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Everything posted by CSLALUKI
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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.
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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.
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script make a variable make it so it jumps to another place in script.
CSLALUKI replied to Play3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
disableAI may "force" group commander to stop assigning the targets..
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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!
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How do i remove actions at object?
CSLALUKI replied to kgino1045's topic in ARMA 3 - QUESTIONS & ANSWERS
This should work -
Uninstall addons and User Missions
CSLALUKI replied to amgperu's topic in ARMA 3 - QUESTIONS & ANSWERS
Or hold CTRL, click on the folders/files you want to remove and then press delete. There are many ways how to do that. -
End trigger doesn`t work
CSLALUKI replied to ziga.cernic4@hotmail.com's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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). -
marker Making Markers Disappear
CSLALUKI replied to QuiveringT's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
If you still need help, try this: First, make sure you have lines below in the GUI config: In my case: LUKI_myDialogTemplate.hpp class LUKI_myDialogTemplate { idd = -1; movingEnable = false; enableSimulation = true; objects[] = { }; Note: I recommend to export the GUI in the config format (key shortcut Shift + Ctrl + S) while you're in GUI Editor. Second step is to define this GUI to the description.ext file ... so simply put on the first line: description.ext #include "dialoges\LUKI_myDialogTemplate.hpp" Then you can simply create/show this dialog where you want by this line (for example in the init.sqf): init.sqf createDialog "LUKI_myDialogTemplate"; Hope this will solve your problem. ;)
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Following Enemy's Spawn Point
CSLALUKI replied to fernandolvferreira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you'll have somewhere in the script mistake, black rectangle inform you on you screen - like this. :) Cheers! -
[CO15] BACK HOME -Ep.14-ARMA3 hardcore mission
CSLALUKI replied to aliascartoons's topic in ARMA 3 - USER MISSIONS
Excellent video! Downloading now, I'm gonna test it. Thank you very much for this mission. :ok: -
Following Enemy's Spawn Point
CSLALUKI replied to fernandolvferreira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As far as I know, it's -ShowScriptErrors - just small correction. :) However, good luck with the mission! -
Arma Toolbox for Blender - Arma 2/3 exporter script
CSLALUKI replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
It looks like I'll come back to Blender. It'll be easier with your awesome tool. :D Thank you! -
Cool video, and thank you for this Mikey, it looks be useful in multiplayer missions! ;)
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The best open world/sandbox PC games out there?
CSLALUKI replied to Rydygier's topic in OFFTOPIC - Games & Gaming
I would recommend The Elder Scrolls V: Skyrim. It's good open world game, and it has potentially cheap DLCs. ;) -
ArmA-Banlist (Community Banlist)
CSLALUKI replied to paradoxparadoxon's topic in ARMA 3 - SERVERS & ADMINISTRATION
Very good, thank you for your work! -
Model Request - Ideal for Beginner
CSLALUKI replied to Kydoimos's topic in ARMA 3 - MODELLING - (O2)
Okay, nice ...I'll start with work tommorow. ;) No problem, I'm happy to assist with your project. :) -
Model Request - Ideal for Beginner
CSLALUKI replied to Kydoimos's topic in ARMA 3 - MODELLING - (O2)
Yes, I'll be happy to lend a hand on the project. I'll check it out. ;) By the way, the model can be in *p3d format? I can make the model, but I'll need help with textures. :o