MasterDon 10 Posted April 1, 2013 Wow excellent work indeed, this is perfect!! Thanks! Share this post Link to post Share on other sites
gliptal 25 Posted April 2, 2013 What type of command or waypoint do you use in the editor to make the AI occupy the building? Yay! Share this post Link to post Share on other sites
Calthazar 10 Posted April 2, 2013 Since your a dev, is there a reason these arent included in base ARMA 2, and now ARMA 3? It would be nice for mission makers not to have to require people to search up so many mods and these are worthy content for training and even some fun missions (spent alot of time on Cindercity in ARMA2). Share this post Link to post Share on other sites
Woodpeckersam 18 Posted April 2, 2013 I have a request: Is it possible that maybe you can set it so that your walls do not setVectorUp [0,0,1] automatically? It would be nice for it to follow the terrain, and that we can setVectorUp [0,0,1] ourselves. Unless there is a way for me to change it. Also how do you make it so that all the shutters star opened and not closed? Share this post Link to post Share on other sites
skelebob9 2 Posted April 2, 2013 I have a request:Is it possible that maybe you can set it so that your walls do not setVectorUp [0,0,1] automatically? It would be nice for it to follow the terrain, and that we can setVectorUp [0,0,1] ourselves. Unless there is a way for me to change it. Also how do you make it so that all the shutters star opened and not closed? http://community.bistudio.com/wiki/animate class Shutter01_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter01_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter02_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter02_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter03_L { animPeriod = 0.5; source = "user"; }; class Shutter03_R { animPeriod = 0.5; source = "user"; }; class Shutter04_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter04_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter05_L { animPeriod = 0.5; source = "user"; }; class Shutter05_R { animPeriod = 0.5; source = "user"; }; class Shutter06_L { animPeriod = 0.5; source = "user"; }; class Shutter06_R { animPeriod = 0.5; source = "user"; }; class Shutter07_L { animPeriod = 0.5; source = "user"; }; class Shutter07_R { animPeriod = 0.5; source = "user"; }; class Shutter08_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter08_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter09_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter09_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter10_L { animPeriod = 0.5; source = "user"; }; class Shutter10_R { animPeriod = 0.5; source = "user"; }; class Shutter11_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter11_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter12_L { animPeriod = 0.5; source = "user"; }; class Shutter12_R { animPeriod = 0.5; source = "user"; }; class Shutter13_L { animPeriod = 0.5; source = "user"; }; class Shutter13_R { animPeriod = 0.5; source = "user"; }; class Shutter14_L { animPeriod = 0.5; source = "user"; }; class Shutter14_R { animPeriod = 0.5; source = "user"; }; class Shutter15_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter15_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter16_L { animPeriod = 0.5; source = "user"; }; class Shutter16_R { animPeriod = 0.5; source = "user"; }; class Shutter17_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter17_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter18_L { animPeriod = 0.5; source = "user"; }; class Shutter18_R { animPeriod = 0.5; source = "user"; }; class Shutter19_L { animPeriod = 0.5; source = "user"; }; class Shutter19_R { animPeriod = 0.5; source = "user"; }; class Shutter20_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter20_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter21_L { animPeriod = 0.5; source = "user"; }; class Shutter21_R { animPeriod = 0.5; source = "user"; }; class Shutter22_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter22_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter23_L { animPeriod = 0.5; source = "user"; }; class Shutter23_R { animPeriod = 0.5; source = "user"; }; class Shutter24_L { animPeriod = 0.5; source = "user"; }; class Shutter24_R { animPeriod = 0.5; source = "user"; }; class Shutter25_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter25_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter26_L { animPeriod = 0.5; source = "user"; initPhase = 1; }; class Shutter26_R { animPeriod = 0.5; source = "user"; initPhase = 1; }; Not entirely sure which shutter is which, so you'll have to trial-and-error it I guess. Example from config.cpp: this animate [""Shutter01_L"",1];this animate [""Shutter01_R"",1]; Share this post Link to post Share on other sites
