seba1976 98 Posted January 2, 2016 There seems to be some kind of config problems. To make a long story short, if you do: _center nearObjects ["Building", _radius] You get every building in Duala, no problem. But if you do: nearestBuilding _center Almost none of the buildings in Duala are returned. In the next picture, you can see in red all the buildings that got returned by the first command, and in blue, the only ones that got returned by the second command:http://images.akamai.steamusercontent.com/ugc/545299607734990874/7DC1BA54E103252738A006408E476B8985B86301/ Acording to the WIKI, nearestBuilding returns objects of class "House", but after doing: _center nearObjects ["House", _radius] You get the right buildings again: http://images.akamai.steamusercontent.com/ugc/545299607734991609/1E848342DDD682332356F4395D48F1D4A55C4515/ Also, it seems the building that are NOT returned, which are the great mayority, returns "true" when you do: hint str (isNull cursorTarget) Look what happens in this area for example: http://images.akamai.steamusercontent.com/ugc/545299607734992145/FB31BC21C084AAE0B3DF5004C5A6325D02C80AA7/ I've tried the same command in Altis, and in the Sahrani version of CUP, and everything works fine there. Could you take a look please? It's breaking a lot of scripts that rely on cursorTarget and nearestBuilding. I've been doing some search and in one case a re-binarization solved the problem, though I'm not confident about that being the case here. PS: I don't think Duala to be the only map that is affected. It might have been started after 1.54, but I'm not sure about it. Share this post Link to post Share on other sites
icebreakr 3159 Posted January 6, 2016 seba did u try this with CUP Terrains? Share this post Link to post Share on other sites
seba1976 98 Posted January 7, 2016 seba did u try this with CUP Terrains? Yes I did. AiA and CUP, both the same behaviour. Share this post Link to post Share on other sites
DrFatalChunk 12 Posted January 25, 2016 Hello there! I just finished vectorizing the flags of Afrene & Molatia into a higher quality format, 1024x 480 renderings can be found here: imgur.com/a/HlEKc I realize this isn't of much importance, but I thought it would be relevant to post here, if anybody would like higher resolution renderings, the base .svg files, or would like to correct me on any details of my vectorization, you need only ask. :) Share this post Link to post Share on other sites
icebreakr 3159 Posted January 26, 2016 Great job DrFatalChunk ;) Share this post Link to post Share on other sites
DrFatalChunk 12 Posted January 27, 2016 Great job DrFatalChunk ;) Thank you! :D I also developed some 1:2 adaptions (the ratio used by the ingame flags), and converted them to .paa, if you would like to include them with the addon as objects! Share this post Link to post Share on other sites
rebel12340 46 Posted March 25, 2016 I seem to be encountering an odd issue with this map. If I set the date/time to something like June 14, 2018 at 11:45:00 then all units on the map at the beginning of the mission seem to either get flung into the air or glitch into the ground and disappear for a second before reappearing and taking damage or dying. Share this post Link to post Share on other sites
icebreakr 3159 Posted March 25, 2016 rebel12340: I'll take a look. It seems waves are causing that on very low grounds (heights up to 10 meters). Can you confirm that, custom disable waves and wind under editor and see if that still happens? Share this post Link to post Share on other sites
rebel12340 46 Posted March 25, 2016 rebel12340: I'll take a look. It seems waves are causing that on very low grounds (heights up to 10 meters). Can you confirm that, custom disable waves and wind under editor and see if that still happens? I tried setting all the attributes for wind and waves in the editor to 0 as well as placing units at a higher altitude (a hill 99m above sea level) and, unfortunately, the problem still seems to be occurring. Share this post Link to post Share on other sites
Polyus 139 Posted March 26, 2016 Hello. I have found a problem after I installed this map. Many of the houses are not showing up in any towns, leaving empty lots. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted March 26, 2016 Sounds like you're missing a dependency. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted March 26, 2016 You need AiA and Panthera. Share this post Link to post Share on other sites
road runner 4344 Posted March 26, 2016 You shouldn't need AiA at all, it's dependent on CUPS Share this post Link to post Share on other sites
icebreakr 3159 Posted April 4, 2016 Isla Duala v3.4 is coming. Features: - removed units and weapons as they are now part of addon named FAP Units (Foes & Allies Pack Units), you can get them here. - fixed the issue with AI jumping near the water and on low grounds - couple of small fixes Issue that remains are still the bridges and AI - I cannot replace bridges with working ones (PMC from CUP) since: - their pylons are not long enough and too wide for larger bridges - they are still undestructible Would you like to see any other changes, but in a matter that doesn't affect the mission makers? 1 Share this post Link to post Share on other sites
road runner 4344 Posted April 4, 2016 Isla Duala v3.4 is coming. Features: - removed units and weapons as they are now part of addon named FAP Units (Foes & Allies Pack Units), you can get them here. - fixed the issue with AI jumping near the water and on low grounds - couple of small fixes Issue that remains are still the bridges and AI - I cannot replace bridges with working ones (PMC from CUP) since: - their pylons are not long enough and too wide for larger bridges - they are still undestructible Would you like to see any other changes, but in a matter that doesn't affect the mission makers? I'd like to see Lingor give the same TLC!! :D Share this post Link to post Share on other sites
seba1976 98 Posted April 4, 2016 Great to hear. I'd like to know if the problem I reported with the buildings not being detected as such by many commands has got some attention. Share this post Link to post Share on other sites
icebreakr 3159 Posted April 5, 2016 Sorry seba1976, I have no clue how to solve that? Share this post Link to post Share on other sites
icebreakr 3159 Posted April 11, 2016 Update v3.5 coming close to the release. http://imgur.com/a/GcojJ 4 Share this post Link to post Share on other sites
Capt Childs 178 Posted April 11, 2016 Update v3.5 coming close to the release. These screenshots taken with the new lighting engine? Share this post Link to post Share on other sites
R0adki11 3949 Posted April 12, 2016 These screenshots taken with the new lighting engine? certainly looks like it. Share this post Link to post Share on other sites
road runner 4344 Posted April 12, 2016 Still has that blueish tint about it though, same as the Porquelles map, with the new "Splendid" shaders, still looks the dogs bollocks :D Share this post Link to post Share on other sites
icebreakr 3159 Posted April 12, 2016 Dogs bollocks.... that's a good thing, right? :) Share this post Link to post Share on other sites
slatts 1978 Posted April 12, 2016 Dogs bollocks.... that's a good thing, right? :) Sure is! :) Share this post Link to post Share on other sites
road runner 4344 Posted April 13, 2016 Dogs bollocks.... that's a good thing, right? :) It means in lay man's terms, out fucking standing !! :D 2 Share this post Link to post Share on other sites