rellikki
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Everything posted by rellikki
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I'm not sure if I've reported this before, but the bastions don't align with the ground when placed on slopy terrain. Could this be fixed? It's hard to build fortifications when each fence part is in different height and some of them even sink into the ground. :(
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From the readme:
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[REL] The Longest CQB you'll get into
rellikki replied to dr_zakharotta's topic in ARMA 2 & OA - USER MISSIONS
Merged the threads. No point in making a new thread, as W0lle stated. Just edit your first post if you have any new updates. -
Very nice, I've been wanting to see some new cars. Looking forward to them! Will there be any more variants other than those seen in the pictures? With different weapons, no weapons at all or supply variants?
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I noticed in the WW4 BIS vehicles that there are two different types of AH-64, "AH64" and "AH-64E". Both their weapon loadouts seem the same, so is there any difference between them?
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[R3F] - Projet FELIN (W.I.P)
rellikki replied to ~Vagabond~'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Really? Did you found that out all by yourself? Please take your fighting elsewhere. This thread is about [R3F] Projet FELIN and not the team's internal affairs. -
An ambush attempt: 8jKtKDWX0pg
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This is the ArmA forum, not Arma 2. Please post about your problem in the appropriate place.
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There's already been discussion about that here. And no, it's not going to happen. Please continue discussion about the Arma engine in this existing thread: http://forums.bistudio.com/showthread.php?t=88422
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The most "realistic" gun sound would change according to the surroundings and the distance from the fired gun. The latest FFUR mod simulated this to some degree. The guns would sound different in CQB environments. But apart from that, there are really no "realistic" gun sound mods for OFP. Faguss is right, guns are pretty loud. I've shot some myself and can say that the sound in that STALKER video is pretty good. But it's definitely nothing like in Incubus' video, that's just what they use in movies.
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The simplest way to do that is to use the Guard waypoints and Guarded by triggers. Read more about it here: http://community.bistudio.com/wiki/Waypoint:Guard
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Thread closed for the reasons stated above.
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As far as I know, no one has made anything like that, but the existing invisible target addOns might do the trick. Just place one of them in air with setPos command and it should do the trick. You could loop several setPos commands for the target which constantly changes its position, so the AA guns will fire in different directions. Mapfact editor upgrade has invisible targets, for example.
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Steam - never get out of the boat ...
rellikki replied to SouthSaturnDelta's topic in ARMA 2 & OA - TROUBLESHOOTING
Pointless thread. Closing. -
Thread closed on request.
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Invasion 1944 - Wacht am Rhein
rellikki replied to JdB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thread closed on request. -
Enough of this stupidy. You can't just sell someone else's work for your own profit. Shouldn't it be obvious?
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That's a known bug in FDF mod, as far as I know, and I don't think there's a way to make the AI ignore and walk into them. That's just how the AI works - tries to avoid walking into objects.
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Like Snafu said, if you want to play missions designed with Tonal, most of them have been designed with the older version, so I'd suggest using that. If it's just for general use, then definitely get Tonal Redux. Better quality.
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That would be a fault in the mission design. If the mission would have those addOns that are giving errors listed in the mission.sqm in the following lines: addOns[]= { "addons here", "and more" }; addOnsAuto[]= { "addons here", "and more" }; ...the errors wouldn't appear then. But it's just a minor issue and since the mission runs all fine despite that message, it shouldn't be too necessary to fix it.
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Here are the working links: ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/740/740175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/911/911175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/audi80/audi80175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/boxer/boxer175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/F355/F355175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/F360/F360175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/golf/golf175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/lada/lada175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/M3/M3175.zip ftp://ftp.ofpr.info/ofpd/_hosted/mehanic/740.zip
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Not to sound harsh but some better missions wouldn't be bad either. Most of your missions from what I've seen were just plain silly, too easy or just pointless. They were comparable to what I'd make out of boredom under 5 minutes, play it one time or just fool around and then delete it afterwards. I don't think anyone wants that, hence why you get no feedback. Take a look at some of the most popular missions here to see what people really like. Afterall, you're making this to please people, so why not make something that they like?
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Overlord, CIA also has a thread for the Arma 2 co-op nights too in the Arma 2 section. Please use that for any Arma 2 related stuff rather than this OFP thread.
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Don't look at me you stupid soldier!!! :D
rellikki replied to domcho's topic in OFP : MISSION EDITING & SCRIPTING
The command for that is doWatch. You could place a marker in-between the two soldiers, 20m in front of them and try assigning them to watch that marker. That might do the trick. -
Don't look at me you stupid soldier!!! :D
rellikki replied to domcho's topic in OFP : MISSION EDITING & SCRIPTING
Try disabling both "AUTOTARGET" and "TARGET" AI's with the disableAI command. But note that after this the AI won't be able to shoot anyone and there's no way to enable the AI back again. If that doesn't work, I don't think there's a way.