rellikki
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Everything posted by rellikki
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Not possible. Why would you want to do that anyway? To avoid making money? No one makes money out of OFP missions and anyone who buys them is an idiot. This is a very open community where we're happy to share and learn from each other. I've learned a lot from looking at other people's work. If you try to restrict that... well, personally I don't think that's very community spirited. Of course we respect every authors' rights and if someone uses your work without asking or crediting you, such people are usually banned here.
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You were already told that in the previous thread. Please follow the moderators' instructions. Your question has also been answered a numerous times here. Please search before posting.
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You've probably not even seen the latest version of the game. No, you can't play with the Su-25 on v.1.0. Same goes for the big majority of the addons out there. I'd suggest buying OFP GOTY edition for the most up-to-date version of the game with all the expansion packs so you can experience the true potential of OFP. Also, next time please use a more descriptive thread title. See forum rule §22.
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Judging from your first picture, you hadn't installed the custom skies included in the mod. It's required for the NVGs to work, as far as I know, since the NVG model is replaced along with the skies. Run the BAT file inside the mod folder to install them.
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There are M14s and M21s in his weapons pack: http://ofp.gamepark.cz/index.php?showthis=8943
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Not necessarily. Quality over quantity. Just because something's there doesn't necessarily make it better. Just because you have just some overview with some weird MS paint picture doesn't instantly make it better. I've seen missions with just one single objective and they were really good and lasted for a good period of time. It's not about how much you add but how you add it. You need to understand that. People have given you a lot of advice over time, so I'd suggest reviewing some of your previous threads for replies. You should also take a look at some of the most popular missions for some ideas. Take a look at OFPEC missions depot for example. They have throughout reviews of each mission and a scoring. The mission release threads should be comprehensive and include all the necessary information of the released mission, without needing to ask. Again, you should take a look at some other people's release threads for examples. Here's a few which I think are good: http://forums.bistudio.com/showthread.php?t=116355 http://forums.bistudio.com/showthread.php?t=104053 http://forums.bistudio.com/showthread.php?t=114477 http://forums.bistudio.com/showthread.php?t=71491 Everyone has their own style.
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What he said. If you want to blame somebody, G44, blame the original authors. Of course it's the best to have all the necessary credits and permissions, but you can't just blame Bielow for not having them if it was the original authors' fault. No, it's not. It's good to have all mod elements standardized in the mod with their own tags to avoid potential conflicts with the original addons or other people's work. The mod's credits tell what's whose work, not the tags.
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This thread is dedicated to my script releases for mission editing uses. These are a bunch of scripts I've created for my missions for various purposes, which I'm hoping that others would find some use for too. All the scripts are free to use and modify for your missions, but I'm only asking you to credit me for my work. Feel free to post comments, criticism or even ideas. Released: Forest detection script Dynamic skill increasing script Rearming script Dynamic view distance script More to come.
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If you've patched it up to date, CD isn't required anymore.
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Fixed. Dunno what that was about.
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Arma 2: Reinforcements......New game or not?
rellikki replied to stefos71's topic in ARMA 2 & OA - GENERAL
This thread is bananas. And I think the question has now been answered. Closing. -
Weird, that's never happened to me. I can always assign targets with no problems. I didn't even know they could get "greyed out". You can assign targets too by hovering your cursor over and right clicking on it. It's way more practical than assigning them from the targets list, because you can never be sure which one you actually assign, if there are multiple.
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You can modify the view by editing the following config definition in your OFP config, under class Man in CfgVehicles: extCameraPosition[]={0,0.3,-3.5}; I don't know the exact values to get a view like in the video, but try playing around with it.
