rellikki
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Everything posted by rellikki
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What about the destruction type that tents, bushes and other similiar objects have? If done correctly, you could probably have the trees sink under ground. Though it might look kinda funny, it's probably the best you can have without switching to editor placed trees instead and using script based solutions like Nikiller suggested.
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Any official word on pathfinding yet?
rellikki replied to Tolmos's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
+1 infraction to you too. I think you should have known better not to discuss moderation in public by now. -
Thread closed on request. Use the new thread to continue discussion: http://forums.bistudio.com/showthread.php?141788-WWIIEC-Road-to-Caen-Demo-0-3-3
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You need to have the original OFP installed for Bulldozer to work.
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Go to OFP / CWA preferences in your installation directory. Go to Advanced -> Textures and make sure none of your texture resolution settings are too low.
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So far this only seems like an addon request thread. You can use the dedicated addon request thread for that. When you've actually got something to show of your mod, PM me and I will reopen the thread, but until then: closed.
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The forum description says Operation Flashpoint Coldwar Crisis and Resistance. A little bit of common sense should have helped too. Closing.
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Vilas (and anyone else), let's keep it on topic. This thread is about the incident in Libya, not about religion.
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Please use the addon request thread in the future for questions like this.
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Arma 2 Addon request thread
rellikki replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Does anyone still have Kju's Chernarus with no trees / buildings? The links at DevHeaven seem to be down and they didn't seem to be hosted anywhere else. -
Please use the dedicated addon request thread. The same question has also been asked in the thread so you can just search for the answer.
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Savegame cancels DisableAI command
rellikki replied to ProfTournesol's topic in OFP : MISSION EDITING & SCRIPTING
I actually think this would be more practical and performance friendly: Place a single AI with the disableAI "MOVE" command, with a waypoint somewhere. Whenever he's moved from his initial position, the game was obviously saved. So if his distance from his initial position is bigger than one meter, only then the disableAI commands would be issued again rather than looping constantly. The "initial position" would then be updated to his new position for any future saves. -
Savegame cancels DisableAI command
rellikki replied to ProfTournesol's topic in OFP : MISSION EDITING & SCRIPTING
That's something new to me. At first I thought you were talking about actually loading the saved game, I didn't think just saving would break things. I don't think there really is a way to check whether the game was saved so I can only see one solution: Looping the disableAI commands constantly. There is a way to check when a saved game was loaded though. As far as I know, time resets to zero after loading a saved game, so you would simply need to check when the time value is below 2 seconds for example and then issue the disableAI commands. This would be checked constantly throughout the mission in a loop. -
Arma 2 campaign oddities. g3R9NWa8zQo
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How to have the same weapon and ammo when I re-spawn
rellikki replied to kierandobbin54's topic in OFP : MISSION EDITING & SCRIPTING
As already pointed out, please search before posting. -
The only BIS models you're allowed to use are those that come in the sample model packs. Anything else would be against the EULA without prior permission from BIS.
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When a civilian or resistance guy tries to use the laser designator, there's an error "Bad vehicle type LaserC", preventing them from using it. This has actually been an issue since OFP, but it's still a bug so I thought I'd report it.
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What happens in Luxemburg ?
rellikki replied to Herbal Influence's topic in ARMA 2 & OA - MULTIPLAYER
1891 gamers are only roughly 0.3% of the population of 511 840, not half. :confused: But yes, there are a lot of Arma players from Luxembourg compared to other European countries, which is interesting. -
I have uploaded the modder ressources on OFPR.info. They shouldn't expire any time soon. ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4ressource2.rar ftp://ftp.ofpr.info/ofpd/unofaddons2/ww4_ressoww42.rar ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4ressource3.rar ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4ressource45.rar ftp://ftp.ofpr.info/ofpd/unofaddons2/sanc-camo.rar ftp://ftp.ofpr.info/ofpd/unofaddons2/ww4_rpl_MLODS.rar
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Are you using any mods? Some mods deliberately disable radio voices to issue commands faster. Make sure your audio settings are fine too in the game options, the radio setting in particular.
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Comparison pictures of the original Chernarus and the new one in the DLC, taken by a friend: http://www.arma2.com/images/stories/arma2ACR/arma2_acr_screenshot_1.jpg http://i.imgur.com/VGJ1l.jpg http://www.arma2.com/images/stories/arma2ACR/arma2_acr_screenshot_2.jpg http://i.imgur.com/lNVZx.jpg http://www.arma2.com/images/stories/arma2ACR/arma2_acr_screenshot_5.jpg http://i.imgur.com/n1pjG.jpg
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Very nice. Since the Legion prefers meelee weapons, are you planning to do any machetes or such? ProfTournesol managed to make totally unscripted meelee weapons into his VVV mod, so you might want to take a look how he did it.
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DayZ video. First time finding a vehicle (And in the middle of nowhere!), with unfortunate consequences. VUeCjGK0a5k
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Your modder ressource mirrors seem to be down again. Could you reupload them again, please? After downloading them, I could upload them on OFPR.info for a permanent mirror.