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Everything posted by CSLALUKI
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Model Request - Ideal for Beginner
CSLALUKI replied to Kydoimos's topic in ARMA 3 - MODELLING - (O2)
I can take a look on it and I'll see what i can do. :) When you need it Kydoimos ? -
After which event this error occur? Have you activated any unofficial mods? Cheers!
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Global Special Forces - Alpha WIP
CSLALUKI replied to ramiroxd1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Aww, this looks fantastic despite the fact that it's in early alpha stage! -
Having sideChat problems - Making a dialogue.
CSLALUKI replied to Torhec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi HellKiller! First, I never used sideChat for the dialogs between players (excluding dialog between HQ and player). Try to use titleText, it looks better like sideChat. :) ... and now the script error ... Why are you complicating it? :rolleyes: Simply use init.sqf (if the dialog is after start). Paste this code in your init.sqf: /* Dialogue script between player and characters by Hector Corral Modified by LUKI */ sleep 5; titleText ["I can't believe it...","PLAIN DOWN"]; sleep 3; titleText ["What captain?","PLAIN DOWN"]; sleep 3; titleText ["That they succeed to capture the president.","PLAIN DOWN"]; sleep 5; titleText ["Yes it's really surprising when you see all the security in the site.","PLAIN DOWN"]; sleep 8; titleText ["Those terrorists must be terrifically well equipped.","PLAIN DOWN"]; sleep 20; titleText ["And why NATO peacekeepers did not intervene?","PLAIN DOWN"]; sleep 8; titleText ["This is simply not their role, they are just here to protect the population, not to prevent coups d'état.","PLAIN DOWN"]; -
Yes, thanks for your hard work guys! I'm gonna try it out. :)
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Trying to create a helicopter extraction at a smoke grenade.
CSLALUKI replied to cyprus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I used this in my mission too, you must only copy COB folder, init.sqf and description.ext into your mission's folder. Create a new init.sqf file in your mission folder, and paste in this: [group player, markerPos "spawnMrk", markerPos "dropOffMrk"] spawn COB_fnc_extraction; Create on the map 2 new markers: "spawnMrk", "dropOffMrk". Then follow instructions: ,,In this extraction example you pop smoke or throw an IR strobe then use radio 0-0-1 to call for an extraction helicopter. The extraction position is based around the position of the object that was thrown." -
I can't believe my ears, that sounds amazing. Great work as always LJ!
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I played this mission two times...no bugs. It's small, but funny for me yet. Thank you. :ok:
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counting problems
CSLALUKI replied to Theodor Schmidt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I said ... it's only simple mission with scripts, no convoy isn't here. There're only scripts and triggers which you must convert to your mission. :) And if it doesn't work, then I don't know what to do. :d: -
counting problems
CSLALUKI replied to Theodor Schmidt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I made a simple mission on Stratis, where I'm showing how to do this easy. Convert it to your mission as you want: http://uloz.to/x4C3jyEG/testmission-convoy-stratis-pbo :) -
counting problems
CSLALUKI replied to Theodor Schmidt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yes, wrong entry. You need to put all code to the init.sqf ;) Your work is only to put the each trigger's condition, and script all do alone. :) EDIT: Sorry' date=' I tought to put these lines into init.sqf and via these 3 lines you define a condition for game/engine ... so if you create a trigger in the editor, you need to give it this condition which i meant in my previous post and define it into script (init.sqf). For the example: If you create a fifth trigger with condition town5Reached, you need to define it into script as i wrote a template = you'll edit only waitUntil condition. ;) -
counting problems
CSLALUKI replied to Theodor Schmidt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Okay, I understand what you want to do now ... put trigger conditions for each trigger which you have on the map in towns (for the example put for each trigger to "Condition" field: townXReached [where X is the number of the town - 1,2,3,4 ...]). Now, you must create a script for hint and distance control (below). Then run that script in your init.sqf script for the example. So script can looks like: //Simple convoy distance script by LUKI town1Reached = FALSE; town2Reached = FALSE; uCount = {alive _x} count thisList; [] spawn { waitUntil{town1Reached}; // if the truck reach town 1, the hint shows hint format ["Supply trucks through %1, uCount]; }; [] spawn { waitUntil{town2Reached}; // if the truck reach town 2, the hint shows hint format ["Supply trucks through %1, uCount]; }; ... and copy and paste these three lines for each trigger which you have on the map. Hope you understand me now. :rolleyes: -
