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Gil Galvanti

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About Gil Galvanti

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    Lance Corporal

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  1. Hey, Is there any way to make the AI stop doing anything after you stop controlling them? Specifically this time I'm wanting a helicopter pilot to stop changing his altitude after I switch to gunner. But also it's annoying when I'm trying to observe something like a flashlight or laserlight, so I turn it on as the character, and then switch to another character only for them to turn it off. I tried "disableAI" and I tried "stop", but no use.
  2. Gil Galvanti

    Drone Training Broken?

    I'm still having the same problem, any fix yet? What's strange is it worked when I did the UAV, but then when it sent me back and I did the ULB, it went to a black screen, then when I restarted it did the same for both.
  3. Hey, Is there any way to get the AI to immediately stop firing their weapon after using the doFire command? The only thing I've found to work is "disableAI "ANIM"", but as soon as you enable it again they continue firing. If you use doStop, they finish with the current clip they are shooting before stopping. Is there not a way to immediately stop the AI? Also on topic, is there a way to stop a civ AI from holstering their pistol? I tried setting behaviour to combat, but it didn't work.
  4. Ah, that'll work, thanks.
  5. Hey, Is there any way to change the speed at which game time goes by without actually affecting anything other than the time of day? If something is supposed to happen every once a day, for example, I don't really want it to take a real day to happen again.
  6. Gil Galvanti

    Return Value From .SQF File?

    Ok, thanks for the help. Could someone explain to me the difference in all the function call commands? The documentation makes them seem like the same thing, there's call, call compile, spawn, execVM, preprocessFile, and loadFile.
  7. Gil Galvanti

    Return Value From .SQF File?

    Hmm...I'm confused on how you access it's return value though? If you do this: _test = [] execVM "script.sqf"; _test isn't the return value, it's a script variable.
  8. Hey, Is there any way to return a value from a call to a .sqf file? I would just use a global variable, but the problem is when the function is called by 2 different objects in a row, and they are both modifying the same global variable at the same time, so you never know what the final value will be.
  9. Gil Galvanti

    Civilians talking?

    No point creating a new thread since I have almost the same question. I know about how to use "unit globalChat", but I'm wondering what is a good animation to use for a standing civ talking while idle? The only one I see is "AidlPercSnonWnonDnon_talk1", but it switches to like they're holding a gun first and seems a bit too animated. I could use it if I have to, but is there any animation that is better?
  10. Gil Galvanti

    Trigger Activation Each Time?

    I changed owner to the unit name, and I was trying the first one that didn't use intruders. Any idea what _X is though? Does it need to be defined? ---------- Post added at 12:04 AM ---------- Previous post was Yesterday at 11:30 PM ---------- Ah, got it working, turns out I was already defining the trigger statements in a script which was overwriting what I was putting in the editor :). I'd still like to know what "_X" variable holds though.
  11. Gil Galvanti

    Trigger Activation Each Time?

    Ok, I'll try that out, thanks :). I'm confused though, what is _X? It's never defined...is it like thisList where it's an automatically set variable? EDIT: Hmmm...not working, maybe because I'm not understanding what _X is?
  12. Gil Galvanti

    Trigger Activation Each Time?

    No, I have it set to repeated. It only reactivates after it is deactivated. I'll have to play around with deactivating it with a trigger, but not sure that would work either. What I'm trying to do specifically is detect when someone is "trespassing" on someone else's property. It only works when the owner of the property is home though, so since the trigger is set to activate in the presence of a civilian, it automatically trips to start with since he is a civ, even though it's his own property. But in my scripts, I have ignoring the trigger if the owner is the only one in the trigger list. But then if a civ runs onto the property, it isn't detected because the trigger isn't reactivated since it's already activated by the owner himself being home.
  13. Hey, Is it possible to have a trigger activated each time the condition is satisfied, even if it has already been satisfied? For example, say the trigger is tripped by the presence of civilians. If one civilian walks into it and trips it, is there a way to set it to be activated again by any subsequent civilians walking into it, while the others that originally activated it remain in the trigger area?
  14. Ah, good to know, thanks!
  15. Hey, I'm trying to figure out which unit trips a trigger in the game. I did a search and saw that "thisList" is an array created that has the list of units that meet the activation requirements. So I create a trigger and set to repeated, activated by presence of civilians, and put 2 civilians in the trigger area. When I try and print or use thisList it doesn't seem to do anything though. I've tried player globalChat "list="+str(thisList); and player globalChat "list="+str(thisList select 0); thisList also doesn't highlight like _this does in ArmA Edit. Am I using it wrong? I'm using an external script, does thisList carry over to external scripts or is does it just work in the editor? EDIT: One more thing I realized, I'm using it outside the trigger activation statement, does it not exist outside of the activation statement? Nevermind, it seems that thisList only exist within the activation, so I'll just pass it to a new array, sorry for the thread.
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