brainslush 13 Posted June 27, 2018 15 hours ago, loopdk said: Just put in som trees in the editor and make them simpel objects It's alot of work in 3den and maybe others could benfit from it as well 1 1 Share this post Link to post Share on other sites
vPzBtl33_Hunger 457 Posted June 27, 2018 Its 100xtimes the work for me to build a specific forest combat range, but its on my list 1 1 Share this post Link to post Share on other sites
AIF_Infantrymen 264 Posted June 28, 2018 Assault course and or Obstacle course? 1 Share this post Link to post Share on other sites
vPzBtl33_Hunger 457 Posted June 28, 2018 Obstacle course is on my List for 1.2, how does an assault course look like for ya? I only know the german one from Oberlausitz Share this post Link to post Share on other sites
Private Evans 498 Posted June 29, 2018 Absolutely impressive ...love it , especially since I am a big fan of Arma 3 lore content and do not really like that much maps using A1 and A2 content :) keep it up :) PS: A prison complex would be a nice addition for some nice rescue missions ..( MGS ground zeroes comes to mind) 1 1 Share this post Link to post Share on other sites
brainslush 13 Posted June 30, 2018 Do the pop up targets have different hitzones so that on could check via script where the target was hit? Share this post Link to post Share on other sites
PhILoX 10 Posted July 1, 2018 22 hours ago, brainslush said: Do the pop up targets have different hitzones so that on could check via script where the target was hit? No. Share this post Link to post Share on other sites
Edwacoo 14 Posted July 15, 2018 This is an incredible terrain. Fantastic Work. We will be using this for our Units Training Immediately! Share this post Link to post Share on other sites
vPzBtl33_Hunger 457 Posted July 16, 2018 Thank you very much! Proud to hear that! Share this post Link to post Share on other sites
cu3b4ll 974 Posted July 22, 2018 The unit is loving the map. It goes so well with fingolfin's mod. 3 1 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted February 7, 2019 Sorry If I missed this in the thread and perhaps I am just blind but does anyone have an Alive Index for this. I am trying to just have the alive combat support modules down to enable a few helo taxies to ferry people around. Share this post Link to post Share on other sites
EO 11275 Posted February 7, 2019 @DAGGER ARMANET, I don't think Hebontes has been indexed for Alive, however some maps don't necessarily require indexing for the combat support modules to work. I have an Alive/Ravage mission set on Hebontes which utilizes the Combat Support (Transport) module, works just fine. (at least in SP) Share this post Link to post Share on other sites
cu3b4ll 974 Posted February 8, 2019 CSM from Alive works on this map, had a bird setup for transport on a training map I made. Share this post Link to post Share on other sites
loopdk 92 Posted February 8, 2019 We have som problems... Its only on this map... eny iders? Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted February 11, 2019 On 2/7/2019 at 3:54 PM, EO said: @DAGGER ARMANET, I don't think Hebontes has been indexed for Alive, however some maps don't necessarily require indexing for the combat support modules to work. I have an Alive/Ravage mission set on Hebontes which utilizes the Combat Support (Transport) module, works just fine. (at least in SP) Thanks for the heads up. The issue that keeps popping up is: Script x\alive\addons\main\static\hebontes_staticData.sqf not found Anyone have ideas on this particular issue. I can place the combat support modules just to be clear. Share this post Link to post Share on other sites
EO 11275 Posted February 11, 2019 @DAGGER ARMANET, the Alive mod is checking to see if you have a custom index for Hebontes, and as it hasn't been indexed (yet) that is why the pop up is generated. From my experience this is normal for all maps that haven't been indexed for Alive, and it shouldn't affect the functionality of the Combat Support modules. 1 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted February 12, 2019 17 hours ago, EO said: @DAGGER ARMANET, the Alive mod is checking to see if you have a custom index for Hebontes, and as it hasn't been indexed (yet) that is why the pop up is generated. From my experience this is normal for all maps that haven't been indexed for Alive, and it shouldn't affect the functionality of the Combat Support modules. Thanks a ton for the info EO, i was hoping that was the case, Still getting my feet wet with Alive. Share this post Link to post Share on other sites
RL - AVE 21 Posted August 3, 2019 Exellent map and great assets! Is it possible to initiate the popup target control from another object through it's Init? Share this post Link to post Share on other sites