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Posts posted by Barba-negra
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Hi guys, a question, is there a page where I can download an example model for creating vehicles with object buider? I need an example vehicle to guide me, it is especially a boat
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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?
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Hace 6 horas, Harzach dijo:Arma 3> Complementos> ui_f.pbo
thanks mate
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I'm trying to find it but I can't find the path, there is an addons called a3 in the game folder but it doesn't have the same path inside
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Everything works fine guys, I would like to ask you where I can find the list where you specify to which displayCtrl number each one belongs? I was reading this page but it does not specify the list of numbers
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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
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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
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On 21/3/2020 at 21:02, 7erra said:Deberia trabajar. No probado, pero los IDC deben ser correctos.
hello brother, the script is giving me an error on this line
! hasInterface
What could we be doing wrong? ... the other one posted by @larrow looks good, but I don't want to touch the description
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guys I would like to ask you another question, is it possible to also block all access to zeus? my intention is that the player does not have any access to free cameras
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thanks friends, you are professionals in this
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very well thank you, I will tell you what the result was
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38 minutes ago, 7erra said:Ponga esto en initPlayerLocal.sqf:
oh big brother thank you very much a question, with this I can also block the option just above viewer (espectador)?
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Hi guys, how are you? Excuse me, would you like to know if there is any way to make the player not open this camera? I would like to block that access
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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:
Greetings sailors, and have a good underwater hunt.
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I know what happens, it freezes when the unit is too far from the screen, for example a boat, if it is too far away the image freezes, open some way to increase the viewing view? on dedicated server, on local player it works fine regardless of distance
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Hello friend, your work is very good and I use it in my missions, but I have tried it on a dedicated server and the image freezes, why is this happening?
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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?
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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
compuratized screen to visualize the conduction of the ship, in stern and bow
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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
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Welcome guys, to this video tutorial number 10, where our partner Jimy RR helped us to do with a demonstration of manual driving, using the regular keys of the game W and S for forward and backward, and A and D for left and right, join us In this marine military simulation
Greetings sailors ...
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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
model vehicle object builder example
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
thanks @Larrow