counting problems
CSLALUKI replied to Theodor Schmidt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This is my simple script which works fine ... edit it as you need if you want. :) //Simple convoy distance script by LUKI uCount = {alive _x} count [color=#333333]thisList[/color]; hint format ["Supply trucks through %1, uCount]; waitUntil{(truck distance player)<10}; // if the truck will be closer than 10 meters from player, then the hint shows hint "Trucks arrived!"; -
Clear all assigned sectors captured by CSAT units. Latest version: 1.08 Changelog: Features: - no unofficial addons are required - debug hint which shows the number of alive OPFOR units on the map + local FPS is available for every player once the "T" key will be pressed - patrols have set the probability of the presence, therefore after every new start of the game will be in sectors different units/groups Installation: Extract/copy the .pbo file into your Steam/SteamApps/common/ArmA 3/MPMissions folder or use Subscribe on SteamWorkshop. Special thanks to: MAA [CSLA], Dlouhan, Maros Download: SteamWorkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=388599484 Google Drive: https://drive.google.com/file/d/0Byq86I2BUqKcYUF1TVNZZjhvYkE/view?usp=sharing Armaholic: http://www.armaholic.com/page.php?id=28131 (thanks Big) Bugreports are welcomed. :)
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If you want to do the paradrop (with parachute), use my function or if you want to HALO jump, use cobra's script with example mission (http://forums.bistudio.com/showthread.php?167042-AI-HALO-Jump-Example-Mission): fnc_LUKI_chuteFunc = { _chute = createVehicle ["Steerable_Parachute_F", getMarkerPos "land", [], 0, "FLY"]; _chute setPosATL [getPosATL _chute select 0, getPosATL _chute select 1, 200]; player moveInDriver _chute; }; call fnc_LUKI_chuteFunc; All you need is to place a unit into the map where you want to jump, and then create an init.sqf script in your mission directory, press PLAY button and let's jump. :)
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Short MP COOP mission for 8 players Operation Sandstorm by LUKI Required game/version: 1.28 (standard version, not development) Required addons: none (only official) Thronos is the northern point of Altis and it is close to the sea. CSAT units landed in nearby bay (position 051226) on boats probably, and they want to start invasion on the Altis from that point. You must with your squad capture these ruins! License: This mission is released under Arma Public Licence (APL): Download links: Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=318846344 Armaholic: http://www.armaholic.com/page.php?id=26894 (recommended) My web: https://sites.google.com/site/lukisdevpage/home/download/lukiopsa Have fun ...
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New update. Changelog (ver. 2.10a hotfix): - ADDED: Mk200 weapon - ADDED: Mk200 magazines (200Rnd_65x39_cased_Box) - ADDED: Mk200 Sound Suppressor LMG (6.5 mm) Download: https://sites.google.com/site/lukisdevpage/home/download/lukiopsa Bug reports are welcomed.
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Looks very nice, I'm looking forward to see NH90 in your mod ingame. ;)
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Hmm ... it can't be okay. You have bug in the mission "BK_08_T_AssaultOnAirStrationMike26.Stratis" in the description.ext file, on the line 6. :confused: For the example: overviewPicture = "\folder\yourPictureName.paa";
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Have you ";" at the end of the 6th line in the description.ext ? You must have a bug there. So fix that bug in the game editor, re-save as MP mission and try again to host your server. :) Can you post your description.ext file please? Have a look into your Steam/SteamApps/common/ArmA 3/MPMissions folder, you must have the mission "BK_08_T_AssaultOnAirStrationMike26.Stratis" there. ;)
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AI-controlled Heli engine-off script
CSLALUKI replied to jd3527's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you want to keep the engine turned off, then you must use actions: https://community.bistudio.com/wiki/Arma_3_Actions In your case, use engineOff func: First, give a name to your helicopter, for the example: heli Put this line to your "when activated" field: [] execVM "LUKI_aLand.sqf"; And you must have these few lines in "LUKI_aLand.sqf" script file: waitUntil{(getPos heli select 2) < 0.5}; this action ["engineOff", vehicle heli]; Hope it helps. :) -
Thanks, I'll test it tonight!
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I've only played 400 hours in ArmA 3. :p
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Thank you for this update, looks very good! :don3:
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New update. Changelog (ver. 2.10): - patrols are now moved to the other positions - OPFOR units have now better skills - more GUER patrols added - small changes in the content of the ammo-crate - small tweaks in script files and in the editor Download: https://sites.google.com/site/lukisdevpage/home/download/lukiopsa