rellikki
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Everything posted by rellikki
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Disabling DisableAI "move" Command
rellikki replied to circassian's topic in OFP : MISSION EDITING & SCRIPTING
disableAI command cannot be undone. There are workarounds around it, but I would instead suggest using the doStop or stop commands which are much simpler for your purposes. -
This is actually pretty old news. There was a thread posted about it two years ago here: http://forums.bistudio.com/showthread.php?118967-First-PLA-made-ego-shooter
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Helicopter load/unload Control
rellikki replied to circassian's topic in OFP : MISSION EDITING & SCRIPTING
A lot of the questions you've asked have already been answered before. Please search before posting. -
This should work: Smoke="Smokeshell" createvehicle [(getPos tr1 select 0),(getPos tr1 select 1),0]; [smoke, nil, nil, nil, "SmokeShell"] exec "\JAM_Magazines\fx\man_popSmoke.sqs"
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Demo missions request for instructional purpose
rellikki replied to circassian's topic in OFP : MISSION EDITING & SCRIPTING
You might want to ask W0lle, since they were hosted on his site. He's a forum moderator here. -
Would it be possible to add a command to return the player ID, or is it already possible?
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Is there a way to get Red Hammer back into ARMA: Cold War Assault
rellikki replied to almanzo's topic in GENERAL
You need VoiceRH.pbo from the addons folder and the red hammer campaign file from the campaigns folder. Put them in their corresponding places in your CWA installation directory and you're set. -
It was, but I moved it here. Ideas and requests for existing addons all belong here in this thread.
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Please use the dedicated addon request thread for questions like this next time.
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TQP special forces are free to use and modify from what I can remember: http://ofp.gamepark.cz/index.php?showthis=9996&newlang=eng
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So far this seems more like an addon request thread rather than a WIP project thread. When you've actually got something to show, feel free to open a new thread, but until then this one will be closed. And to others who have been giving ideas: use the dedicated addon request thread, that's what it's for.
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I tested it out and I think it's a fine mission, good for your first release. But when I reached the end, the extraction would never arrive. I unpacked the mission to see what's it about and it seems like the trigger that activates the extraction boat's arrival is too small, I had just managed to go around it and miss it completely. I'd suggest making the trigger a little bigger so it's impossible to miss.
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In the command view you can select team members by holding the Shift key and clicking on them, but this could be hard if they're not in your visual view.
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In most cases yes, but you first need to have the permission from the original author(s) to do so.
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This is the OFP/CWA forum so it's not really an appropriate place to ask. Please use the Arma 2 addon request thread.
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You might want to modify your anti-virus settings, Blitzen. I've downloaded the file several times in the past and it definitely has no viruses. Your anti-virus might think it's harmful to your computer because it's an EXE file.
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Hey Lenyoga, I've seen your YouTube videos before and I think you've got some very interesting projects going on. I also like your music. Glad to see you've joined the community! This Half-Life addon looks really great and I'll be looking forward to your possible future releases too. Welcome aboard!
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Were there ever any BTR-40s released for OFP?
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Try the earlier, 0.85 version: http://ofp.gamepark.cz/index.php?showthis=9589&newlang=eng
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Personally I would always suggest to stay up to date with patches and to stick with the 1.99. It saddens me that the already small community is fragmented even more between people using 1.96 and 1.99. There were some problems with the initial release of the CWA patch which left a bad impression on some people, but all that has been fixed now. In very rare occasions there's been some incompatibilities with addons running on CWA, like the CoC artillery, but even that got a hotfix for CWA users. There's a few new useful mission editing commands that came with the patch too, but not much. There's also no Linux server, which might be another major reason to not to update. Overall, I think the CWA patch did more damage to the community than it did whatever its purpose was, but I'd still stick to the 1.99 version. If possible, you could of course have both versions installed to get the best of everything.
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The sky pack in the screenshot is MODUL skies. It might not look like it from the sky comparisons on Faguss' site due to a different angle and lighting, but I've used MODUL sky long enough to recognize it in my sleep.
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Mods are supposed to be installed in the root game directory, not into the addons folder. Also, the launcher shortcut that comes with the installation was designed for OFP, not CWA, so it's pointing to nonexistent flashpointresistance.exe. Either modify the launcher shortcut's properties and change flashpointresistance.exe to coldwarassault.exe, or delete that one and create a new shortcut by duplicating your stock CWA shortcut and adding a -mod=CSLA parameter at the end. (more info here: http://community.bistudio.com/wiki/Modfolders)
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Works fine to me, -Gonzo-. ftp://ftp.ofpr.info/ofpd/unofaddons2/DMApackArmy.rar EDIT: There might be some temporary server problems. Should work soon.
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I've experienced this before on a different server. We came to a conclusion that the reason it was happening was because the server was running ECP while I wasn't. After I rejoined the server with ECP, it wasn't happening anymore. It could happen with other mods too other than ECP. I've seen some YouTube videos of it happening and the players being confused about it. Just make sure you have everything you need for the server and there are no conflicts between the addons you and the server are using, I'd say.
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You need to modify the tree models so that they're partially under ground to begin with. That would cause them to sink all the way down I'd imagine.