Blackfox34 14 Posted February 10, 2012 cool can't wait for the new island and units. Excellent as always. Share this post Link to post Share on other sites
ProfTournesol 956 Posted February 10, 2012 It's hard to tell if the last picture is or isn't a real world one. Superb. Share this post Link to post Share on other sites
icebreakr 3159 Posted February 13, 2012 (edited) Thanks guys. New units added to 1.337WIP yesterday: - ZSU-57-2 Sparka SPAAG - M7 Maule w/ working wreck (Druglords & Civ version) - GAL & ARL patrol boats - Super Tucano CAS aircraft for Druglord's Army - cocaine package (item) Edited February 13, 2012 by IceBreakr Share this post Link to post Share on other sites
spooky lynx 73 Posted February 13, 2012 New units added to 1.337WIP yesterday:- ZSU-57-2 Sparka SPAAG Will some plain green version be made? Share this post Link to post Share on other sites
icebreakr 3159 Posted February 13, 2012 Yes, ARL uses plain green variant. Share this post Link to post Share on other sites
R0adki11 3949 Posted February 13, 2012 Thanks guys.New units added to 1.337WIP yesterday: - ZSU-57-2 Sparka SPAAG - M7 Maule w/ working wreck (Druglords & Civ version) - GAL & ARL patrol boats - Super Tucano CAS aircraft for Druglord's Army - cocaine package (item) Sounds great - will the cocaine package be able to parachuted? Share this post Link to post Share on other sites
domokun 515 Posted February 13, 2012 Sounds great - will the cocaine package be able to parachuted? That'd be great but in any case players can "use" the cocaine package, it unlocks x4 time acceleration and/or HDR :rolleyes: Share this post Link to post Share on other sites
icebreakr 3159 Posted February 13, 2012 Its actually a small package for mission objectives or something to turn coop into deathmatch lol ;) Share this post Link to post Share on other sites
gossamersolid 155 Posted February 13, 2012 If I may ask, who provided you the ZSU-57-2 ? I've been looking for one myself :) Share this post Link to post Share on other sites
Tavish 41 Posted February 13, 2012 (edited) Very cool work IceBreakr. Been looking forward to this! Do you plan to add faction flag markers for the editor? That would be very useful indeed. Edited February 14, 2012 by Tavish Added a question for the main man Share this post Link to post Share on other sites
icebreakr 3159 Posted February 14, 2012 GossamerSolid: three different author permissions :) Tavish: sure, any tips how to do that? At least which BIS file has default flags? Share this post Link to post Share on other sites
Tavish 41 Posted February 14, 2012 (edited) Tavish: sure, any tips how to do that? At least which BIS file has default flags? Nice one, although I'll be honest and say I have no idea where the default flags are so I'll have to do some digging. I noticed the JSDF mod has their own editor flag markers, so I'll see if I can get in touch with the JSDF team to see how they did it. I'll get back to you asap. Edited February 15, 2012 by Tavish typo Share this post Link to post Share on other sites
mr burns 132 Posted February 15, 2012 class CfgMarkers { class Empty { color[] = {0.2,0.1,0.4,1}; name = "Empty"; icon = "\ca\ui\data\marker_empty_ca.paa"; size = 0; scope = 1; shadow = 1; }; class Faction_US { name = "Flag (USA)"; icon = "\ca\data\flag_usa_co.paa"; color[] = {1,1,1,1}; size = 32; scope = 1; shadow = 1; }; class Faction_USMC: Faction_US { name = "USMC"; icon = "\ca\data\flag_usmc_co.paa"; scope = 0; }; }; That´s it. Open editor, place desired object, save mission, look up objects classname, search AllInOne.cpp Mind it´s only the flag marker, not the FlagCarrier (i.e. flag pole) :D Share this post Link to post Share on other sites
Tavish 41 Posted February 15, 2012 (edited) Nice one Mr Burns, Gachopin showed me the faction flags config for JSDF. It's composed something like this: class CfgPatches{ class JSDF_Marker{ units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgMarkers{ class Faction_JPN{ name="Flag (Japan)"; icon = "jsdf_marker\data\japan.paa"; color[] = {1,1,1,1}; size = 32; scope = 1; expansion = 1; shadow = 1; }; class Faction_JSDF : Faction_JPN{ name="Flag (JSDF)"; icon = "jsdf_marker\data\jsdf.paa"; }; class Faction_JASDF : Faction_JPN{ name="Flag (JASDF)"; icon = "jsdf_marker\data\jasdf.paa"; }; class Faction_JMSDF : Faction_JPN{ name="Flag (JMSDF)"; icon = "jsdf_marker\data\jmsdf.paa"; }; }; BIS also defines flags at addons\ui.pbo. Edited February 15, 2012 by Tavish Share this post Link to post Share on other sites
