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[IceBreakr/IBIS] Isla Duala for A3

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Well, I need to focus on new terrains. I'm releasing Lingor for A3 and after that some new stuff: Balkania, Isla Abramia, Isla Rowalla, Tonal Reloaded, etc.

 

Great to hear about Lingor and the other new terrains.

 

It's refreshing to have some areas to play in that aren't yet another Middle East map, etc.

 

Love the African, South American vibe from these terrains.  Great fun!!

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Looking forward to all the great things ahead of us, Ice! ;)

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Anyone has a classname list ?

Where can i get a full list of all classnames for Isla Duala ?

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Isla Duala (3.35) Classnames

 

Afrenian Army (AFR_men)

"ibr_afr_cop"

"ibr_afr_cop2"
"ibr_afr_soldier_lite"
"ibr_afr_general"
"ibr_afr_soldier_rifleman"
"ibr_afr_soldier_ee"
"ibr_afr_soldier_gl"
"ibr_afr_soldier_ar"
"ibr_afr_soldier_mg"
"ibr_afr_soldier_medic"
"ibr_afr_soldier_officer"
"ibr_afr_soldier_sl"
"ibr_afr_soldier_at"
"ibr_afr_soldier_aa"
"ibr_afr_soldier_crew"
"ibr_afr_soldier_sniper"
"ibr_afr_soldier_recon"
"ibr_afr_soldier_pilot"

Afrenian 90s Army (AFR_men_90s)

"ibr_afr_90s_soldier"
"ibr_afr_90s_general"
"ibr_afr_90s_soldier_rifleman"
"ibr_afr_90s_soldier_ee"
"ibr_afr_90s_soldier_gl"
"ibr_afr_90s_soldier_ar"
"ibr_afr_90s_soldier_mg"
"ibr_afr_90s_soldier_medic"
"ibr_afr_90s_soldier_officer"
"ibr_afr_90s_soldier_sl"
"ibr_afr_90s_soldier_at"
"ibr_afr_90s_soldier_aa"
"ibr_afr_90s_soldier_crew"
"ibr_afr_90s_soldier_sniper"
"ibr_afr_90s_soldier_recon"
"ibr_afr_90s_soldier_pilot"

Molatian Army (MOL_men)

"ibr_mol_soldier_lite"
"ibr_mol_general"
"ibr_mol_soldier_rifleman"
"ibr_mol_soldier_ee"
"ibr_mol_soldier_gl"
"ibr_mol_soldier_ar"
"ibr_mol_soldier_mg"
"ibr_mol_soldier_medic"
"ibr_mol_soldier_officer"
"ibr_mol_soldier_sl"
"ibr_mol_soldier_at"
"ibr_mol_soldier_aa"
"ibr_mol_soldier_crew"
"ibr_mol_soldier_sniper"
"ibr_mol_soldier_egc"
"ibr_mol_soldier_pilot"

Vehicles

"afr_fennek"
"afr_fennek_hmg"
"afr_kamaz"
"afr_kamaz_covered"
"afr_leo2"
"mol_kamaz"
"mol_kamaz_covered"

Items

"ibr_backpack"
"ibr_backpack_rpg"
"ibr_backpack_aa"
"ibr_mol_vest"
"ibr_mol_o_vest"
"ibr_mol_redberet"
"H_MilCap_afr_officer"
"ibr_afr_helmet"
"ibr_afr_helmet_90s"
"ibr_mol_helmet"
"ibr_afr_cop_uniform"
"ibr_afr_army_uniform"
"ibr_afr_army_uniform_90s"
"ibr_mol_army_uniform"

Crates

"afr_ammo_box"
"mol_ammo_box"

Afrenian Groups

>Armor

>>Tank Group

[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "Armored" >> "AFRT72G")] call BIS_fnc_spawnGroup;

 

>Motorized Infantry

>>Mot.Squad (Offroad Armed)
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "MotorizedInfantry" >> "AFR_MotInfSquadOffroad")] call BIS_fnc_spawnGroup;

 

>>Mot.Squad (MRAP Armed)
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "MotorizedInfantry" >> "AFR_MotInfSquadMRAP")] call BIS_fnc_spawnGroup;

 

>>Mot.Squad (APC)
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "MotorizedInfantry" >> "AFR_MotInfSquadAPC")] call BIS_fnc_spawnGroup;

 

>>Mot.Squad (Truck Open)
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "MotorizedInfantry" >> "AFR_MotInfSquadTO")] call BIS_fnc_spawnGroup;

 

>>Mot.Squad (Truck Cov.)
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "MotorizedInfantry" >> "AFR_MotInfSquadTC")] call BIS_fnc_spawnGroup;

 

>Infantry

>>HQ
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "Infantry" >> "AFRHQ")] call BIS_fnc_spawnGroup;

 

>>Recon Scout Team
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "Infantry" >> "ReconScouts")] call BIS_fnc_spawnGroup;

 

