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MadFred

DFS Scandrova Released

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We are happy to release our first Operation Flashpoint Addon today.

Scandrova Island

The island features;

* nice rolling hills terrain

* a large desert

* a big airbase and a smaller airfield

* a big river dividing the island

* several military installations, larger bases and smaller campsites

* a few big cities and a lot of towns, villages and farms.

* and a lot of other interesting spots.

The island consists mostly of OFP:Resistance textures and objects, with a few exceptions in the form of Cold War Crisis  objects, some custom made terrain textures and several community addons (the great work of Mapfact and BAS) which can be found in the 'Island' section of our site.

The island was made with Wrptool and it's size is 256 cells, that is the default BIS 12,8 x 12,8km size.

We release the island in it's current form for OFP:Resistance v1.96 and when Armed Assault comes along there will most likely be a conversion done for ArmA.

We announced the island with the intention to release it with a campaign, unfortunatly due to lack of time we will not be releasing a campaign just yet but we feel that the island is good to go.

The island now comes as a stand alone and a small campaign and a number of SP and MP missions to play around with will be available later from our site. The ArmA version we will eventually be making provided all the tools for it will become available, will have a much bigger campaign and a lot more MP missions.

visit our site for additional images and download

DFS Site

We hope you enjoy it, have fun!!

regards, Widmak and MadFred, DFS

p.s. site owners feel free to host our island

Screen (11).jpg

Screen.jpg

Screen (4).jpg

Screen (30).jpg

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Wow, just checked your site and I'm impressed with the screens. Once I get more comfy with CTI editing, I'll make a CTI using this nice island smile_o.gif

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Congratulation for this realy nice looking island. I don't belive, that this is your first addon. Great job!

I download now notworthy.gif

Thanks, thanks, thanks...

Imutep smile_o.gif

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Woop Woop Woop! Its finally out!

Congrats Widow & Fred, island is a beauty and an absolute must download!

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This island is simply put...amazing, although a few cities could use a bit more TLC, it is still a must-download!

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Thanks for the kind words guys!

If anyone of you feels the urge to make missions for this island feel free to send them to us and we might host them on our little site.

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Very nice island! Good job!

Only one thing:

The northwest island with the airport should be connected to the main island for CTI games. Maybe with a bridge:

Airport_Bridge.jpg

So each side has the chance to capture one airport and take off with aircrafts.

MfG Lee smile_o.gif

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Hello guys,

Lee, you have a valid point there considering the CTI.

We will take this into consideration.

A possible ArmA conversion of our island will most likely have a bridge from that city to the small airfield.

The current version will stay as it is for now, as we are concentrating on getting a small campaign and some SP and MP missions finished up so people have something to play around with.

Thank you for your suggestion tho, we are always open to peoples thoughts and ideas.

Tankieboy: I don't know why the site is messed up for you, it works for me and so far we have had no complaints. can you tell me which browser you are using?

Regards,

MadFred

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Great job on the island...

Going to fire up DAC mission making on it soon smile_o.gif

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how do i get the hangardoors and the radartowers to work?? help.gif

(the habor too)

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Just wanted to say this is among my favorite islands now. The seaside estate and the smaller estate on the other side of the island make for fantastic VIP/Assassination missions. The rest of the island is top-notch too. Great work.

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So each side has the chance to capture one airport and take off with aircrafts.

Bah, since when do you need a runway?

wink_o.gif

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Thanks for the compliments guys, much appreciated.

Sakura;

We honestly don't know how to make the hangar (we take it you mean the biggest ones on the main airbase) and the radartower work.

They came from the Mapfact Baracken 1.5 pack and unfortunatly there is nothing mentioned in the readme file about these objects.

We have however emailed them about it and we are hoping for an answer soon.

Alternatively, if someone reading this knows about them, some information would be appreciated.

By habor.. you possibly mean harbor cranes? They are from Mapfact's Oil Addon 1.02, and you can find how to implement the script for it in the Addon's Readme file. An example is included aswell IIRC.

Regards, DFS Team

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Very very Nice Widmak and MadFred ..... well done!

Looks "realistic" at times and lots of great variety .... easy to see as a BIS replacement isle biggrin_o.gif

I might have complained about the number of addons .... but;

a) The addons are generally "community accepted"

b) Almost all from the same crew

c) The island is worth it ! notworthy.gif

Cheers!

