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The Flaks Are Alive With The Sounds Of Magic... No Wait...
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Topic: The Flaks Are Alive With The Sounds Of Magic... No Wait... (Read 1036 times)
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Black Magic
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The Flaks Are Alive With The Sounds Of Magic... No Wait...
«
on:
14 Sep 2002, 14:15:19 »
Okay forget that last thread about placing a damn Flak on a slope. Alternatively I figured I'd just whack it on a flat piece of land. Now this is all well and good. I place it ontop of one of GFX's pillboxes and it looks real fine and dandy. Then I place two soldiers into the pillbox and they go anal on me and go prone and creep around maintaining their aim on the Flak on the roof as if they live in fear that it may fall right through and break they're necks. :gunman:
Any ideas? Danca in advanca. :help:
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macguba
Former Staff
Re:The Flaks Are Alive With The Sounds Of Magic... No Wait...
«
Reply #1 on:
14 Sep 2002, 17:16:15 »
Try putting
this setCaptive true
in the init field of the Flak. Doesn't always work, but can't do any harm.
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Plenty of
reviewed ArmA missions
for you to play
FlidMerchant
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Re:The Flaks Are Alive With The Sounds Of Magic... No Wait...
«
Reply #2 on:
14 Sep 2002, 18:53:42 »
Instead of using an empty flak, put an occupied one with setcaptive true, and deletevehicle the gunner.
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Black Magic
Guest
Re:The Flaks Are Alive With The Sounds Of Magic... No Wait...
«
Reply #3 on:
15 Sep 2002, 03:44:28 »
Yeah SetCaptive didn't work but the deleteVehicle may have. I cam up with my own solution. Because the Empty Flak is a Resistance unit I simply changed Resistence Friendly To to East. And viola the Nazi soldiers show some a da respwect for da empty Flak broder.
Thanks for the help anyways guys. Problem solved! BOOYAH!
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The Flaks Are Alive With The Sounds Of Magic... No Wait...
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