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Rellikki
Posted on: May 23 2010, 20:58



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Member No.: 13


Try giving it careless behaviour:

CODE
(driver car_name) setBehaviour "careless"


It shouldn't react to gunfire after that.
  Forum: Mission Editing & Scripting · Post Preview: #70438 · Replies: 3 · Views: 6,536

Rellikki
Posted on: Feb 23 2010, 19:37



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Very well then. I just found it very odd how Old Bear started a discussion thread for this addOn, seeing that it isn't really a standard of the staff here - I haven't seen you starting new threads for other addOns either. The addOn doesn't seem that special to me.
  Forum: Addons - Released · Post Preview: #69346 · Replies: 5 · Views: 5,885

Rellikki
Posted on: Feb 23 2010, 19:05



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Well, I don't know why you started this thread, but would it be possible to be closed? I'd prefer all the discussion happening in the addOn's official discussion thread. I don't want to be checking multiple forums for questions and/or feedback. Or if you choose to let this thread open, I cannot guarantee that I will give any support here on any questions or keep you up to date of any new updates. All the news will be posted in the official discussion thread I linked above.
  Forum: Addons - Released · Post Preview: #69344 · Replies: 5 · Views: 5,885

Rellikki
Posted on: Feb 5 2010, 22:16



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Doesn't ArmA already come with such objects?
  Forum: Addons - Work in progress · Post Preview: #69078 · Replies: 388 · Views: 352,862

Rellikki
Posted on: Feb 5 2010, 22:13



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http://forum.armedassault.info/index.php?showtopic=2715

Browse through that thread, you can find the answer there.
  Forum: Armed Assault · Post Preview: #69077 · Replies: 1 · Views: 4,891

Rellikki
Posted on: Dec 26 2009, 06:38



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The game's MLODs haven't been released, but I can say that vehicle interiors have only been made for a very few vehicles.
  Forum: ArmA II - Combined Operations · Post Preview: #68254 · Replies: 3 · Views: 4,107

Rellikki
Posted on: Nov 21 2009, 17:42



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Thanks everyone. Lovely present, Dave. I will now also accept Wittman's compliment.

QUOTE(Benoist @ Nov 21 2009, 04:51) *
Get drunk and do your worst!

And then post pics for own amusment, as pMASTER... blues.gif

The strongest drink I drank today was Coca-Cola. Would you like me to post pictures of the aftermath? smile.gif
  Forum: Chatter, Word Games & Jokes · Post Preview: #67599 · Replies: 899 · Views: 246,506

Rellikki
Posted on: Nov 20 2009, 20:57



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But it's not my birthday? ohmy.gif
  Forum: Chatter, Word Games & Jokes · Post Preview: #67586 · Replies: 899 · Views: 246,506

Rellikki
Posted on: Oct 28 2009, 18:12



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There's been some discussion about that. Someone is already making the island, as seen in this BI forum thread. And it's definately not illegal, unless it's a direct port from OFP:DR (Which is kinda impossible, because the game engines are very different). Codemasters do not own the rights for the real world island, which Skira has been based on. smile.gif
  Forum: ArmA II - Combined Operations · Post Preview: #66976 · Replies: 5 · Views: 4,342

Rellikki
Posted on: Oct 26 2009, 18:06



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You can find the answer here.
  Forum: Mission Editing & Scripting · Post Preview: #66934 · Replies: 2 · Views: 4,672

Rellikki
Posted on: Oct 21 2009, 23:49



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Make sure you have the latest version of the game installed. The A10 was only added in one of the later patches.
  Forum: Troubleshooting · Post Preview: #66850 · Replies: 5 · Views: 8,100

Rellikki
Posted on: Oct 7 2009, 12:59



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I have updated the addOn. See the first post for the download link.

Major changes are as follows:
- Added some variency between the characters
- Improved textures and models
- New classes: APC Crewman, Tank Crewman and Pilot
- Fixed the faction error caused in the game patch v.1.04

As per special request from Cole, I've made two configs for the addOn: English config and multilanguage config. The reason for this slightly weird system is to support owners of non-multilanguage ARMA 2 copy, who wish to use this addOn with English displaynames, but cannot set it in the game's options.

The archieve also contains an optional replacement addOn, which replaces the original OPFOR insurgent troops (ChDKZ) with my addOn.