gatordev 219 Posted February 18, 2012 Thanks guys.New units added to 1.337WIP yesterday: - ZSU-57-2 Sparka SPAAG - M7 Maule w/ working wreck (Druglords & Civ version) - GAL & ARL patrol boats - Super Tucano CAS aircraft for Druglord's Army - cocaine package (item) Some food for thought... The Colombians (and maybe even the US if you dig for info) use the Super T. Any chance you can make it available to both the "Druglords" and the "Blufor?" Share this post Link to post Share on other sites
duckmeister 10 Posted March 23, 2012 Quick (and probably stupid) question: I downloaded both the Lingor Island add-on and this Lingor Units add-on from the Six Updater. In the readme of this Lingor Units you say to put all of the @LingorUnits .pbos in the @Lingor folder. However, doing this would mess up the Six Updater organization. My question is, can I keep them in two separate folders, and if so, which one do I run first in the "mod-" line? Thanks in advance. Share this post Link to post Share on other sites
Zirkle 10 Posted March 23, 2012 Quick (and probably stupid) question:I downloaded both the Lingor Island add-on and this Lingor Units add-on from the Six Updater. In the readme of this Lingor Units you say to put all of the @LingorUnits .pbos in the @Lingor folder. However, doing this would mess up the Six Updater organization. My question is, can I keep them in two separate folders, and if so, which one do I run first in the "mod-" line? Thanks in advance. They'll run fine separate like Six Updater has them. If you use it to launch as well, you don't have to worry about launching with addons in the proper order. Share this post Link to post Share on other sites
duckmeister 10 Posted March 23, 2012 Thank you for the answer. I usually have some form of administrator permissions problem when I try to launch with Six Updater (UAC...), so I just keep a few shortcuts around and add things as I go. I don't want to waste anyone's time, but I would appreciate it if someone could tell me which one to run first, and generally, how should dependencies be handled in a "mod-" line? For example, Panthera requires @MBG_Buildings2 to run, do I put the @MBGBuildings2 before or after the @Panthera add-on? Besides my stupid questions, I took some more looks at Icebreakrs website, and I can't wait for the new update to the island, and as always great work. Share this post Link to post Share on other sites
icebreakr 3159 Posted March 24, 2012 Thank you for the answer. I usually have some form of administrator permissions problem when I try to launch with Six Updater (UAC...), so I just keep a few shortcuts around and add things as I go. I don't want to waste anyone's time, but I would appreciate it if someone could tell me which one to run first, and generally, how should dependencies be handled in a "mod-" line? For example, Panthera requires @MBG_Buildings2 to run, do I put the @MBGBuildings2 before or after the @Panthera add-on?Besides my stupid questions, I took some more looks at Icebreakrs website, and I can't wait for the new update to the island, and as always great work. 1. It doesn't matter which one you put first as one is island and other are units and don't mix any values. 2. Panthera does NOT require MBG_Buildings2, you probably mistaken it for Lingor? I'm thinking of putting units into @LingorExtra and island to @Lingor. Would that be cool? Share this post Link to post Share on other sites
J-Guid 10 Posted March 24, 2012 Shure Ice, do it! some likes @Lingor (with all requred objects + Lingor units) and @LingorLite(Island with objects) You know the sense! ;) Share this post Link to post Share on other sites
Tavish 41 Posted April 4, 2012 I'm thinking of putting units into @LingorExtra and island to @Lingor. Would that be cool? Yes please IceB! Good idea. Share this post Link to post Share on other sites
J-Guid 10 Posted April 4, 2012 @Lingor must have ALL objects AND Units, @LingorLite - all objects but without units Share this post Link to post Share on other sites
andersson 285 Posted April 4, 2012 Makes more sense to have it as IceBreakr suggested. Lingor is the island, extras the units. Just as any other island. It will also be easier to join servers that check modfolders as the @LingorExtra can be enabled/disabled depending on server. Share this post Link to post Share on other sites
ManlyMan 1 Posted May 7, 2012 A small issue I have downloaded "@LingorUnits" along with the main "@Lingor" file and it's dependencies from SixUpdater, and began to work on a mission using them. However, when clicking on OPFOR, I get a message that says that I am missing the "Bin" files for the OPFOR Lingor units. Help? Share this post Link to post Share on other sites
markb50k 1 Posted May 7, 2012 How have you downloaded the lingor units. They haven't been released yet, or have they? Share this post Link to post Share on other sites