rellikki
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Everything posted by rellikki
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I spend most of my time in mission editor, attempting to do some custom missions, testing addOns or just fooling around. Sometimes I actually get to play some singleplayer missions, but not really often.
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Team deathmatch - Multiple teams are fighting against each other with no special objective. Just fight to death.
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Is OFP, ArmA, and ArmA II made from BIS or BIA?
rellikki replied to Chunk3ym4n's topic in BOHEMIA INTERACTIVE - GENERAL
Alright, enough joking. :p Since the original question has now been answered, this thread shall be locked before your jokes get out of hand. -
Soft transitions between sky states
rellikki replied to metalcraze's topic in ADDONS & MODS: DISCUSSION
Yes, the Photoshop plugin was made for ArmA anyway, not OFP. The PAA/PAC compression in ArmA is different from OFP and even supports 32bit, which is not compatible in OFP. It would be recommended to always use OFP tools for your OFP works to ensure the best compatibility. -
What's the latest entry in your Flashpoint.rpt file in your installation directory? It might give some clues, probably.
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Hmm, which hangar would you be talking about anyway?
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The hangar gates aren't animated, I'm afraid. So it's not possible.
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Soft transitions between sky states
rellikki replied to metalcraze's topic in ADDONS & MODS: DISCUSSION
I used TexView to compress them, but apparently you can get better results with PAA tool, quality wise. TGA 32bit. The bit depth doesn't really matter, as TexView compresses it to 24bit anyway. -
I cannot target anything after 1.5, flying in chopper and tab targeting not working.
rellikki replied to Fintroll's topic in ARMA 2 & OA - GENERAL
+1 infraction for flaming. Keep the discussion civil, please. -
I believe you can choose the ammo type to load from your action menu, unless you have only one type of warhead with you.
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Soft transitions between sky states
rellikki replied to metalcraze's topic in ADDONS & MODS: DISCUSSION
I fixed that issue in my personal sky packs by adding a little bit of transparency on the textures. 1% is enough. Try it out. -
Like everyone's been saying, it is realistic that the AI is more aware of you when you've been in contact with them. And it's definately not nonsense. I'm sure you would be more aware of the threat too when you've been in contact with it and would be able to pinpoint it easier. But the AI doesn't cheat - You can still hide away from them, even when you've been in contact with them once. Anyway, if you start a new thread, please make sure your thread title explains what you want without forcing people to read through your post first. Thread titles such as yours are anything but descriptive. We do not allow these kind of titles and threads with such titles are subject to be closed. Moreover, the ranting in your last post, Bouben, was unnecessary. Thread closed.
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Why doesn't Bohemia just remove the jets
rellikki replied to wildone_106's topic in ARMA 2 & OA - MULTIPLAYER
Funny suggestion. It's not like it's BIS' fault that community hasn't made any missions featuring jets. Which is untrue. Look harder or just make your own missions. -
Sounds good. If you're open to new ideas, could you maybe add some invisible walls/boundaries to prevent the player from accessing places that he shouldn't? Sometimes things like that in an open ended game like Flashpoint can be useful too. Some light sources could be very neat too, like in Dr.Pepper's zombie pack, if you ever gave it a try.
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Multiplayer locality argh
rellikki replied to Kamikadze666's topic in OFP : MISSION EDITING & SCRIPTING
Try removing the underlines from the variables on the first command, so it would be: actID1 = vehicle addaction ["Ask driver to stop", {stopcar.sqs}]; You also need to edit the second script a little. Try redefining the variable _gen directly as the vehicle: _gen = vehicle After the first three lines in the second script, add the following line there also: ?! local _caller: exit That checks for the locality of the "caller". I'm not sure if this works, as I don't understand the whole context, but I hope it does the trick. Try reading these multiplayer tutorials at OFPEC and Bi Wiki & this too. -
One thread is enough: http://forums.bistudio.com/showthread.php?t=92095
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No, this ends here. Günter Severloh, there's no need for name calling and JonPL, such provoking messages aren't tolerated either. Consider yourselves warned. Now back on topic, please.
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Cant connect to many of the servers
rellikki replied to Dark Matter's topic in ARMA 2 & OA - MULTIPLAYER
Thread moved to the right section. -
Nice objects. Hopefully someone will make use of them in their custom made islands. :)
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You can discuss the director's cut version in Gaia's thread here: http://forums.bistudio.com/showthread.php?t=86917
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When you get close to the wounded person, you will get an option to carry him in your action menu.
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There are several existing "Arma 3" threads here. You can use those to discuss too. http://forums.bistudio.com/showthread.php?t=92161 http://forums.bistudio.com/showthread.php?t=90906
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This is not the place to complain about that. You can report broken links to the official OFPR.info e-mail. I will fix all the broken links which are reported to me, if possible, but you only have reported to me twice and both times I acknowledged, so I can't see what you're complaining about. Majority of the links seem to work all fine for me. Since the original matter of this thread has been solved, this shall be closed now. As I said, use the official OFPR.info e-mail, found in the website, to contact about matters regarding the site.
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That's very unfortunate. The setObjectTexture command wouldn't have been a perfect solution either, as it is a little bugged aswell and the textures would be reset back to the original after loading the game from a save point, when the command has already been performed before. Sometimes there even might be some flickering between the original and the new texture while playing. Anyway, looking forward to any further updates!
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The vehicles look good. For even better balance, maybe you should change the PKT on the BTR to NSV, Kord, KPVT or any other Russian heavy machinegun to be a better equivalent for the AAVP's M2 browning? BTR-80 which you've based your BTR on does have a heavy machinegun as its primary weapon in real life anyway. I don't know how you've configed the weapons, if the weapons have already been balanced, but if so, maybe you could just rename the PKT to either of the Russian heavy machineguns for authenticity? ;) Would it also be possible to give the grenade launchers full auto firing mode for better fire power, since they do have a pretty high rate of fire in real life anyway? Otherwise good job. I like it how the passengers disembark on both sides of the vehicle. It makes them more efficient under attack. I also like the destruction effect, how the vehicles don't deform when destroyed. Could you maybe create some damage textures for it too? Maybe some burn texture and bullet holes on top of the original textures.