ItsEdwards 1 Posted May 7, 2012 I think i've found my fave map :D Share this post Link to post Share on other sites
CameronMcDonald 146 Posted May 7, 2012 Keep them updates coming, McNools. :) Haven't found anything further to complain about yet. Might take another (crappy) picture though. Diggers in assault mode. Share this post Link to post Share on other sites
wolf5 13 Posted May 7, 2012 My small french outpost (wip) in this amazing region :) And a patrol Keep the good work mate Share this post Link to post Share on other sites
mcnools 62 Posted May 7, 2012 Very nice outpost there! good work :) you should upload the template when you're done! Anyway, hopefully I'll release an update this weekend, adding some of the things I've mentioned earlier, some new compounds, ruins, buildings etc. After that I'll try to refrain from adding any new buildings and such and just stick with bugfixing, since I don't want to mess things up too much for mission makers by adding a lot of new things (also, I feel the map will be finished in that aspect). I'm really grateful for all the positive feedback from you guys! reading some of these comments really brings a smile to my face, it's great to see that the many hours I've spent on the map weren't in vain! Share this post Link to post Share on other sites
wolf5 13 Posted May 7, 2012 Thanks you, will do my best. can i ask something before the release? Make a 8 digit map for the DAGR :) Share this post Link to post Share on other sites
gatordev 219 Posted May 7, 2012 Thanks for yet another great addition to Arma, McNools. I finally had a chance to cruise around last night and have a look at the map. This map can also be a pseudo-Mexican-ish map for a border war type scenario (with some of Icebreakr's drug units). I'm definitely enjoying it. Share this post Link to post Share on other sites
mcnools 62 Posted May 8, 2012 Thanks you, will do my best.can i ask something before the release? Make a 8 digit map for the DAGR :) Well, I could if I knew how, haha. :) Share this post Link to post Share on other sites
wolf5 13 Posted May 8, 2012 Maybe can i help you Example grid config (under CfgWorlds): class Grid : Grid { class Zoom1 { zoomMax = 0.0001; format = "XY"; formatX = "0000"; formatY = "0000"; stepX = 10; stepY = -10; }; class Zoom2 { zoomMax = 0.1; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom3 { zoomMax = 1; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; }; The only thing that needs to be adjusted for each map is the zoomMax value under class Zoom2 to obtain a smooth transition from the 1Km square grids to the 100m square grids. source : http:wiki.ace-mod.net/Features Share this post Link to post Share on other sites
vengeance1 50 Posted May 8, 2012 Just a suggestion, love the map by the way! I know you are not using the Airport but it does work fine with AI and I like the idea of a dirt Airport we could use in a mission, could you move it closer to the edge of the map so we can use it in the editor? Can't zoom in on it to do anything. Thanks Share this post Link to post Share on other sites
tpw 2315 Posted May 8, 2012 Hi McNools Your map and its darkness issues has prompted me to write a small script to automatically give any enterable houses a light at night. Vastly improves the atmosphere of night missions (in my humble opinion of course!) http://forums.bistudio.com/showthread.php?134139-Simple-house-lights-script&highlight=aliabad Share this post Link to post Share on other sites
mcnools 62 Posted May 8, 2012 Maybe can i help youExample grid config (under CfgWorlds): class Grid : Grid { class Zoom1 { zoomMax = 0.0001; format = "XY"; formatX = "0000"; formatY = "0000"; stepX = 10; stepY = -10; }; class Zoom2 { zoomMax = 0.1; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom3 { zoomMax = 1; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; }; The only thing that needs to be adjusted for each map is the zoomMax value under class Zoom2 to obtain a smooth transition from the 1Km square grids to the 100m square grids. source : http:wiki.ace-mod.net/Features Thanks! I'll take a look :) Just a suggestion, love the map by the way! I know you are not using the Airport but it does work fine with AI and I like the idea of a dirt Airport we could use in a mission, could you move it closer to the edge of the map so we can use it in the editor? Can't zoom in on it to do anything. Thanks I haven't made any airports before, but I suppose that in order to make it work correctly (or even look like an airport) I'd have to have it within the borders of the map and place runways etc. And I don't think that would suit such a small map, you'll just have to stick to helicopters taking of from FOB's and such! :) Share this post Link to post Share on other sites
