying to animate a steering wheel that rotates with the driver's arms, currently the steering wheel turns and everything is fine, but the problem is in the driver's arms that are static, what will I be doing wrong, here is the model.cfg
model.cfg
class Rotation;
class CfgSkeletons
{
class REV1_veh
{
skeletonBones[]=
{
"volant",
"drivewheel",
"wheel_1_2",
"",
"wheel_1_1",
"",
"wheel_2_1",
"",
"wheel_2_2",
"",
"volant"
};
};
};
class CfgModels
{
class veh
{
isDiscrete = 1;
sectionsInherit="";
sections[]=
{
};
skeletonName="REV1_veh";
class Animations
{
class TurnFR
{
type="rotationY";
source="drivingWheel";
selection="wheel_1_2";
axis="";
memory="false";
animPeriod=0;
sourceAddress="loop";
minValue="rad -180";
maxValue="rad +180";
angle0="rad +90";
angle1="rad -90";
};
class TurnFL: TurnFR
{
selection="wheel_1_1";
// axis="wheel_1_1_axis";};
class DrivingWheel
{
type="rotation";
source="drivingWheel";
selection="volant";
begin="osaVolantZac";
end="osaVolantKon";
memory="false";
animPeriod=0;
minValue=-1;
maxValue=1;
angle0=-8;
angle1=8;
};
class DriveWheel
{
type="rotationY";
source="drivingWheel";
selection="drivewheel";
axis="drivewheel_axis";
memory=1;
minValue="rad -90";
maxValue="rad +90";
angle0=1.047198;
angle1=-1.047198;
};
class FR
{
type="rotationX";
source="wheel";
selection="wheel_1_2";
begin="wheel_1_2_axis2";
end="wheel_1_2_axis2_1";
memory="false";
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";
};
class FL: FR
{
selection="wheel_1_1";
begin="wheel_1_1_axis2";
end="wheel_1_1_axis2_1";
};
class RR
{
type="rotationX";
source="wheel";
selection="wheel_2_2";
axis="";
memory="false";
animPeriod=0;
sourceAddress="loop";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -360";};
class RL: RR
{
selection="wheel_2_1";
};
};
};
};and the config.cpp
class CfgPatches
{
class REV1_veh
{
units[] = {"REV1_veh"};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"A3_Soft_F"};
};
};class CfgVehicles
{
class O_QuadBike_01_F;
class Barba_Timon: O_QuadBike_01_F
{class viewpilot;
};
class veh: Barba_Timon
{displayname = "Alabama helmsman";
model = "\REV1_veh\veh.p3d";
driverAction="driver_MRAP_01";
nameSound="";
terrainCoef=0.5;
destrType = "DestructNo";
hasGargo = false;
hasGunner = false;
hasCommander = false;
attendant = 0;
attenuationEffectType = "OpenCarAttenuation";
audible = 5;
driverLeftHandAnimName = "drivewheel";
driverLeftLegAnimName = "";
driverRightHandAnimName = "drivewheel";
class ViewPilot
{
initFov=0.75;
minFov=0.75;
maxFov=0.75;
initAngleX=6;
minAngleX=-15;
maxAngleX=20;
initAngleY=0;
minAngleY=-160;
maxAngleY=160;
};
class RenderTargets
{
class RightMirror
{
renderTarget = "rendertarget0";
class CameraView1
{
pointPosition = "PIP0_pos";
pointDirection = "PIP0_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.7;
};
};class LeftMirror
{
renderTarget = "rendertarget1";
class CameraView1
{
pointPosition = "PIP1_pos";
pointDirection = "PIP1_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.7;
};
};};
};
};- 1
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2 minutes ago, Harzach said:Si desea encontrar todos los barcos BLUFOR:
Very well bro, the first one who publishes this does what I need, the second one I will keep
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3 minutes ago, Harzach said:Not sure what "B_Boat_F" is, but:
limit = 1; Ship = "B_Boat_Transport_01_F"; if (({typeOf _x == ship} count vehicles) > limit) then { hint "can't start"; } else { hint "starting process"; };
thanks brother i had a lot of time trying to make it work
-
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.
disable and enable console option
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hi guys, how are you all? I would like to ask a question, if this scritp allows me to disable a console function:
if (!hasInterface) exitWith {};
waitUntil {!isNull findDisplay 46};
findDisplay 46 displayAddEventHandler ["KeyDown",{
if (inputAction "ingamePause" > 0) then {
[] spawn {
waitUntil {!isNull findDisplay 49};
(findDisplay 49 displayCtrl 13286) ctrlEnable false;
};
};
}];
but my question is how can I activate that function again?
if (!hasInterface) exitWith {};
waitUntil {!isNull findDisplay 46};
findDisplay 46 displayAddEventHandler ["KeyDown",{
if (inputAction "ingamePause" > 0) then {
[] spawn {
waitUntil {!isNull findDisplay 49};
(findDisplay 49 displayCtrl 13286) ctrlEnable true;
};
};
}];
if i put true don't activate it again? What am I doing wrong?