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Barba-negra

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Posts posted by Barba-negra


  1. Hello friends, I am here again, you are working on a mod where I am trying to block the player's free cameras during the use of the mod, thanks to many colleagues I have managed to block the splendid camera, and I am only missing the zeus camera, I have been investigating that the zeus unites the action of "curatorInterface", and I did a simple scritps where when the player presses the interface of zeus it immediately closes

     

     

    No_Modo_Dios = [] spawn {

            waitUntil {!isNull findDisplay 46};
            
            (findDisplay 46) displayAddEventHandler ["keyDown","_this call NO_fnc_keyDown"];
            
    };

    NO_fnc_keyDown = {
       _dikCode = _this select 1;

       if (_dikCode in actionKeys "curatorInterface"&& isNil "Nover") then {Nover = true; 
          
       execVM "no_modo_dioses.sqf";
        
     };
    };

     

    the scripts:

     

    //no_modo_dioses.sqf

     

    [] spawn {

     

    sleep 1;

    findDisplay 312 closeDisplay 2;

     

    };

     

    the problem is that when it runs, it doesn't do it a second time, the second time I try to open the zeus it opens without a problem, please help guys, what am I doing wrong?

     


  2.  

    1 hour ago, 7erra said:

    I am 99% sure that there is no error in that line. My guess is that you are trying to execute the code in an unscheduled environment and it is throwing an error because of the waitUntil statement. Anyway, I would recommend to use @Larrow's code since it is way smarter.

    Why do you not want to make a description.ext? It is really only that one line that @Larrow posted that you have to add to the description.ext.

    :D


  3. 1 hour ago, 7erra said:

    Estoy 99% seguro de que no hay error en esa línea. Supongo que está intentando ejecutar el código en un entorno no programado y está arrojando un error debido a la instrucción waitUntil. De todos los modos, recomendaría usar el código de @Larrow ya que es mucho más inteligente.

    ¿Por qué no quieres hacer una descripción.ext? Realmente es solo esa línea que @Larrow  publicó la que debe agregar a la descripción.ext.

    excuse me friend, it worked, your scritp works


  4. Update 2.8.3 named:

     

    Acoustic Warfare Analyst

     

    This Update is dedicated to the new added program which refers to a new job that the sonar operator has, it will allow you to hear and distinguish different types of boats in the directions that are in relation to the ship, it will be able to recognize a type of threat boat when submerged and know what decision to take at a certain time, this program is in its initial version 0.1, wait for more updates of this program.

     

    on the other hand a visual and playable improvement of the ship inside it giving a more comfortable touch for the crew on board, images taken in this new version:

     

    ?imw=637&imh=358&ima=fit&impolicy=Letter

     

    ?imw=637&imh=358&ima=fit&impolicy=Letter

     

    ?imw=637&imh=358&ima=fit&impolicy=Letter

     

    ?imw=637&imh=358&ima=fit&impolicy=Letter

     

    ?imw=637&imh=358&ima=fit&impolicy=Letter

     

    ?imw=637&imh=358&ima=fit&impolicy=Letter

     

    ?imw=637&imh=358&ima=fit&impolicy=Letter

     

    ?imw=637&imh=358&ima=fit&impolicy=Letter

     

     

    Greetings sailors, and have a good underwater hunt.


  5. Hello friends how are you? I'm currently trying to run a display script on a dedicated server, but strangely the image freezes, why is it happening? I think everything is fine, this scritps belongs to bangabob, and uses the following line:

     

    waitUntil {!isnull player};
    private ["_feedArray","_MonitorName","_array","_newArray"];

    _monitorArray=(_this select 0);
    _monitorHDD=_monitorArray select 0;
    _array=(_this select 1);
    _MonitorName= format ["%1",_monitorHDD];

       _newArray=[];

        {
        if (isNil _x) then {
                    }else{    
                           _call = format ["%1",_x];
                            call (compile _call);
                            _newArray=_newArray+[call(compile _call)];
                        };
        } forEach _array;
        
        _feedArray=server getvariable _MonitorName;    
        
            if (isnil "_feedArray") 
                then {
                _feedArray=[];
                {
                if (isnil "_x") then {}else{_feedArray=_feedArray + [_x]; };
                }foreach _newArray;
                
                server setvariable [_MonitorName,_feedArray,true];
                        };
                        
        player setvariable ["MonName",_MonitorName];