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Quote[/b] ]how do i get the hangardoors and the radartowers to work?? help.gif

Add these lines in the init.sqs of your mission:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[object 6437] exec "\Baracken\Hangar01.sqs"

[object 7984] exec "\Baracken\Hangar01.sqs"

[object 2590] exec "\Baracken\Radar.sqs"

This enables the 2 Hangars and the Radar at the desert airfield.

If there are more Hangars/Radars get their object numbers in the editor and add/modifiy above lines.

The harbour stuff is well documented in the Oil Addon.

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We honestly don't know how to make the hangar (we take it you mean the biggest ones on the main airbase) and the radartower work.

They came from the Mapfact Baracken 1.5 pack and unfortunatly there is nothing mentioned in the readme file about these objects.

We have however emailed them about it and we are hoping for an answer soon.

Alternatively, if someone reading this knows about them, some information would be appreciated.

It requires some editing in the mission:

For the hangers:

[object <number>] exec "\Baracken\Hangar01.sqs"

For the radar:

[object <number>] exec "\Baracken\Radar.sqs"

The number of the objects can be seen when clicking "Show IDs" in the editor.

Edit: W0lle seems to have beaten me to it.  wow_o.gif

Edit 2: You can also get the oil pumps and oil turrets working.

Oil Pump:

[object <number>,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

Oil Turret:

object <number> exec "\MAP_OilAddon_Script\Feuer.sqs"

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Thanks for the headsup guys:

sofar we got this to work:

[object 6437] exec "\Baracken\Hangar01.sqs"

[object 7984] exec "\Baracken\Hangar01.sqs"

[object 2590] exec "\Baracken\Radar.sqs"

[object 290364] exec "\Baracken\Radar.sqs"

The Oilstuff seems to be more difficult to get to work, I am starting to wonder if this just works with pumps that are placed through the mission editor..

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The Oilstuff seems to be more difficult to get to work, I am starting to wonder if this just works with pumps that are placed through the mission editor..

There appears to be an OA init script that must be run for any of the rest of the scripts to work, try placing one in the editor somewhere, then the rest might work (as long as they are running the scripts I posted previously).

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Thank you very much for the input Kyle, indeed we had to place one of the oil addon objects in the mission editor.

so, to sum up;

* Mapfact Baracken *

To use the full animation of the radar tower and the hangar doors, add the following lines to the init.sqs of your mission:

[object 6437] exec "\Baracken\Hangar01.sqs"

[object 7984] exec "\Baracken\Hangar01.sqs"

[object 2590] exec "\Baracken\Radar.sqs"

[object 290364] exec "\Baracken\Radar.sqs"

* Mapfact Oil Addon *

First, place one of the Mapfact Oil Addon object in the mission. Without it, none of the scripts works.

You can find them in the editor under; Empty/Mapfact OA: Objects

* Mapfact OilAddon Script Part I *

You can have the Oil Pumps on the Island animated.

Be aware that the Oil pumps eats up fps so be sparse in using them, also the Oil pumps are not MP compatible by default, the correct line to change this will follow below.

To use them add the following or part of it to the init.sqs of your mission:

[object 32705,1]exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 32706,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 31358,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 18005,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 17300,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 17308,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 16515,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 16513,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 17298,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 15793,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 15794,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

[object 15796,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs"

To make the Oil pumps MultiPlayer compatible, put this line in your mission init.sqs file:

MAP_OA_MPPumpAnim=true

* Mapfact OilAddon Script Part II *

You can have fire animation on the Oil turrets.

Be aware that the Oil turret fire eats up fps so be sparse in using them.

To use the fire animation for the oil turrets, add the following or part of it to the init.sqs of your mission:

object 32708 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 32709 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 32717 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 31359 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 26494 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 24384 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 24385 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 20622 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 20623 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 19381 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 19380 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 22858 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 22859 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 15650 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 17294 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 16511 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 15788 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 15802 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 15055 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 14468 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 18014 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 18768 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 21313 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 21841 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 20627 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 23505 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 24388 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 22326 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 22859 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 22858 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 18764 exec "\MAP_OilAddon_Script\Feuer.sqs"

object 19992 exec "\MAP_OilAddon_Script\Feuer.sqs"

-----------------------------------------------------------

p.s. instead of using any of these animations by activating them in your mission init.sqs file, you could of course alternatively use a unit's init field, a waypoint or a trigger.

and if you want to have just a few of these working, you could either put less of them in your init file, or you can always put a semicolumn (;) in front of the one(s) you want to shut down in the list.

* As said before, the Cranes animations are covered by the readme provided with the Addon and there is also a sample mission that comes with it.

Regards, DFS Team.

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