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	<title>KK&#039;s blog</title>
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	<link>http://killzonekid.com</link>
	<description>A bit of everything...</description>
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		<title>ArmA Scripting Tutorials: attachTo and setVectorDirAndUp</title>
		<link>http://killzonekid.com/arma-scripting-tutorials-attachto-and-setvectordirandup/</link>
		<comments>http://killzonekid.com/arma-scripting-tutorials-attachto-and-setvectordirandup/#comments</comments>
		<pubDate>Thu, 23 May 2013 10:35:27 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 2]]></category>
		<category><![CDATA[ArmA 3]]></category>
		<category><![CDATA[ArmA Scripting]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ArmA]]></category>
		<category><![CDATA[attachTo]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[setVectorDirAndUp]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1722</guid>
		<description><![CDATA[ArmA&#8217;s attachTo command is a lot of fun. It allows to attach almost anything to anything, and the best bit is the attached parts then are all moving together. To demonstrate the principle I&#8217;ve attached 3 sticks of C4 to a civilian. The attachTo command takes following arguments: If you skip memory point, your object ]]></description>
		<wfw:commentRss>http://killzonekid.com/arma-scripting-tutorials-attachto-and-setvectordirandup/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How To Change FOV In ArmA The Easy Way</title>
		<link>http://killzonekid.com/how-to-change-fov-in-arma-the-easy-way/</link>
		<comments>http://killzonekid.com/how-to-change-fov-in-arma-the-easy-way/#comments</comments>
		<pubDate>Sat, 11 May 2013 13:56:30 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 2]]></category>
		<category><![CDATA[ArmA 3]]></category>
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		<category><![CDATA[ArmA]]></category>
		<category><![CDATA[FOV]]></category>
		<category><![CDATA[HowTo]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1638</guid>
		<description><![CDATA[As you know ArmA can handle huge maps and while default FOV (Field Of View) setting in ArmA is ok for outdoors, you might want to have a bit more viewing area indoors or just more viewing area, period. There is already a default way you can do it by double tapping &#8220;-&#8221; key on the ]]></description>
		<wfw:commentRss>http://killzonekid.com/how-to-change-fov-in-arma-the-easy-way/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ArmA Scripting Tutorials: Constructing Secure Callback</title>
		<link>http://killzonekid.com/arma-scripting-tutorials-constructing-secure-callback/</link>
		<comments>http://killzonekid.com/arma-scripting-tutorials-constructing-secure-callback/#comments</comments>
		<pubDate>Fri, 03 May 2013 12:11:27 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 2]]></category>
		<category><![CDATA[ArmA 3]]></category>
		<category><![CDATA[ArmA Scripting]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[ArmA]]></category>
		<category><![CDATA[Scripting]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1572</guid>
		<description><![CDATA[So you have a piece of code you want to execute on all computers for whatever reason. As a mission/mod maker you should be in charge of what is and is not allowed in your creation. One thing you definitely don&#8217;t want is to allow passing of a code over network and then letting all ]]></description>
		<wfw:commentRss>http://killzonekid.com/arma-scripting-tutorials-constructing-secure-callback/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ArmA Scripting Tutorials: Variables (Part 3)</title>
		<link>http://killzonekid.com/arma-scripting-tutorials-variables-part-3/</link>
		<comments>http://killzonekid.com/arma-scripting-tutorials-variables-part-3/#comments</comments>
		<pubDate>Wed, 01 May 2013 11:53:08 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
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		<category><![CDATA[ArmA]]></category>
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		<category><![CDATA[Variables]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1540</guid>
		<description><![CDATA[Before continuing with public variables topic, which I started in Part 2, I&#8217;d like to talk about types of variables or data types if you want.  When variable is undefined it has no data type. When you assign data to your variable it will automatically assume the type of the data you assigned. You can ]]></description>
		<wfw:commentRss>http://killzonekid.com/arma-scripting-tutorials-variables-part-3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Code To compileFinal Converter</title>
		<link>http://killzonekid.com/code-to-compilefinal-converter/</link>
		<comments>http://killzonekid.com/code-to-compilefinal-converter/#comments</comments>
		<pubDate>Mon, 29 Apr 2013 00:00:12 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 3]]></category>
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		<category><![CDATA[JavaScript]]></category>
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		<category><![CDATA[RegEx]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1511</guid>
		<description><![CDATA[So are you ready to lock the code of your function with compileFinal so that it cannot be overwritten by hackers? Paste and convert! (ArmA 3 only also paste one function at a time)]]></description>
