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JohnKalo

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  1. JohnKalo

    Grass Cutter - Sizing

    Not exactly what you are looking for but it should help. 7th and 8th post 👍
  2. Maybe you can set the hangar as a static object or use the lock doors module to just lock the doors
  3. It might sound insane but maybe you can try: nameOfUnit1 action ["Eject",T1]; nameOfUnit2 action ["Eject",T1]; nameOfUnit3 action ["Eject",T1]; nameOfUnit4 action ["Eject",T1]; ... Have witnessed similar situations so I just placed different triggers with same conditions and with the sleep timer. As long as it works and it is simple I keep it. Pros might find such things funny but since it works and does not lag anything ... And if the above does not work maybe these will: https://community.bistudio.com/wiki/moveOut https://community.bistudio.com/wiki/doGetOut
  4. There might be a way since there are scripts which spawn furniture in buildings. Maybe you can take a look at them. An easy way out would be to just hide the structures and then unhide them.
  5. 1- Try placing what you have in the init.sqf to the initPlayerLocal.sqf . 2- Seems to be a known issue with the script that has not been fixed: Checked it out and it indeed has two lines of addAction seemingly doing the same thing. The thing is to change a script you have to have permissions and such, whereas the thread does not state we can alter it. Hence I did not research it any further. Best of luck with your project!
  6. You can make it spawn with an altitude condition:
  7. But if the unit dies in the trigger area it is already in the area so the trigger to fire is expected. Maybe I got confused. What are you trying to do exactly? If you could more details would help. Maybe a simple: NameOfUnit1 distance nameOfHelpingInvisibleHelipad < NumberOfMeters or NameOfUnit2 distance nameOfHelpingInvisibleHelipad < NumberOfMeters or ... could work so as not to stall your project. Edit: Or if you mean if he dies in the trigger a latter condition is fired although he is killed maybe this can help: ({_x in thisList && alive _x} count units test1) not tested so it could just show an error.
  8. Don't think so but in normal conditions a script error causes an error to pop up (or for the game to crash 😂). Have never seen a freeze.
  9. Here there is a script : where replacing: _unitNew setPos _unitPos; with this: _unitNew setPos (getPos _NameOfBuilding); should do the trick. Among with some other changes but nothing too serious.
  10. JohnKalo

    Briefing images on Rugged Tv

    Place the name of the Rugged TV and if it does not have a name you can give the TV one. Then the code you can put in the activation field of a trigger. In the condition place true . That should work. If you do not want a trigger you can try placing this instead of the objectname if you place the code in the Rugged TVs initisalization field.
  11. JohnKalo

    Briefing images on Rugged Tv

    Maybe there is something missing: _objectname setObjectTexture [0, "\img\pic1.jpg"]; the \ . Also when opening the screen at about the buttom there is a path you can use to insert the image directly. In Arma in general even if an \ is / it will not find the files. Common in programming I believe. Other sort of issues are file formats like being a .png and not a .jpg .
  12. JohnKalo

    AI fall through floor

    Once they reach the top you can attach them and detach them to an invisible object. Might not look splendid but it will work. Or try to place an invisible block so as for them not to be able to fall through.
  13. This could help: https://community.bistudio.com/wiki/setMass The higher the mass the more difficult for the object to drift.
  14. JohnKalo

    Patching bad Stairs

    Needed some searching but here it is:
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