>>Infantry Squad
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "Infantry" >> "AFRinf_squad")] call BIS_fnc_spawnGroup;

 

>>RPG team
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "Infantry" >> "AFRRPG")] call BIS_fnc_spawnGroup;

 

>>MG team
[getMarkerPos "mrkName", WEST, (configFile >> "CfgGroups" >> "West" >> "AFR_Army" >> "Infantry" >> "AFRMG")] call BIS_fnc_spawnGroup;

Molatian Groups

>Armor

>>APC Group
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "Armor" >> "MOLAPCG")] call BIS_fnc_spawnGroup;

 

>Tank Group
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "Armor" >> "MOLT72G")] call BIS_fnc_spawnGroup;

 

>Motorized Infantry

>>Mot.Squad (Offroad Armed)
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "MotorizedInfantry" >> "MOL_MotInfSquadOffroad")] call BIS_fnc_spawnGroup;

 

>>Mot.Squad (MRAP Armed)
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "MotorizedInfantry" >> "MOL_MotInfSquadMRAP")] call BIS_fnc_spawnGroup;

 

>>Mot.Squad (APC)
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "MotorizedInfantry" >> "MOL_MotInfSquadAPC")] call BIS_fnc_spawnGroup;

 

>>Mot.Squad (Truck Open)
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "MotorizedInfantry" >> "MOL_MotInfSquadTO")] call BIS_fnc_spawnGroup;

 

>>Mot.Squad (Truck Cov.)
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "MotorizedInfantry" >> "MOL_MotInfSquadTC")] call BIS_fnc_spawnGroup;
 
>Infantry

>>HQ
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "Infantry" >> "MOLHQ")] call BIS_fnc_spawnGroup;

 

>>Elite Guard Commandos
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "Infantry" >> "SpecOps")] call BIS_fnc_spawnGroup;

 

>>Infantry Squad
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "Infantry" >> "MOLinf_squad")] call BIS_fnc_spawnGroup;

 

>>RPG team
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "Infantry" >> "MOLRPG")] call BIS_fnc_spawnGroup;

 

>>MG team
[getMarkerPos "mrkName", EAST, (configFile >> "CfgGroups" >> "EAST" >> "MOL_Army" >> "Infantry" >> "MOLMG")] call BIS_fnc_spawnGroup;

 

 

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Jeza, one of the people who cooperates with Armaholic to create videos for the Armaholic Youtube Channel, released a video showing your Isla Duala addon.

We hope you will enjoy the video, like and/or subscribe.

 


 

 

In case anyone sees this and he/she makes videos and is also interested to cooperate with Armaholic feel free to sent me a message here or on Armaholic!

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Dear god, Lingor...

Probably spent 50% of my A2 time on it.

This will be great!

 

Keep on the good work!

 

Agreed... can't wait!!

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Well, I need to focus on new terrains. I'm releasing Lingor for A3 and after that some new stuff: Balkania, Isla Abramia, Isla Rowalla, Tonal Reloaded, etc.

 

Wow, great news! Could you please priorize Tonal? It would be great if you publish Tonal right after Lingor. ;)

Young Arma player can't remember how Tonal was fantastic. I made several campaigns for Tonal. And my favorite campaign was Revolt 1998 by King Nothing. I guess it was the best campaign in all ofp and arma games (only vanilla Resistance was better).

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Wow, great news! Could you please priorize Tonal? It would be great if you publish Tonal right after Lingor. ;)

Young Arma player can't remember how Tonal was fantastic. I made several campaigns for Tonal. And my favorite campaign was Revolt 1998 by King Nothing. I guess it was the best campaign in all ofp and arma games (only vanilla Resistance was better).

I agree that Tonal will always have a special place in my heart. I'd love to work on a campaign set in west africa during the 60-70s, à la Dogs of War.

BTW: what happened to your Duala BAF and Lingor BAF campaigns?

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I agree that Tonal will always have a special place in my heart. I'd love to work on a campaign set in west africa during the 60-70s, à la Dogs of War.

BTW: what happened to your Duala BAF and Lingor BAF campaigns?

 

These were in my language (because I made these to my friends) and when I started to translate it to English, Arma3 come and I just left them. But yesterday I put a small fighting mission in Duala with RHS and it was fun. So I'm thinking about to convert these missions to A3.

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These were in my language (because I made these to my friends) and when I started to translate it to English, Arma3 come and I just left them. But yesterday I put a small fighting mission in Duala with RHS and it was fun. So I'm thinking about to convert these missions to A3.

 

PLEASE Bardosy, do it! We all love your missions and Isla Duala needs more well crafted missions to keep the ArmA3 audience pleased ;D (right now only ALIVE or Random generated missions, Isla Duala needs some serious storytelling =)

 

cheers!

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Yeah, we need more missions & campaigns (coop of course, hehe) ;)

 

I have *A LOT* of missions made for my islands, but never had time to release a mission pack as we play every week and something new comes up... I hope to do it one day.

