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rellikki

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Everything posted by rellikki

  1. rellikki

    What do you guys do?..

    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.
  2. rellikki

    Tdm?

    Team deathmatch - Multiple teams are fighting against each other with no special objective. Just fight to death.
  3. Alright, enough joking. :p Since the original question has now been answered, this thread shall be locked before your jokes get out of hand.
  4. rellikki

    Soft transitions between sky states

    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.
  5. rellikki

    Red Hammer: CTD at Mission 4

    What's the latest entry in your Flashpoint.rpt file in your installation directory? It might give some clues, probably.
  6. rellikki

    Opening doors?

    Hmm, which hangar would you be talking about anyway?
  7. rellikki

    Opening doors?

    The hangar gates aren't animated, I'm afraid. So it's not possible.
  8. rellikki

    Soft transitions between sky states

    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.
  9. +1 infraction for flaming. Keep the discussion civil, please.
  10. rellikki

    How to choose ammo type?

    I believe you can choose the ammo type to load from your action menu, unless you have only one type of warhead with you.
  11. rellikki

    Soft transitions between sky states

    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.
  12. rellikki

    Please BIS

    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.
  13. rellikki

    Why doesn't Bohemia just remove the jets

    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.
  14. rellikki

    WW4 Modpack 1

    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.
  15. rellikki

    Multiplayer locality argh

    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.
  16. rellikki

    Merry Christmas BIS and All!

    One thread is enough: http://forums.bistudio.com/showthread.php?t=92095
  17. rellikki

    Is ArmA better than OFP?

    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.
  18. rellikki

    Cant connect to many of the servers

    Thread moved to the right section.
  19. rellikki

    Unfinished stuff

    Nice objects. Hopefully someone will make use of them in their custom made islands. :)
  20. rellikki

    Eagle Wing Director's Cut

    You can discuss the director's cut version in Gaia's thread here: http://forums.bistudio.com/showthread.php?t=86917
  21. rellikki

    tutorial first aid

    When you get close to the wounded person, you will get an option to carry him in your action menu.
  22. rellikki

    If you were to create ArmA 3

    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
  23. rellikki

    OFPEC & Opf.info gone?

    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.
  24. rellikki

    WW4 Modpack 1

    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!
  25. rellikki

    WW4 Modpack 1

    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.
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