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Gamerz

[Island] NG-Studio present "Isola di Capraïa"

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a couple of offshore islands with bases would be peachy. like the little islands off the northwest of sahrani

after playing duala and takistan a lot recently, I would comment that this island does cause significant slowdown on clients compared to other much bigger places - not sure why. it's almost as sluggish as panthera or lowlands once we're a few towns in on evo

the feel is incrediblt though - we are in awe.

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The NG-Studio team thank's all for your comments & Eggbeast, Kage74 for their contributions.

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Gday NG-Studio team.

Love the island, it's one of my faves. A small bug I've noticed is that inko's disposable weapons scripts don't work. So any units which are meant to spawn with shoulder launched disposables (eg NLAW) don't do so. I only get these errors on Capraia.

Here's what I can dig out of my rpt:

Error in expression < _x >> "inko_disposable")) == 1) then
{
_unit removeMagazines _x;
};
} forEach m>
 Error position: <_unit removeMagazines _x;
};
} forEach m>
 Error Undefined variable in expression: _unit
File inko_disposable\s\ammo_ai.sqf, line 28 

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Thx TPW, but actually, NGstudio team (Nanuq & Gamerz), have not the time to work and improve Capraia. With the BIS news on Arma 3 and the island "Limnos", I don't think we will rework top. Limnos is equal to Capraia.

Thank you to everybody who have used, use, and will use this Island !

Edited by Gamerz
correction

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Arma 3 will come out next year. It's a long time. ;)

I respect your decision not to make any updates to the map, but I would still beg for 8-digit coordinates. DAGR (GPS in ACE-mod) is not working properly in 6-digit maps.

One of the most beautiful map ever created in OFP/Arma 1/Arma 2. Can't decide which one is the best; this or Thrisk.

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OK maybe one update ! i look for that !

#include "IsolaDiCapraia.hpp" 
class CfgPatches {
class IsolaDiCapraia {
	units[] = {"IsolaDiCapraia"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"objets_idc","CAData","CABuildings","CAMisc","CABuildings2","CARoads2","CA_E","CARoads_E","CARocks_E","CAStructures_E","CAMisc_E"}; 
	};
};
class DefaultLighting;	// External class reference

class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds {
class DefaultClutter {
	scaleMin = 0.9;
	scaleMax = 1.4;
};
class DefaultWorld;	// External class reference

class CAWorld : DefaultWorld {
	class Grid {};
};

class IsolaDiCapraia : CAWorld {
	access = 3;
	worldId = 8;
	cutscenes[] = {"SampleMapIntro1"}; 
	description = "Capraia"; 
	icon = "NGS\IsolaDiCapraia\Data\icon\iconNGS.paa"; 
	worldName = "NGS\IsolaDiCapraia\IsolaDiCapraia.wrp"; 
	pictureMap = ""; 
	pictureShot = "NGS\IsolaDiCapraia\data\ui_Capraia_ca.paa"; 
	plateFormat = "ML$ - #####"; 
	plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; 
	longitude = -09;
	latitude = -43;
	midDetailTexture = "NGS\IsolaDiCapraia\data\Sand_2.paa";
	author = "NGStudio";

	class Grid : Grid {
		offsetX = 0;
		offsetY = 0;

		class Zoom1{
		zoomMax = 0.15;
		format = "XY";
		formatX = "000";
		formatY = "000";
		stepX = 100;
		stepY = 100;
		};

		class Zoom2{
		zoomMax = 0.85;
		format = "XY";
		formatX = "00";
		formatY = "00";
		stepX = 1000;
		stepY = 1000;
		};

		class Zoom3{
		zoomMax = 1e+030;
		format = "XY";
		formatX = "0";
		formatY = "0";
		stepX = 10000;
		stepY = 10000;
		};
	};
	startTime = 11:30; 
	startDate = 01/06/2010;
	startWeather = 0.1;
	startFog = 0.0;
	forecastWeather = 0.3;
	forecastFog = 0.0;
	seagullPos[] = {1272.84, 150.0, 14035};
	centerPosition[] = {2500, 2500, 300};
	drawTaxiway = 0;

    ilsPosition[] ={985.23,8464.15,0};
       ilsDirection[] ={0,0.08,-1};

       ilsTaxiIn[]={
	1295.54,9045.04, // service path middle point
	1295.74,8404.81, // point on runway to start there
	1287.11,8394.45, // point on runway to start there
	1009,8394.5, // point on runway to start there