        
            {
        if (isNil _x) then {
                    }else{    
                           _call = format ["%1",_x];
                            call (compile _call);
                            _newArray=_newArray+[call(compile _call)];
                        };
        } forEach _array;
        
        waituntil {!isnil "_MonitorName"};        
            _feedArray=server getvariable _MonitorName;

        if    ((player in _newArray)and !(player in _feedArray)) then {
                
            _feedArray=_feedArray +[player];
            server setvariable [_MonitorName,_feedArray,true];
                            };
        
        _feedArray=server getvariable _MonitorName;    

    if (!isserver || !isdedicated) 
            then {
                {
            null = [_x,_feedArray,server] execVM "LFC\livefeed.sqf";
            _x setObjectTexture [0,'#(argb,8,8,3)color(0,0,1,1)'];
            _x allowdamage false;
            _x enablesimulation false;
                }foreach _monitorArray;
                };

        {
        _x setvariable ["MonName",_MonitorName];
        _x setvariable ["MonitorArray",_monitorArray];
        
    if (isplayer _x) 
        then {

        _x addEventHandler ["Respawn","CALL fnc_PLAYER_KILLED"];
                        
                }else{
                
                _x addmpEventHandler ["MPkilled","CALL fnc_AI_KILLED"];    
            
                };
                
        }foreach _feedArray;
        

        
    fnc_AI_KILLED={

        _unit = _this select 0;
        _corpse = _this select 1;
        
            _MonitorName=_unit getvariable "MonName";
            _monitorArray=_unit getvariable "MonitorArray";
            
            
            _feedArray=server getvariable _MonitorName;
            _feedArray=_feedArray -[_unit];    

                    server setvariable [_MonitorName,_feedArray,true];

    };


    fnc_PLAYER_KILLED={

        _unit = _this select 0;
        _corpse = _this select 1;
        
                _MonitorName=_unit getvariable "MonName";
                _monitorArray=_unit getvariable "MonitorArray";
                
                
            _feedArray=server getvariable _MonitorName;
            _feedArray=_feedArray -[_corpse];
            _feedArray=_feedArray +[_unit];
                            
                            _feedArray=_feedArray call BIS_fnc_arrayShuffle;            
                    
            server setvariable [_MonitorName,_feedArray,true];

    };


    [_monitorArray,_MonitorName] spawn {

        private ["_monitorArray","_MonitorName"];
        
        _monitorArray=(_this select 0);
        _MonitorName=(_this select 1);
        
    while {true} do {

        _feedArray=server getvariable _MonitorName;
        _oldArray = format ["%1",_feedArray];
            
            sleep 5;

        _feedArray=server getvariable _MonitorName;
        _newArray = format ["%1",_feedArray];
        
            if (_newArray != _oldArray || (count _feedArray) <= 1) then{    
                    {
                null = [_x,_feedArray] execVM "LFC\livefeed.sqf";            
                    }foreach _monitorArray;
                };
            };
    };

     

    I have tried it on a local game and it works very well, but I try it on a dedicated server and the imaen freezes and does not accommodate, any suggestions please?


  6. Hi guys, released version 2.7, in which certain problems are resolved and some improvements are agreed, among which we have:

     

    -reduction of mods of requirements to the minimum, using the current version 2.7 of the new model

    -another corregion of the freezing of the game while turning the ship with manual driving

    -fixed some ad errors

    -fixed use of stairs in the passage to maneuvers and bilges or machine room

    -arranged of all the chairs of the boat

    -informative aggregate of load time of the initial load module

    -load time optimization when entering the map

     

    20200229022049-1.jpg

    compuratized screen to visualize the conduction of the ship, in stern and bow

    • Like 1

  7. 3 hours ago, LSValmont said:

    Great job Barba Negra and team! Impresive work!

     

    May I ask... the interior control panel textures (specially the black ones) are very low quality... I am assuming because you couldn´t find any better? Or is it technical limitations?

     

    Hello friend, it's nice to greet you, if the textures are currently of poor quality because you were working with a low-income computer, but soon in the future new updates will be released with an improved graphic improvement, the ship still lacks a lot of detail, and We will be working on that, for now the updates are stopped, but in a few days we hope to resume and continue working on the ship

    • Thanks 1

  8. 45 minutes ago, Mr H. said:

    Then I'm not sure what's going on. I thought maybe there's a texture randomization script for buildings that fuck up yours but couldn't find anything in the config file (wasn't a thorough look though). Is your texture size a power of 2 (as it should  be)? Also for the record you do not need to export to fbx and then work in object builder, there's a blender addon out there that allows you to do everything in blender and export directly to p3d  just Google it I don't have the link at hand right now.

     

    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

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