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This is actually not true. Players will get a missing addon error if trying to play the mission without editor update: http://img854.imageshack.us/i/errorq.jpg/ There is an editor update like you described, but the same thing won't work with Editor Update 103. So after installing the Editor Update 103 and trying the mission out, I noticed this little glitch in the intro: http://img163.imageshack.us/f/screenet.jpg/ This is probably because I'm using 16:9 monitor. You can probably avoid that by doing titleCut ["", "BLACK IN", -1] and adding the custom logos seperately on the top with titleRsc. One of the Shilkas was placed in a bad position between the sandbags near a hut at the south side of the town and kept doing a weird *thump* *thump* noise that echoed to the other side of the island. At least that's what I think it was about, the sound got louder when I approached it: http://img806.imageshack.us/i/shilka.jpg/ On my first try I could swear I got both Shilkas, but the objective didn't get completed. The shilkas were positioned near the hut in the south side of the town and in the south-east side of the town. I tried to replay the mission and that time it worked. I also noticed the Shilkas had random placement, that's a good feature. I think the staying undetected objective is kinda impossible to accomplish. Not that there's a problem to stay hidden, but once you detonate the satchel charges, enemies will then know about you and the objective gets failed, even if you were perfectly hidden and away from the enemies. I think it should be made that the objective can't get failed after managing to destroy the Shilkas undetected, because that's when I failed that objective - I managed to destroy the Shilkas and both objectives got completed, staying undetected and destroying them, but after a few seconds the staying undetected objective then got failed. I found it weird how the extraction chopper landed at the LZ and turned its engine off. Wasn't probably in a hurry to get away from there... I think you can make it so it lands and keeps the engine on with the land command. Other than that I think it was a pretty good specop mission. I liked the fog script, I've been trying to make a similiar myself but I wasn't really satisfied with it. The town was also detailed, filled with lots of objects, which gave it a bit more life.
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I'd be interested to see the script. :)
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A video I found: XENfPS7C1fM Looks awesome. :cool:
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Try placing a trigger with condition alarm, trigger type: Switch and synchronize it with the Destroy waypoint assigned to kill the General, drag a line between them. If the condition 'alarm' is met, the waypoint will then disappear and skip to the extraction waypoint.
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All the soldier models in those pictures are basicly OFP: Elite models with some improvements. You can even see one unchanged model in the last picture, straight port from OFP: Elite. Some model parts are already featured in the latest BIS' games like the equipment of the Russian guys in that one picture on Arma 2 Russian infantry. So they're not exactly "held in the drawer". Can they be converted to OFP? No, the EULA forbids it. And I doubt BIS themselves is going to convert them (or make any releases for OFP at all for that matter, unfortunally), especially when they're already featured more or less in their latest games.
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Looks very nice! I like the ground textures. Have you considered using any custom vegetation on the island in place of the old CWC vegetation (Berghoff's nature packs for example)? I think it would give a nice touch. How much does it differ from the original Gala island? Is the landscape basicly the same with just new object placements, or are there differences in the landscape too? I'll be definately looking forward to this. Any estimated release date?
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Thanks Bielow and SilverRanger. Still looking for the bus though. Any ideas?
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This is the OFP forum. Please direct your question to the appropriate board.
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I could swear there was some kind of armored bus somewhere with steel platings attached on it, but I can't find it. Anyone know if it was ever released? Also looking for any similiar kind of technicals or improvised fighting vehicles, guerilla style. I already know of oyman's armored tractor.
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Closing this thread. Please direct any discussion regarding this addon in its release thread here: http://forums.bistudio.com/showthread.php?t=116064
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Some pretty nice new sounds there. I like the new explosion sounds. Though I have to agree with batis4 that some of the gun sounds maybe had a little "bassy effect" that could be reduced. Looking forward to what you'll come up with next! (Maybe a little WWII island too at some point?) Mirror by OFPR.info: ftp://ftp.ofpr.info/ofpd/unofaddons2/DaraOfp new sounds.rar
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Nice job. A very accurate looking remake. I noticed that the soldiers don't have any wound textures. Not a big deal but would be good to have, of course. Caravan shotgun's muzzle flash is visible on one of the farer LODs and the shadow. Speaking of which, could you maybe give the shotgun some pellet shots, along with the slugs? Some of the gun sounds could use some more work in my opinion. The service rifle has some background noise and the Trail carbine has some weird after-noise after a couple of seconds from the shot, sounding like reloading. Otherwise good work! Mirror by OFPR.info: ftp://ftp.ofpr.info/ofpd/unofaddons2/NCR_Troopers_1.0.zip