	992.188,8399.63, // point on runway to start there
	985.23,8409.79, // align with runway
	985.23,8435.5, // align with runway
	// ******,*****, // align with runway
       };

	ilsTaxiOff[]={
	985.23,8464.15, //ilsPos, // touchdown point on runway

	985.23,9517.3, // move to taxi-off point
	991.327,9529.47, // start turning

	1005.38,9534.84, // move to taxi-path
	1284.93,9534.63, // move to taxi-path
	1290.63,9533.29, // move to taxi-path
	1295.74,9526.4, // move to taxi-path
	1295.54,9045.04, // move on service path to middle point
       };

	class ReplaceObjects {};

	class Land_Terrace_K_1_EP12{
	scope = 1;
	model = "ca\structures_e\housek\Terrace_K_1_EP1";
	vehicleClass = "Test";
	destrType = "DestructNo";
	};

	class Sounds {
		sounds[] = {};
	};

	class Animation {
		vehicles[] = {};
	};

	class Lighting : DefaultLighting {};
	clutterGrid = 1.11;
	clutterDist = 125; 
	noDetailDist = 40;
	fullDetailDist = 5; 
	minTreesInForestSquare = 3;
	minRocksInRockSquare = 4;


	class Subdivision {
		class Fractal {
			rougness = 5;
			maxRoad = 0.02;
			maxTrack = 0.5;
			maxSlopeFactor = 0.05;
		};

		class WhiteNoise {
			rougness = 2;
			maxRoad = 0.01;
			maxTrack = 0.05;
			maxSlopeFactor = 0.0025;
		};
		minY = 0.0;
		minSlope = 0.02;
	};

	class Ambient {
		class BigBirds {
			radius = 300;
			cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

			class Species {
				class Hawk {
					probability = 0.2;
					cost = 1;
				};
			};
		};

		class Birds {
			radius = 170;
			cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

			class Species {
				class Seagull {
					probability = 0.2;
					cost = 1;
				};
			};
		};

		class BigInsects {
			radius = 20;
			cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

			class Species {
				class DragonFly {
					probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";
					cost = 1;
				};

				class ButterFly {
					probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";
					cost = 1;
				};
			};
		};

		class BigInsectsAquatic {
			radius = 20;
			cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

			class Species {
				class DragonFly {
					probability = 1;
					cost = 1;
				};
			};
		};

		class WindClutter {
			radius = 10;
			cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

			class Species {
				class FxWindGrass1 {
					probability = "0.4 - 0.2 * hills - 0.2 * trees";
					cost = 1;
				};

				class FxWindGrass2 {
					probability = "0.4 - 0.2 * hills - 0.2 * trees";
					cost = 1;
				};

				class FxWindRock1 {
					probability = "0.4 * hills";
					cost = 1;
				};

				class FxWindLeaf1 {
					probability = "0.2 * trees";
					cost = 1;
				};

				class FxWindLeaf2 {
					probability = "0.1 * trees + 0.2";
					cost = 1;
				};

				class FxWindLeaf3 {
					probability = "0.1 * trees";
					cost = 1;
				};
			};
		};

		class NoWindClutter {
			radius = 15;
			cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

			class Species {
				class FxWindPollen1 {
					probability = 1;
					cost = 1;
				};
			};
		};

		class SmallInsects {
			radius = 3;
			cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

			class Species {
				class HouseFly {
					probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
					cost = 1;
				};

				class HoneyBee {
					probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
					cost = 1;
				};

				class Mosquito {
					probability = "(1 - deadBody) * (0.2 * forest)";
					cost = 1;
				};
			};
		};

		class NightInsects {
			radius = 3;
			cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

			class Species {
				class Mosquito {
					probability = 1;
					cost = 1;
				};
			};
		};

	};

	class Names {
	#include "IsolaDiCapraia.hpp"
	};


	class clutter {
		class Iso_GrassDry : DefaultClutter {
			model = "ca\plants_E\Clutter\c_GrassDesert_GroupSoft_EP1.p3d";
			affectedByWind = 0.7;
			swLighting = 1;
			scaleMin = 0.7;
			scaleMax = 1.0;
		};

		class Iso_GrassDryLong : DefaultClutter {
			model = "ca\plants_E\Clutter\c_GrassDryLong_EP1.p3d";
			affectedByWind = 0.85;
			swLighting = 1;
			scaleMin = 0.75;
			scaleMax = 1.0;
		};

		class Iso_GrassGreen : DefaultClutter {
			model = "ca\plants_E\Clutter\c_GrassGreen_EP1.p3d";
			affectedByWind = 0.7;
			swLighting = 1;
			scaleMin = 0.85;
			scaleMax = 1.1;
		};

		class Iso_GrassGreenLong : DefaultClutter {
			model = "ca\plants_E\Clutter\c_GrassGreenLong_EP1.p3d";
			affectedByWind = 0.8;
			swLighting = 1;
			scaleMin = 0.75;
			scaleMax = 1.0;
		};

		class Iso_BrushHard : DefaultClutter {
			model = "ca\plants_E\Clutter\c_Brush_Hard_EP1.p3d";
			affectedByWind = 0.4;
			swLighting = 1;
			scaleMin = 0.9;
			scaleMax = 1.3;
		};

		class Iso_BrushSoft : DefaultClutter {
			model = "ca\plants_E\Clutter\c_Brush_Soft_EP1.p3d";
			affectedByWind = 0.8;
			swLighting = 1;
			scaleMin = 0.75;
			scaleMax = 1.4;
		};

		class Iso_PlantsViolet : DefaultClutter {
			model = "ca\plants_E\Clutter\c_Plants_Violet_EP1.p3d";
			affectedByWind = 0.7;
			swLighting = 1;
			scaleMin = 1.0;
			scaleMax = 1.25;
		};

		class Iso_PlantsWhite : DefaultClutter {
			model = "ca\plants_E\Clutter\c_Plants_White_EP1.p3d";
			affectedByWind = 0.7;
			swLighting = 1;
			scaleMin = 0.85;
			scaleMax = 1.1;
		};

		class Iso_Weed1 : DefaultClutter {
			model = "ca\plants_E\Clutter\c_Weed_1_EP1.p3d";
			affectedByWind = 0.65;
			swLighting = 1;
			scaleMin = 0.65;
			scaleMax = 1.0;
		};

		class Iso_WeedThistle : DefaultClutter {
			model = "ca\plants_E\Clutter\c_Weed_Thistle_EP1.p3d";
			affectedByWind = 0.7;
			swLighting = 1;
			scaleMin = 1.0;
			scaleMax = 1.25;
		};

		class Iso_champ : DefaultClutter {
			model = "ca\plants2\clutter\c_stubble.p3d";
			affectedByWind = 0.7;
			swLighting = 1;
			scaleMin = 1.0;
			scaleMax = 1.25;
		};
	};
};
};

class CfgSurfaceCharacters {
class IsoGrassClutter {
	probability[] = {0.89, 0.03, 0.02};
	names[] = {"Iso_GrassDry", "Iso_BrushHard", "Iso_PlantsWhite"};
};

class IsoDesertClutter {
	probability[] = {0.06, 0.05, 0.005, 0.005};
	names[] = {"Iso_BrushSoft", "Iso_BrushHard", "Iso_PlantsWhite", "Iso_WeedThistle"};
};

class IsoDesertClutter2 {
	probability[] = {0.0};
	names[] = {"Iso_BrushSoft"};
};

class IsoForestClutter {
	probability[] = {1.05};
	names[] = {"Iso_champ"};
};

class IsoWeedsClutter {
	probability[] = {0.6, 0.1, 0.15, 0.05, 0.05};
	names[] = {"Iso_GrassDry", "Iso_GrassDryLong", "Iso_Weed1", "Iso_WeedThistle", "Iso_BrushHard"};
};

class IsoFieldGrassClutter {
	probability[] = {0.6, 0.3, 0.02, 0.01, 0.02};
	names[] = {"Iso_GrassGreen", "Iso_GrassGreenLong", "Iso_PlantsWhite", "Iso_PlantsViolet", "Iso_Weed1"};
};	
class IsoSandClutter {
	probability[] = {0.0};
	names[] = {"Iso_Weed1"};
};

};

class CfgSurfaces {
class Default {};

class Water {};
class IsoPolopoust : Default {
	access = 2;
	files = "roche_*";
	rough = 0.01;
	dust = 0.9;
	soundEnviron = "dirt";
	character = "IsoDesertClutter";
	soundHit = "soft_ground";
};

class IsoPolopoust2 : Default {
	access = 2;
	files = "roche2_*";
	rough = 0.01;
	dust = 0.9;
	soundEnviron = "dirt";
	character = "IsoDesertClutter2";
	soundHit = "soft_ground";
};

class IsoTrava : Default {
	access = 2;
	files = "herbe_*";
	rough = 0.11;
	dust = 0.5;
	soundEnviron = "drygrass";
	character = "IsoGrassClutter";
	soundHit = "soft_ground";
};

class IsoForest : Default {
	access = 2;
	files = "terre_*";
	rough = 0.01;
	dust = 0.9;
	soundEnviron = "dirt";
	character = "IsoForestClutter";
	soundHit = "soft_ground";
};

class Isosable : Default {
	access = 2;
	files = "sable_*";
	rough = 0.1;
	dust = 0.5;
	soundEnviron = "sand";
	character = "IsoSandClutter";
	soundHit = "soft_ground";
};
};

class CfgWorldList {
class IsolaDiCapraia {};
};

class CfgMissions {
class Cutscenes {
	class SampleMapIntro1 {
		directory = "NGS\IsolaDiCapraia\Data\Scenes\intro.isoladicapraia";
	};
};
};

Edited by Gamerz

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Thank you very much.

My uneducated guess would be:

	class Grid : Grid {
		offsetX = 0;
		offsetY = 0;

		class Zoom1{
		zoomMax = 0.05;
		format = "XY";
		formatX = "0000";
		formatY = "0000";
		stepX = 10;
		stepY = 10;
		};

		class Zoom2{
		zoomMax = 0.15;
		format = "XY";
		formatX = "000";
		formatY = "000";
		stepX = 100;
		stepY = 100;
		};

		class Zoom3{
		zoomMax = 0.85;
		format = "XY";
		formatX = "00";
		formatY = "00";
		stepX = 1000;
		stepY = 1000;
		};

		class Zoom4{
		zoomMax = 1e+030;
		format = "XY";
		formatX = "0";
		formatY = "0";
		stepX = 10000;
		stepY = 10000;
		};
	};

Never done anything like this before, so I might be wrong.

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Sorry, for the for the answer in french but it's more easy for me ;)

Ok Gekkibi, j'ai pris note de t'as remarque !

Ensuite,

J'avais déjà fait quelques corrections sur la map il y a quelques temps déjà qui ne sont pas sorties !

- Je viens de rajouter un village dense en périphérie de capraia (on pourra dire que la ville s'aggrandit)

mini_130426buldozer2011061016214357.png

- J'ai retiré le bateau a quai

- Actuellement j'ai retiré l'ensemble des rochers et de la végétation, je n'étais personnellement pas très content du premier jet (ce que vous avez vu dans la version 1), car j'ai de vrai difficulté a faire quelque chose de bien et de jouable. J'y travail mais j'avoue que si une âme charitable sait comment implémenté la végétation correctement... je ne suis pas contre ;)

- Je vais retravailler les villages aussi, mettre un peu plus de murs etc.

Si vous avez des remarques à me faire parvenir c'est le moment. (que ce soit dans le config.cpp ou bien sur la map).

Edited by Gamerz

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Sorry, for the for the answer in french but it's more easy for me ;)

Ok Gekkibi, j'ai pris note de t'as remarque !

Ensuite,

J'avais déjà fait quelques corrections sur la map il y a quelques temps déjà qui ne sont pas sorties !

- Je viens de rajouter un village dense en périphérie de capraia (on pourra dire que la ville s'aggrandit)

http://img11.hostingpics.net/thumbs/mini_130426buldozer2011061016214357.png/IMG]

- J'ai retiré le bateau a quai

- Actuellement j'ai retiré l'ensemble des rochers et de la végétation, je n'étais personnellement pas très content du premier jet (ce que vous avez vu dans la version 1), car j'ai de vrai difficulté a faire quelque chose de bien et de jouable. J'y travail mais j'avoue que si une âme charitable sait comment implémenté la végétation correctement... je ne suis pas contre ;)

- Je vais retravailler les villages aussi, mettre un peu plus de murs etc.

Si vous avez des remarques à me faire parvenir c'est le moment. (que ce soit dans le config.cpp ou bien sur la map).

Before the whiners start with the english speak forum crap.

Google translate

Gekkibi Ok, I took note did you notice!

Then

I had already made ​​some corrections on the map some time ago already that do not come out!

- I just added a village on the outskirts of dense capraia (one can say that the city becomes big)

- I removed the boat dock

- Currently I have removed all the rocks and vegetation, I was personally not very happy with the first throw (what you see in version 1), because I have real difficulty has to do something of good and playable. I work but I confess that if a kind soul knows how vegetation implemented correctly ... I'm not cons

- I'll rework the villages also put some more walls so.

If you have any comments send me it's time. (whether in config.cpp or on the map).

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J'ai préfèré écrire en bon français qu'en anglais google, qui, moi même avec mon niveau d'anglais me rend très bien compte qu'il traduit parfois de travers...

Google translate :

I prefer to write in good English and French google, that myself with my level of English makes me very aware that sometimes results from across ...

English : (with my level)

I prefered to write in good french as "English google", that, myself and my english level makes me very aware that sometimes, google translation is strange.

Edited by Gamerz

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Guest

We understand you can not write English but that does not mean the forum rules do not apply. Everyone uses English, even those who are bad at it, people here will gladly help you sort your translating issues when you ask them rather than just posting in a different language.

The online translaters are nice but really do often not make sense at all. Please ask some player you know to help you translate your French text into English and post his translation.

Before the whiners start with the english speak forum crap

Its a forum rule and those rules are here to keep this a nice place for people to come and read info instead of having to read all kind of crap posts/spam/other languages etc which will just make them leave.

Edited by Guest

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You prefer maybe the next time he doesn't give answer?

If he cannot speak in english he cannot be tolerant !!!

Maybe it' s a forum rule, but next time he ll shut up and he will not update the map, you prefer this?.

Ay ay je te jure :)

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Guest

Its pretty simple, or you post according to the rules or you do not post at all.

Now, if you need to discuss this forum rule any further please use the The all new: Ask a moderator about the forum & rules and stop posting in this topic about it.

(I see French in your profile, if your so concerend help the poster out).

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Its pretty simple, or you post according to the rules or you do not post at all.

Now, if you need to discuss this forum rule any further please use the The all new: Ask a moderator about the forum & rules and stop posting in this topic about it.

(I see French in your profile, if your so concerend help the poster out).

Before you start lecturing others, may I suggest that you look at your own English. May I also suggest that a certain degree of latitude be demonstrated. AFAIK while you are a respected member of the community, you are no moderator.

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Guest
Before you start lecturing others, may I suggest that you look at your own English.

The rules state "Write in English". No where does it state the English text written should be at your university level.

AFAIK while you are a respected member of the community, you are no moderator.

Since you wish to drag on a discussion while it was said to use linked topic (which also is not allowed according to the forum rules) I am sure its my right to privatly inform you your assumptions are wrong.

Please, let me make this clear.

This is the last post about wether or not to post in English, when you don't like that rule use the topic linked above to complain. If you don't like me upholding the rules complain in that topic about me as well.

Edited by Guest

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The rules state "Write in English". No where does it state the English text written should be at your university level.

Since you wish to drag on a discussion while it was said to use linked topic (which also is not allowed according to the forum rules) I am sure its my right to privatly inform you your assumptions are wrong.

Please, let me make this clear.

This is the last post about wether or not to post in English, when you don't like that rule use the topic linked above to complain. If you don't like me upholding the rules complain in that topic about me as well.

The rules state "Write in English". No where does it state the English text written should be at your university level.

English is not something defined by myself nor you, look in a dictionary. You don't need to attend university to use a dictionary.

Since you wish to drag on a discussion while it was said to use linked topic (which also is not allowed according to the forum rules) I am sure its my right to privatly inform you your assumptions are wrong.

How am I or others supposed to know that you are a moderator? Nothing in your profile suggests this. Other moderators have this title clearly displayed

Please, let me make this clear.

This is the last post about wether or not to post in English, when you don't like that rule use the topic linked above to complain. If you don't like me upholding the rules complain in that topic about me as well.

Now I that understand that you are a moderator, I shall respect your orders.

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This map is by far the best custom made map I've played. Its aesthetic value is only enhanced by remaining uncluttered and small. It's a great terrain for eg. an MSO with a developing war in mind.

Artificially sharpening the textures would go a long way in achieving perfection, but other than that I think it's as good as can get.

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it will be an awesome map with ArmA3, approching under sea to destroy some targets :)

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Mission for Capraia

Thx to "Dalia" for this making !

---------- Post added at 03:31 PM ---------- Previous post was at 03:28 PM ----------

it will be an awesome map with ArmA3, approching under sea to destroy some targets :)

Approching under sea ! Oh god, the seabed are not yet ready :(

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Key word... "yet"....

I love this map by the way, keep it up!

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Big work in progress for the v2 ! but for the ai & roads i can't impprove, i will edit a tuto for road and ai

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Need to translate in EN

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- Ajouts de villages // more villages

- Plus de reliefs //

- Plus de textures sol // more ground textures

- Correction de quelques bugs // less bugs

- Végétation retravaillé // reworked vegetation

- plus d'objets // more objects

Edited by Gamerz

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Great news :)

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