		<wfw:commentRss>http://killzonekid.com/code-to-compilefinal-converter/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ArmA Scripting Tutorials: Variables (Part 2)</title>
		<link>http://killzonekid.com/arma-scripting-tutorials-variables-part-2/</link>
		<comments>http://killzonekid.com/arma-scripting-tutorials-variables-part-2/#comments</comments>
		<pubDate>Sun, 28 Apr 2013 13:48:35 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 2]]></category>
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		<category><![CDATA[Variables]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1482</guid>
		<description><![CDATA[In Part 1 I talked about private variables. This part will be about 2 kinds of public variables, public local and public local special. Local is because these variables are only available on the machine that runs the script, public is because once defined these variable could be accessed and modified from anywhere as long as this ]]></description>
		<wfw:commentRss>http://killzonekid.com/arma-scripting-tutorials-variables-part-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ArmA Scripting Tutorials: Variables (Part 1)</title>
		<link>http://killzonekid.com/arma-scripting-tutorials-variables-part-1/</link>
		<comments>http://killzonekid.com/arma-scripting-tutorials-variables-part-1/#comments</comments>
		<pubDate>Fri, 26 Apr 2013 00:45:28 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 2]]></category>
		<category><![CDATA[ArmA 3]]></category>
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		<category><![CDATA[ArmA]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[Variables]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1441</guid>
		<description><![CDATA[There are 5 kinds of variables in Arma: private, private special, public local, public local special, public global. Each variable kind has own scope of existence you have to be aware of. Private variables The engine automatically interprets any variable name that starts with underscore as a private variable. You can use standard alphanumeric characters A to ]]></description>
		<wfw:commentRss>http://killzonekid.com/arma-scripting-tutorials-variables-part-1/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>ArmA Scripting Tutorials: Loops</title>
		<link>http://killzonekid.com/arma-scripting-tutorials-loops/</link>
		<comments>http://killzonekid.com/arma-scripting-tutorials-loops/#comments</comments>
		<pubDate>Sat, 20 Apr 2013 15:31:59 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 2]]></category>
		<category><![CDATA[ArmA 3]]></category>
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		<category><![CDATA[ArmA]]></category>
		<category><![CDATA[Loops]]></category>
		<category><![CDATA[Scripting]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1376</guid>
		<description><![CDATA[Loop is a piece of code that repeats over and over. There will be times when you need to do this and there are few ways you can do it. I give you an example. Lets say you need to add 3 identical items into inventory. You can just go add item, add item, add ]]></description>
		<wfw:commentRss>http://killzonekid.com/arma-scripting-tutorials-loops/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>ArmA Scripting Tutorials: Basics</title>
		<link>http://killzonekid.com/arma-scripting-tutorials-basics/</link>
		<comments>http://killzonekid.com/arma-scripting-tutorials-basics/#comments</comments>
		<pubDate>Tue, 16 Apr 2013 22:16:52 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 2]]></category>
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		<category><![CDATA[ArmA]]></category>
		<category><![CDATA[Basics]]></category>
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		<guid isPermaLink="false">http://killzonekid.com/?p=1364</guid>
		<description><![CDATA[To ; or not to ; that is the question! Simple answer is, if in doubt, do it. Let me explain. Semicolon is used in SQF scripts to tell the engine where one command ends and another starts. If you miss ; where it is required the script will abort and write an error message ]]></description>
		<wfw:commentRss>http://killzonekid.com/arma-scripting-tutorials-basics/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ArmA Scripting Tutorials: Getting Started</title>
		<link>http://killzonekid.com/arma-scripting-tutorials-getting-started/</link>
		<comments>http://killzonekid.com/arma-scripting-tutorials-getting-started/#comments</comments>
		<pubDate>Tue, 16 Apr 2013 12:03:11 +0000</pubDate>
		<dc:creator>Killzone_Kid</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[ArmA 2]]></category>
		<category><![CDATA[ArmA 3]]></category>
		<category><![CDATA[ArmA Scripting]]></category>
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		<category><![CDATA[ArmA]]></category>
		<category><![CDATA[Getting Started]]></category>
		<category><![CDATA[Scripting]]></category>

		<guid isPermaLink="false">http://killzonekid.com/?p=1350</guid>
		<description><![CDATA[ArmA 3 Public Alpha has recently updated to 0.54 and one of the new features is&#8230; Added: improved public debug console This makes testing and debugging scripts much easier. The console is available in editor when you hit Esc button while previewing mission. This allows on the fly interaction with the mission&#8217;s variables and objects. Video ]]></description>
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		<slash:comments>0</slash:comments>
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