rellikki
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Everything posted by rellikki
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Should be up to date then. :) I've now managed to upload the Code Blue campaign too: Operation: Code Blue [52,1 MB]
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I've uploaded the units and weapons from the first post on OFPR.info for a permanent host, so you can link them too, if you want. Code Blue East and West units [50,8 MB] Code Blue Weapons [53 MB] Let me know if there'll ever be any updates and I will keep the mirrors up to date.
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Thread locked. Head here for the new one.
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Sure, go ahead. I can close this current one for you, if you'd like.
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Chernarussian Red Army troops
rellikki replied to rellikki's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for your thoughts. Also thanks to Banderas for Hungarian translations. Only Russian left now. :) If you can speak Russian and would be able to help, please contact me. See this post for more info. -
Chernarussian Red Army troops
rellikki replied to rellikki's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the translations. You only need to avoid downloading the archieve named Relli_CRA_repl. That's what contains the replacement addOn. Do not download and install that, unless you want the original game models replaced. If you've already installed it, simply remove the relli_cra_repl.pbo file from your addOns folder. Download the archieve named Relli_CRA. That's what contains the addOn itself, no replacements. You can find it from my website under "Mirrors:". I hope you understand it now. :) -
Chernarussian Red Army troops
rellikki replied to rellikki's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The replacement addOn is optional and by default these units are just a seperate addition in the mission editor, just like any other addOn. :) So no, they won't replace default units, unless you install the optional replacement addOn. I will contact you and we'll see if we can work something out. -
Chernarussian Red Army troops
rellikki replied to rellikki's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Bump. Still looking for those translators. Read the post above for more info. Click to enlarge -
You're supposed to create the Campaigns folder in the root ARMA 2 directory, not into the Missions folder. Edit: Zipper5 beat me to it.
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NO CD thread in reply to a user
rellikki replied to dito_lesto's topic in ARMA 2 & OA - TROUBLESHOOTING
When a thread is closed, it means end of the discussion, not to start a new one. Continue it with private messages, if you need to. Closing. -
OFP: Resistance is the latest, updated version of the game. Of course the majority of the community tends to stick with the latest stuff. I can't help it. Either you need to live with the very few (if anything) servers that OFP: CWC multiplayer has to offer, or move on to what the majority of the community plays.
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I don't think there are much of game servers for OFP: CWC anymore, if any. You should get the latest version of the game, OFP: Resistance. There's still tens of active game servers for it, even after all of these years.
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Possible to mod ArmA 2 demo?
rellikki replied to Arsenalw80's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
No, you need to get the full, retail version of the game. -
Useless thread. These forums are not for expressing your opinions, unless you have a valid point for that, which your post lacks of. Closing.
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I appreciate your effort, but there's already tons of briefing tutorials out there, much complex and detailed than yours too. This is also the wrong forum for this kind of thread. Moving to OFP: Mission Editing & Scripting.
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Few questions about mouse sensitivity and shadows
rellikki replied to laukejas's topic in TROUBLESHOOTING
Actually I'm not even sure anymore how is it done. I also found this config definition from the "Binocular" animations, which makes me confused: :Oo: enableBinocular=1; Sanctuary, if anyone, would know about those animation things, so you'd better rely on him for the most reliable info. -
The real question is: Will I let you install them on my computer? :p Well, seriously: Yes, as long as you both have the same game version and all the required addOns, then there should be no problems.
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You shouldn't give up so easily though. As I said, you could cut the mission into parts and make a mini campaign instead, unless that would cause any problems - I'm not sure, since I don't know what's your idea for the mission.
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No, I'm afraid it isn't. :( They added a new command in ArmA though which makes it possible, but not in OFP. BIS should just release a final update to OFP which would add all those fancy new commands from ArmA and maybe some little engine updates too. :mad:
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Few questions about mouse sensitivity and shadows
rellikki replied to laukejas's topic in TROUBLESHOOTING
Making the movement speed slower indeed does make you less noisy. I'm not sure if it's linked to the "speed" or "duty" value, since I'm not into the animations so much, but I'm 100% sure that slower movement makes you less noisy. I can remember crawling behind enemies without them hearing me, but if I sprinted, they would hear me much easier. It is also possible to move and look through the optics at the same time. You'd need to first extend the Binocular animations though, since they're kinda limited in vanilla OFP, to be able to move with them. By giving the animations the following definition in the config, you should be able to move while keeping your eyes on the optics: enableOptics=1; -
Changing the appearance of an unit is kinda impossible in the OFP engine. There's pretty much only one way to do that and that would be to make a new addOn with the ability to change the unit's textures with setObjectTexture command. That alone limits your abilities some bit too, since only the textures would be changed, not the model. There's also a slight flaw with the command: After loading a saved game with the command already performed in the last game before the save, the unit's appearance would be again the same as before. There's really no way to check if the game has been loaded from a saved game either, so you wouldn't be able to change the player back to the "new appearance". The most reliable way would be to cut the mission into parts - When you want the player to control another unit, just end the mission and move on to a next one where he's a different one. clearWeaponCargo command is for vehicles. Use removeAllWeapons instead.
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Most feedback from my experience are sent in discussion forum threads, so you've finally come to the right place, though I'm not sure if there are any community members into that kind of missions around anymore. I'd be glad to test the missions, but since they're larger type of multiplayer missions, I wouldn't be able to get enough players myself for them to be in their element, I'm afraid. :( You should also send your missions to OFPEC, where they will review your mission along with a newspost, for even more popularity.
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Autonomous AI vehicle management
rellikki replied to *zeewolf*'s topic in OFP : MISSION EDITING & SCRIPTING
It sounds like an interesting idea. The AI definately could use such a script. I don't recall of such script's existance either. I'm not sure if this works for the AI, but perhaps you could just try a simple command to enable the manual fire on choppers, like this: guy1 action ["MANUALFIRE"] That would at least enable the manual fire for player controlled vehicles, but, as I said, I'm not sure if it works for the AI. -
Moving to User Missions. Please post in the right forum in the future. This has nothing to do with official OFP news. :rolleyes: