Lastuslustus 10 Posted December 17, 2010 I like this map very much. But it seems that the F15 has problems with starting. It crushed every time in the rocks which are a few meters away from the runway. The typhoon has no problems. Tested the F15 on chernarus and it works. So i don't know if it's something about your map or with the usermade addon. Share this post Link to post Share on other sites
daveygary1979 14 Posted December 17, 2010 (edited) -ln5t-YwFu8 icQeAgVicEM Edited December 17, 2010 by daveygary1979 Share this post Link to post Share on other sites
rfc 10 Posted December 17, 2010 Played around in editor the last hours, incredible work! Share this post Link to post Share on other sites
BoomBoomSate 10 Posted December 17, 2010 Thanks for this wonderfull map-update Shezan74 ! Our mapmaker has already ported our Domination-NOACE (fe. with suicidebombers & IED's) to your new version Fallujah. Thanks for the headsup in advantage on our website. Quick impression: Damn nice map, good atmosphere in the city & surroundings with the extra objects :), and as could be expected, a little more lag :( I still love this map and i am curious how it will perform with 30 people running domination on it. You are welcome to join our public 3para-gu server anytime. Share this post Link to post Share on other sites
miller 49 Posted December 18, 2010 Thanks shezan74 ArmA2Base.de Mirror updated: Fallujah 1.0 by shezan74 Kind regards Miller Share this post Link to post Share on other sites
sowens 71 Posted December 18, 2010 (edited) Thanks for the update. I was wondering why one of the houses was changed. I believe it was the Land_dum_istan3_hromada2 one. I got all kinds of errors on my mission(s) until I took those out. I also show no usable positions within those building types anymore. ***Edit*** I was able to hand jam in my code using old slots. I just can no longer see them with the tool I use. Something change but I think I have adapted. The addition of the other houses is nice. I have a good base to work off of now for my ai. I really appreciate the effort on the map and it shows your hard work. Edited December 18, 2010 by sowens Share this post Link to post Share on other sites
daveygary1979 14 Posted December 18, 2010 is there going to be a domination game mode released for this? i hope so, it is always a good fall back when my squad nights dont have enough numbers! Share this post Link to post Share on other sites
El Giggi 11 Posted December 18, 2010 Great map. I'm playing around with it the last couple of hours. But one question: Why isn't there a single mosque in the town? Share this post Link to post Share on other sites
maturin 12 Posted December 18, 2010 Great map. I'm playing around with it the last couple of hours. But one question: Why isn't there a single mosque in the town? Because there are no mosques in Arma 2 materials. Share this post Link to post Share on other sites
superrat 10 Posted December 18, 2010 i thank you sir for all nights spent staring at monitor and creating this wonderful peace of map. s.r:) Share this post Link to post Share on other sites
mapoule 10 Posted December 18, 2010 Finally a real city! great job Share this post Link to post Share on other sites
shezan74 11 Posted December 18, 2010 Because there are no mosques in Arma 2 materials. Yes, unfortunately i could not find any building like a mosque for A2, so the "city of 100 mosques" ended without any :( Unfortunately i don't have a great network of collaborations like other guys have, so i wasn't able to ask it to anyone. I doubt that a nice mosque will be released in the future, since the ones from A2OA are really nice and beautiful. I have also planned for actual release a set of power poles with cables for inner city but the objects i've found have a "center of gravity" of the model far away from their center, and this was not suitable for placing cables with world tools. And without world tools, placing 200 km of cables around city roads by hands will make me crazy or... CEO candidate for General Electrics :D Share this post Link to post Share on other sites
Affe-mit-Waffe 10 Posted December 18, 2010 Woot! Very nice map dud, good work. :rolleyes: Share this post Link to post Share on other sites
LHK 0 Posted December 18, 2010 I'm in love :D! Great job, can't stop playing on it. Share this post Link to post Share on other sites
SPC.Spets 21 Posted December 18, 2010 (edited) why there is not any mesquite or towers that you normaly see in real fallujah videos? I made a video, no lag, neither fps drop in my rig, runs fluid like a river N0BLUM6Fg5M Edited December 18, 2010 by SpetS15 Share this post Link to post Share on other sites
sowens 71 Posted December 18, 2010 Yes, unfortunately i could not find any building like a mosque for A2, so the "city of 100 mosques" ended without any :(Unfortunately i don't have a great network of collaborations like other guys have, so i wasn't able to ask it to anyone. I doubt that a nice mosque will be released in the future, since the ones from A2OA are really nice and beautiful. I have also planned for actual release a set of power poles with cables for inner city but the objects i've found have a "center of gravity" of the model far away from their center, and this was not suitable for placing cables with world tools. And without world tools, placing 200 km of cables around city roads by hands will make me crazy or... CEO candidate for General Electrics :D If you need help I can lend a hand. I may not be an expert, but I willing to learn! Share this post Link to post Share on other sites
SPC.Spets 21 Posted December 18, 2010 Ops! didnt read that, buy OA then and add some mosques :p Share this post Link to post Share on other sites
Wastelander 10 Posted December 18, 2010 Another quick Fly Around ST5WgBmNALA Share this post Link to post Share on other sites
meade95 0 Posted December 18, 2010 Just have to say agian - This map is great - Firefights are excellent and pro-longed - AI reacts very well within this city - Especially flanking and with shoot and scooting somewhat on you - Also, James (00DC15), IED mod works incredbly well (too well!!) within this map - To many places for IED observers to hide and with all the trash laid out throughout the city it becomes hard to avoid places....without walking into kill zones / tunnels - Perfect map for the IED_Man_V6 script. Share this post Link to post Share on other sites
maturin 12 Posted December 18, 2010 I doubt that a nice mosque will be released in the future, since the ones from A2OA are really nice and beautiful. They are all very Central Asian, however, and would look quite strange in Iraq. Share this post Link to post Share on other sites
raptor 6 actual 13 Posted December 19, 2010 Absolutely love this map. Great job. Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted December 19, 2010 I placed Alice and Silvie modules, but while I saw plenty of empty vehicles spawned, I saw no civilians (4 or 5 when looking through FLIR in airborne Apache) while on the ground, and certainly no one driving around. For some reason I got the FEELING that the civilians might be spawning underground? Share this post Link to post Share on other sites
shezan74 11 Posted December 19, 2010 Civilians are spawning from ALICE enabled buildings (with some keypoints inside) Unfortunately the major number of buildings doesn't have this parameter, and only some buildings are allowed to spawn civilians (the electric cabins are civilian enabled), so not so much peoples are on the map initially (i think you can play with alice parameters to sprawl more peoples, since those buildings has been placed in a regular pattern, all around the city). I've made some attempts with takistan keypoints (thank you bushlurker) but this will require a complete rework of many buildings in fallujah_hou file. The worst part of this: if too many buildings are civ-enabled the whole city will spawn peoples, and this will likely hangs up everything. This has been the biggest reason for not playing so much with Alice. Share this post Link to post Share on other sites
bushlurker 46 Posted December 19, 2010 (edited) I'm fairly sure I read a thread a while back where people had been experimenting with the old A2 "Ambient Civilians" module, and comparing to the new OA "Ambient Civilians (Expansion)" module... I think the conclusions were that... * you get more civilians by default with the AC (Expansion) module * the civilians are only spawned if you're within 500m or so... Its this second point that might be the lifesaver with enabling ALICE for Fallujah - using the Ambient Civilian (Expansion) module... if the Civs are limited to the players immediate area, it might not be too bad FPS-wise... except flying over the city real fast - that might spawn a whole load of civs real fast and cause a bit of hiccuping... The only way to find out is to give it a try I guess... there's always an FPS hit with spawning civilians - it's just a question of how significant it'd be... Its not mega-critical, since its a module - it's optional... if its too much of a hit for your rig you can leave it out... Meantime, I'll see if I can find that thread about the Ambient Civ modules... ...one final consideration for the whole of the above... implementing Takistani civilians and the Ambient Civilians (Expansion) module places the Falluja terrain squarely in the "Combined Operations Required" camp - if it isn't "CO required" already, it would be afterwards... B Edited December 19, 2010 by Bushlurker Share this post Link to post Share on other sites
sowens 71 Posted December 19, 2010 I have an ALICE script to go in init someplace that kills off civ's after the players leave the area and won't spawn them till they are within some defined (defined by the mission maker). I will dig it out. Share this post Link to post Share on other sites