rellikki
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Everything posted by rellikki
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Would it be possible to return what surface is at the given position (ground texture) like the surfaceType command for ArmA?
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You should try contacting Placebo, the community manager and see what he can do.
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Thanks, but what about the mission itself? EDIT: Never mind, found it from the same site you linked from. Thanks.
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I remember somekind of CTI mission on a C-shaped island with another smaller island in the center. Anyone know where to get it and the required addons?
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Simply change the null ShortnameOfTracks to your actual track names. You really should show some initiative. You can't expect everyone else to do all the work for you, even if you're a beginner. I think all the instructions given in this thread are pretty clear - even more than so.
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Help on; i need help trying to make the soldiers stand up,because they allways go pro
rellikki replied to kierandobbin54's topic in OFP : MISSION EDITING & SCRIPTING
You'll need to use the setUnitPos command. Please search before posting. This same question has been asked a hundred times before. -
What the hell is "the resistance"? We already have an existing thread for videos. Please use that instead.
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It's an old bug which happens if there's a different item than binoculars for the first special item in the gear menu. Simply change the order of the special items to fix the problem - give them binoculars first, then NV goggles. But BIS have stated that they didn't intend to fix any of the old bugs, so that's irrelevant.
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It's a common issue with debinarized models. Some model selections will get fucked up. You will need to redefine the osobnost selection. Select only the face and hands parts of the model in the View Pilot LOD or where ever the error appears, right click on the selection and click the Redefine button.
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In CfgModels you refer to the model as Specop while in CfgVehicles you refer to it as model1 in the model path. They need to be named the same, so either change the model name to Specop and change the model path in CfgVehicles accordingly or change the definition in CfgModels to model1.
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*Requester appears* Thanks a lot. This should offer some gameplay for several hours. :)
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I hope you'll have a good variety of lower LODs planned. Do you have any pictures of the lower LODs?
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Sounds good. Looking forward to it. Your best bet for voice actors would be to ask here: http://forums.bistudio.com/showthread.php?t=90625
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RaNgeR_24, that's normal behaviour in case you've commanded your squad to advance or set them to danger or stealth behaviour.
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Your previous post wasn't deleted, and this is the OFP forum, not Arma 2. Please ensure you post in the right place.
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They're practically the same game. All the mods and addons will work as well in CWA as they do in OFP.
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Found in OFPR.info: http://ofp.gamepark.cz/utilities/cpp2bin_12.zip
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Well, there are not as many players left in OFP / CWA as there used to be, but there are still some. It really depends on your mission quality whether people will play and enjoy your missions.
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Make sure your ColdWarAssault.cfg in your installation directory isn't set to "Read only".
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Everything seems to work fine now. :)
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The given key is the one you used for Flashpoint. It automatically detects it if you've got OFP installed before hand, so you're all set.
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I think the RHS Russian soldiers are pretty modern, unless you want Russian troops with all the latest equipment. I'd say that the majority of the Russian army are still using the equipment on RHS troops even today. The HYK's US troops aren't exactly the most modern either, so I think the RHS troops would go along with them just fine. I don't think there are any more modern Russian troops for OFP and doing a new addon can be very hard and time consuming, but if you insist, I would suggest to take a look at Sanctuary's WW4 modding resources. It comes with editable models based on the same models from HYK's US troops addon, which you can modify for your needs, if you've got the skills.
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Does anyone have any idea what this means?
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No reloading animations for me either. And the getMove command still doesn't seem to be working, unless I'm doing something wrong?
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Well, if anything is possible, I'd just request all the new scripting commands from ArmA to OFP, but here's what I'd most like to see: - (set/get)vectorDir and vectorUp commands. - A function to return the position character is aiming at. - nearestObjects command, with the same functionality as the ArmA's command. - attachTo command, with the same functionality as the Arma 2's command. I'm not really into this stuff nor am I familiar with C++, so I don't know if those are possible at all, but meh.