Wiki 1558 Posted May 8, 2012 thanks for your map buddy, I like it. I've made 2 missions on it so far: Clean Sweep 2 and Tank Party. Check my signature! Share this post Link to post Share on other sites
mcnools 62 Posted May 8, 2012 (edited) thanks for your map buddy, I like it.I've made 2 missions on it so far: Clean Sweep 2 and Tank Party. Check my signature! Thanks! I'll have a look at them :) Also, I think I've gotten the coordinate-thingy working, but I don't have ACE to test it, right now you can't see the 4-Digit grids on the map, but I guess they might show up when you use the DAGR? or do I have to adjust it in order to get them to show up when zoomed in almost to the maximum? The vanilla GPS show the 4-Digit coordinates, but I suppose it might be useful to be able to see the grids on the map when zoomed in aswell in order to report more precise coordinates etc.? EDIT AGAIN: I've modified the config a bit more so that you can now see the 4-didigt grids on the ingame map, when zoomed in a lot, this is good no? Edited May 9, 2012 by McNools Share this post Link to post Share on other sites
wolf5 13 Posted May 9, 2012 I'm not sure to understand but it will be good with pics. ;) Vanilla GPS ACE DAGR The ingame map doesn't change Share this post Link to post Share on other sites
mcnools 62 Posted May 9, 2012 (edited) Ah, okay then, so I should keep the config in the state where those GPS-coordinates show up, but the grids don't show on the map? (hm, however, I have 8 digits in total on the vanilla GPS, this is wrong? there should just be 6? I'll have to have a look again, haha) Edited May 9, 2012 by McNools Share this post Link to post Share on other sites
wolf5 13 Posted May 9, 2012 oh a very accurate GPS ;) Maybe IceBreakR can help you or another island maker Share this post Link to post Share on other sites
giallustio 770 Posted May 9, 2012 Any MP mission on this fantastic terrain? Share this post Link to post Share on other sites
mcnools 62 Posted May 9, 2012 (edited) oh a very accurate GPS ;)Maybe IceBreakR can help you or another island maker Haha, indeed! hopefully someone can help. Edit: From reading on the ACE-site it's my understanding that the vanilla gps showing 8 digits is normal, so I guess I'll keep it as it is, as long as no one objects too much against the extra digits? Edited May 9, 2012 by McNools Share this post Link to post Share on other sites
Robalo 465 Posted May 9, 2012 (edited) I have a bunch of configs for setting map grids and sthud support and I just added one for this one (config identical to hazar-kot btw). They make 4 or 6 digit map coordinates and 8 digits for GPS: https://dev-heaven.net/projects/tasm/repository/revisions/9bcdaacf85102f7b2bf525112c43a3c190af7549 Quick demo: Thanks for another excellent map ! Edited May 9, 2012 by Robalo Share this post Link to post Share on other sites
wolf5 13 Posted May 9, 2012 Edit: From reading on the ACE-site it's my understanding that the vanilla gps showing 8 digits is normal, so I guess I'll keep it as it is, as long as no one objects too much against the extra digits? But 8 digits with ACE? So it's good ACE GPS ans DAGR have 8 digits Share this post Link to post Share on other sites
Marcelinho 1 Posted May 10, 2012 Great Work McNools! Armed-Assault.de News & Download: Aliabad-Region von McNools (v1.0) kind regards Marcelinho Share this post Link to post Share on other sites
AndrewsRG 22 Posted May 10, 2012 Quality work. Will be enjoying some quality missions on this soon. Share this post Link to post Share on other sites
grillob3 11 Posted May 10, 2012 Really good map!One of the best ever!Nice job! Very realistic! Share this post Link to post Share on other sites
mcnools 62 Posted May 10, 2012 (edited) I have a bunch of configs for setting map grids and sthud support and I just added one for this one (config identical to hazar-kot btw). They make 4 or 6 digit map coordinates and 8 digits for GPS:https://dev-heaven.net/projects/tasm/repository/revisions/9bcdaacf85102f7b2bf525112c43a3c190af7549 Quick demo: Thanks for another excellent map ! Thanks mate! I'll have a look at that. :) I suppose you don't mind if I include it? I'll credit you of course! And thanks for the download-mirror Marcelinho! And of course, thanks to the others for your compliments! :) Edited May 10, 2012 by McNools Share this post Link to post Share on other sites
mrcash2009 0 Posted May 10, 2012 Hi Mcnools, Was a bit slow on realising this map was out (light script link was how I realised) ... well, you did it again mate, such a great map. Lighting script, color module, Ambient civ's, UPSMON script and the good ole' Tier One boys ... and a cup of tea of course :dd: Share this post Link to post Share on other sites