More info in the readme.
  Forum: Addons - Released · Post Preview: #66533 · Replies: 6 · Views: 5,556

Rellikki
Posted on: Oct 3 2009, 21:53



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I just tested it in game and found out that the key to disable the crosshair on the camera.sqs mode is the "Headlights on/off" control, which is by default the L key. If you have reconfigured your keyboard settings in game, then just look for the control named "Headlights on/off" and use that to disable the crosshair.
  Forum: Mission Editing & Scripting · Post Preview: #66472 · Replies: 4 · Views: 5,487

Rellikki
Posted on: Oct 3 2009, 16:22



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Push it again. If that doesn't work, push it again. And again. I've noticed that the camera.sqs script is a bit tricky indeed when trying to remove the crosshair, especially in decelerated game speed, but by pushing the L key enough times, the crosshair should eventually disappear.
  Forum: Mission Editing & Scripting · Post Preview: #66464 · Replies: 4 · Views: 5,487

Rellikki
Posted on: Sep 23 2009, 15:30



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Nice reskin, Topas. I like the detail. smile.gif
  Forum: ArmA II - Combined Operations · Post Preview: #66253 · Replies: 439 · Views: 369,673

Rellikki
Posted on: Sep 22 2009, 22:26



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At the moment I'm looking for some translators for a few displaynames for some unique unit classes, which BIS doesn't have translations for on their stringtable files. I've got most of the translations sorted out so far, but I'm still missing some Russian and Hungarian translations. If you can speak any of the mentioned languages and would be able to help, please contact me and I'll send what needs translating. Just a few tiny lines.
  Forum: Addons - Released · Post Preview: #66242 · Replies: 6 · Views: 5,556

Rellikki
Posted on: Sep 22 2009, 18:04



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Well, that goes beyond my own knowledge, so you've got to rely on someone else about that.
  Forum: Mission Editing & Scripting · Post Preview: #66239 · Replies: 16 · Views: 9,044

Rellikki
Posted on: Sep 21 2009, 03:10



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There's an addOn just for that, but I can't seem to find it anymore. It was released by kju on the BI forums. Increasing the Object details on your in game settings increases the draw distance some bit too, but you might want to look for that addOn by kju.
  Forum: ArmA II - Combined Operations · Post Preview: #66200 · Replies: 2 · Views: 3,268

Rellikki
Posted on: Sep 20 2009, 19:48



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That's not what's supposed to happen. The script will only share info between AI squads. It doesn't work for the player.
  Forum: Mission Editing & Scripting · Post Preview: #66186 · Replies: 16 · Views: 9,044

Rellikki
Posted on: Sep 20 2009, 18:18



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Another mistake it seems. This is getting embarassing... Try this:

CODE
{_x addEventHandler ["killed", "(_this select 1) exec ""killmusic.sqs"""]} forEach thisList


I now tested it in game myself to be absolutely sure and now I'm 101% certain that it works. Malajn.gif
  Forum: Mission Editing & Scripting · Post Preview: #66177 · Replies: 16 · Views: 13,492

Rellikki
Posted on: Sep 20 2009, 18:14



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Alright, I now found out what's the problem. The scripts shouldn't be executed in init.sqs, but in a trigger or a script, after the start of the mission. Place a trigger on the map, with condition true and maybe a 1 second delay before it executes. Paste the commands from your init.sqs into the activation field of the trigger. That should do the trick.
  Forum: Mission Editing & Scripting · Post Preview: #66175 · Replies: 16 · Views: 9,044

Rellikki
Posted on: Sep 20 2009, 16:00



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Excuse me again for my misleading info. Shouldn't be writing on discussion forums half-asleep... tongue.gif Here's the full, hopefully working command, forgot another thing from the end:

CODE
{_x addEventHandler ["killed", "(_this select 1) exec ""killmusic.sqs"""]} forEach units thisList
  Forum: Mission Editing & Scripting · Post Preview: #66165 · Replies: 16 · Views: 13,492

Rellikki
Posted on: Sep 20 2009, 15:54



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Perhaps you've named the script files incorrectly, if you really keep getting an error message about missing knownEnemies.sqf. Make sure you didn't name it knowEnemies.sqf.txt, knowEnemies.sqs or something similiar. It's a common problem.
  Forum: Mission Editing & Scripting · Post Preview: #66164 · Replies: 16 · Views: 9,044

Rellikki
Posted on: Sep 19 2009, 13:12



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Ah yes, forgot to put a } at the very end of the command. Do that and it should do the trick.

QUOTE
And when you give a unit an eventhandler, I suppose you put:

CODE
this addEventHandler ["killed"]


In their init field?

That alone won't do a thing. You'd just give them an eventhandler which effects absolutely nothing. Do as I suggested.
  Forum: Mission Editing & Scripting · Post Preview: #66134 · Replies: 16 · Views: 13,492

Rellikki
Posted on: Sep 18 2009, 15:16



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No, they're definately the same thing. I can remember using these scripts in the past and recalled the wrong naming in the scripts as you reported it. You must be doing something wrong. Double check that everything's named correctly.
  Forum: Mission Editing & Scripting · Post Preview: #66126 · Replies: 16 · Views: 9,044

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