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CSLALUKI

CDLC Developer
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About CSLALUKI

  • Rank
    Gunnery Sergeant

core_pfieldgroups_3

  • Interests
    OFP, ArmA: Armed Assault, ArmA2 and ArmA3 scripting, mission design
  • Occupation
    Junior mission designer and tester in CSLA Studio

Profile Information

  • Gender
    Not Telling
  • Location
    me setPos (getPos myHouse);
  • Interests
    Mission editing & scripting (C,C#,C++), web development, editing photos

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    lukyycsla
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    LUKIm2k
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    lukicsla
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    lukyycsla
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    lukicsla

Recent Profile Visitors

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  1. CSLALUKI

    Arma 3 Creator DLC: CSLA Iron Curtain

    Hey folks, we would like to recap our roadmap to 1.1 and ensure the community that this is not the end. We are currently working on hotfix, additional missions, small campaign and ... So, enjoy the new content and look forward to the upcoming Webcasts. More to see soon.
  2. CSLALUKI

    Arma 3 Creator DLC: CSLA Iron Curtain

    Hello @Mack., yes it's possible - you have to spawn a function called CSLA_fnc_trahereCorpus I don't know where you want to use it (editor or EH) but the simplest way is to use this in `Init` field of any placed unit: this spawn CSLA_fnc_trahereCorpus If you have further questions don't hesitate to visit our Discord.
  3. No need to do it with triggers, remove them.. just put this into your init.sqf for example: // dialog will be shown only once, when you meet old man for the first time wasHere = 0; [] spawn { while {wasHere != 1} do { waitUntil {(player distance2d oldman)<2}; oldman lookAt player; oldman disableai "move"; wasHere = wasHere + 1; //the condition "wasHere != 1" will throw false next time _handle = [] spawn {["OLDMAN", "Hello sir, if you go into the barn you will find"] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "some things that might could help you with your mission."] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "It is all we got, if you need anything else,"] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "you have to find it somewhere else."] spawn BIS_fnc_showSubtitle}; sleep 8; _handle = [] spawn {["OLDMAN", "Good luck, i have work to do.."] spawn BIS_fnc_showSubtitle}; }; // some other code if wasHere is 1 => if the player come back }; Cheers!
  4. CSLALUKI

    AI Spot distance

    disableAI may "force" group commander to stop assigning the targets..
  5. CSLALUKI

    AI Spot distance

    Look at https://community.bistudio.com/wiki/disableAI command or if you want to disable messages on the screen then use any of these (or combination): 0 fadeRadio 0; enableRadio false; enableSentences false; Hope this helped. Cheers!
  6. CSLALUKI

    How do i remove actions at object?

    This should work
  7. Or hold CTRL, click on the folders/files you want to remove and then press delete. There are many ways how to do that.
  8. CSLALUKI

    End trigger doesn`t work

    Is your trigger set to activate once ? This will not work on repeadetly activation. Alternatively, you can do this: put "activated" into condition field of tr6 (the end trigger) in tr5 activation field put "sleep 25; activated=true;" When the tr5 will be activated, it'll sleep 25 seconds and end tr6 (the end one).
  9. CSLALUKI

    Making Markers Disappear

    These are options how to do that, it depends on if you want to completely delete the marker or not: using deleteMarker which will completely delete/destroy the given marker using setMarkerSize which will only set the zero x and y axis of the marker, so you can still access to the marker by the script/code Hope this helped!
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