EvilDave 1 Posted April 2, 2013 What type of command or waypoint do you use in the editor to make the AI occupy the building?Yay! I am also curious as to how I can have the AI occupy the building. Especially the warehouse and the large killhouse. Those two are my favorite :D Share this post Link to post Share on other sites
Redphoenix 1540 Posted April 2, 2013 Try "Get-In" :D Share this post Link to post Share on other sites
gliptal 25 Posted April 3, 2013 Try "Get-In" :DThanks!Yay! Share this post Link to post Share on other sites
Banshee 9 Posted April 3, 2013 Thank you very much for this one. :) Share this post Link to post Share on other sites
spectrersg 9 Posted April 3, 2013 (edited) Mond, I believe I found a bug. When objects are placed inside the Warehouse building and have a placement radius set on them, all objects with that radius just get booted out of the building. When objects do not have a placement radius on them and are placed inside the warehouse they're fine. Moreover, this seems to be happening on any of your buildings that have a roof on top... Edited April 3, 2013 by SpectreRSG Added video link Share this post Link to post Share on other sites
Predator.v2 10 Posted April 4, 2013 Can someone recommend a good mission (pvp and coop) with killhouses included? Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted April 4, 2013 Thanks for the Killhouses - really cool for CQB missions. However I cannot find anyway to set the positions of the hostiles inside the buildings - the usual waypoints/position doesn't work (nor does "Get In" suggested above). Do you have any scripting suggestions for taking advantage of your predefined positions? One other bug - the AI troopers seem to walk through doors without opening them (though that might be a general Arma3 thing) Other than that: Thanks again - really cool :) Share this post Link to post Share on other sites
gliptal 25 Posted April 4, 2013 One other bug - the AI troopers seem to walk through doors without opening them (though that might be a general Arma3 thing)As you imagined, that's a general bug...Yay! Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted April 4, 2013 As you imagined, that's a general bug...Yay! Yeah I figured it probably was :) Share this post Link to post Share on other sites
perfk 1 Posted April 8, 2013 Hey Mondkalb, Great work, this looks wery good. one question: can i alter how much dmg a wall/door needs to take before it gets destroyed? - with the test i just did, i could destroy a wall in the bighouse1 with just a normal rifel. Share this post Link to post Share on other sites
Woodpeckersam 18 Posted April 8, 2013 How do I allow the walls to follow the terrain rather than be "straight" all the time? Share this post Link to post Share on other sites
giorgygr 61 Posted April 8, 2013 I don't think you can do this mate. Every model's characteristics (angle included) must be configured from the model itself. Share this post Link to post Share on other sites
Whet1337 10 Posted April 21, 2013 I'm new to editing missions, but I have been picking up a ton from videos and websites. I was able to get the mod downloaded and installed properly without issue. Now my problem is how do i actually place the buildings into a mission? Any help on where to look for answers or a step in the correct direction would be very much appreciated. Share this post Link to post Share on other sites
arye_r 0 Posted April 21, 2013 I'm new to editing missions, but I have been picking up a ton from videos and websites. I was able to get the mod downloaded and installed properly without issue. Now my problem is how do i actually place the buildings into a mission? Any help on where to look for answers or a step in the correct direction would be very much appreciated. Just put a player unit on a map so you can access the "Empty" side, then choose your building from Side/Empty/MBG-Killhouses Share this post Link to post Share on other sites
Guts 1 Posted June 1, 2013 What the launch options for this? Share this post Link to post Share on other sites
gliptal 25 Posted June 2, 2013 What the launch options for this?Check the mod descriptio, should be written there...Yay! Share this post Link to post Share on other sites
Guts 1 Posted June 2, 2013 Well its not. So if someone could post it that would be helpful thanks. Share this post Link to post Share on other sites
giorgygr 61 Posted June 2, 2013 Check the @INSTALLATION section on Armaholic page for example http://www.armaholic.com/page.php?id=19917 Share this post Link to post Share on other sites
519Sanel519 19 Posted June 2, 2013 Link does not work! Please fix!!!! EDIT: Thanks GiorgyGR! Share this post Link to post Share on other sites
Maxzy 12 Posted June 3, 2013 Unpacked files into arma3\@MBG_KH folder. Added -mod=@MBG_KH to command line. Placed a soldier on map in editor. Don't have no MBG-Killhouses nowhere. Did I do somerhing wrong? Is it should be in Side: EMPTY/ Class: MBG-Killhouses ? UPD: Using the latest stable. Share this post Link to post Share on other sites