 

I have updated first post with classnames (tnx to killshot!) and added an awesome video made by a friend Jeza & Armaholic team. Thanks guys!

 

My focus now is on release of Lingor & Tonal.

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My focus now is on release of Lingor & Tonal.

Thank you!

 

 

@Corporal_Lib-BR- and domokun: Yesterday, because of your encurage, I convert the first mission from A2 ro A3 of my BAF Duala campaign... :) It was not easy. I used CUP units to emulate BAF. And I don't know when CUP will do the UN soldiers, so I put AAF units in UN service.

I have to find a way to replace classnames much easier like now, but I hope I could do it.

So first mission is playable, just animations (and mission details (pictures and defriefing text)) need to improve. When I will done with this first mission, I will start a topic for this.

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These were in my language (because I made these to my friends) and when I started to translate it to English, Arma3 come and I just left them. But yesterday I put a small fighting mission in Duala with RHS and it was fun. So I'm thinking about to convert these missions to A3.

Please don't neglect these campaigns! Not only are your campaigns awesome but they always seem to offer a unique perspective. Also Duala and Lingor are such great maps that they are perfect for campaigns. Obviously A3 versions would be awesome but even the A2 version would be great!

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I have updated first post with classnames (tnx to killshot!) and added an awesome video made by a friend Jeza & Armaholic team. Thanks guys!

Thanks for your support mate :)

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Thank you!

 

 

@Corporal_Lib-BR- and domokun: Yesterday, because of your encurage, I convert the first mission from A2 ro A3 of my BAF Duala campaign... :) It was not easy. I used CUP units to emulate BAF. And I don't know when CUP will do the UN soldiers, so I put AAF units in UN service.

I have to find a way to replace classnames much easier like now, but I hope I could do it.

So first mission is playable, just animations (and mission details (pictures and defriefing text)) need to improve. When I will done with this first mission, I will start a topic for this.

 

Sounds interesting - would you be ok with us porting our 3CB Baf units into these - instead of Cup ? I.e. with modetn kit and equipment etc ?

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Thank you!

 

 

@Corporal_Lib-BR- and domokun: Yesterday, because of your encurage, I convert the first mission from A2 ro A3 of my BAF Duala campaign... :) It was not easy. I used CUP units to emulate BAF. And I don't know when CUP will do the UN soldiers, so I put AAF units in UN service.

I have to find a way to replace classnames much easier like now, but I hope I could do it.

So first mission is playable, just animations (and mission details (pictures and defriefing text)) need to improve. When I will done with this first mission, I will start a topic for this.

IB: you lazy dog! We know that you're hoarding those missions ;) Seriously I miss those MP events you used to organise. Sorry I was so inept  :unsure:

Bardosy: Woohoo! If you need any help with proof-reading your English translations then don't hesistate in contacting me. I only wish that I could help you more.

Serjames: nice gesture mate. Although I prefer contemporary forces, your British units/weapons are among the best!

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IceBreakr: Will you add duala rebels to the mod? I mean those civilian look like, but east sided, AK equipped guys? And the mobs - the rock thrower civvis?

And if no, there is a mod out there what could replace them, or I need to script them from altian civvis?

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I can add those, but I would need a help setting up a "rock-grenade" for A3, I can also convert my clothes of Dualan Civs from A2. That should be a one day job.

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Please do it! Mob is not priority, but I'll try to make some test with rock-thrower. But if you add rebels and dualan civilians, it should be great.

 

 

 

 

EDIT: I know modding is very different as scripting and I know nothing about modding. So I don't know is this what you need, but I put down a vanilla arma3 civilian. Then add them to stone and throw weapon:

 

civ addMagazine "HandGrenade_Stone";

civ addMagazine "HandGrenade_Stone";

civ addWeapon "Throw";

 

Then I put a trigger and add this:

 

civ selectWeapon "Throw";

civ fire ["HandGrenade_Stone","HandGrenade_Stone","HandGrenade_Stone"];

 

The civilian throw me the stone. But this BIS "stone" is very strange: look like a grenade and it blow up. But don't hurt. So you hear the bumm, but it didn't hurt you. So this stone is accually firecrackers. In my opinion it's not bad. But if you don't apply this as mob, I understand and I will script these angry civilians. But please add the rebels. ;)

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Made a ticket about that some time ago, should be a 10 minute fix to replace the hand grenade with a stone.p3d and abandon the explosion sound.

They didn't fix it yet.

 

Cheers

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Ack!  I love Isla Duala from my "Limited Assets: Isla Duala" experiences, so I'm trying to make a new mission on it, but AI drivers (even with VCOM running) are coming to a dead stop on the Hazena bridge.  I tried using a trigger to jump them past whatever might be stopping them, but it seems like they stop hard anywhere in the middle of the bridge (starting from a position about halfway between the first two pairs of street lamps on the west side of the bridge going east - haven't tried any other configuration yet).  I have terrain setting on "high" and the AiA Lite pack.  Could it be the Lite version causing this trouble?

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