sparks50 0 Posted February 11, 2008 The marsh looks a little better with ANZAC SAS Steve and Ron Water Color Mod. Sadly, its still very over-shiny and too wavy. But who cares, its a great map I did spot a problem with the mash, AIs would lie down for cover and drown Share this post Link to post Share on other sites
Denz 0 Posted February 11, 2008 I like the island. I've been searching for a good island for a mission I've been working on and I think I've found it Spotted an error at bj80 on the road by Heltermaa edit: And at bi79 to the North of Heltermaa there is another tree stump just overlapping onto the road Share this post Link to post Share on other sites
xav 0 Posted February 11, 2008 ^^ these actually happens in real life... Trees grow through the road, and you just have to cut them Share this post Link to post Share on other sites
Ike_fin 0 Posted February 11, 2008 I did spot a problem with the mash, AIs would lie down for cover and drown Yeah i noticed that too . Anyways here's quick script that makes unit stand when its in water: script (edit as you like) And thanks for feedback all, i try to fix things you suggested. Share this post Link to post Share on other sites
Sergei_Q 0 Posted February 11, 2008 The tactical significance of a marsh is that heavy vehicles won't be able to operate there since they'd just sink into the bog, but this lowland only slowed a T-72 down a bit. Would you be able to make it uncrossable for vehicles, except by the road? Maybe add some deep spots where a vehicle would take damage, or use underwater obstacles that would hinder tanks? Or even some script stuff that would drain vehicles (except flying vehicles..! ) moving in the swamp of their gas. That would actually be the desired effect, getting the unit stuck there but still able to use their weapons. It's BIS' fault for not simulating ground softness, but it would be great if you figured some way to model it, as 29 % of Finland's area is swampy. Share this post Link to post Share on other sites
Ike_fin 0 Posted February 11, 2008 The tactical significance of a marsh is that heavy vehicles won't be able to operate there since they'd just sink into the bog, but this lowland only slowed a T-72 down a bit. Would you be able to make it uncrossable for vehicles, except by the road? Maybe add some deep spots where a vehicle would take damage, or use underwater obstacles that would hinder tanks? Or even some script stuff that would drain vehicles (except flying vehicles..! ) moving in the swamp of their gas. That would actually be the desired effect, getting the unit stuck there but still able to use their weapons.It's BIS' fault for not simulating ground softness, but it would be great if you figured some way to model it, as 29 % of Finland's area is swampy. Hmm yes i think ill add some deep spots because that seems to damage vehicles that cant "float". Problem is that AI is not very good in avoiding water I think its also possible with scripting to get unit stuck but i dont know how to add it to map by default. Thanks. Share this post Link to post Share on other sites
Ike_fin 0 Posted February 18, 2008 Hi, here's new version: Sarve v1.0 Changes: - added smaller islands - added objects - increased roughness in swamp(slower for vehicles) - changed water colour - addon signed Share this post Link to post Share on other sites
Guest Posted February 18, 2008 *****UPDATED**** The armaholic.com mirror has been updated with the fixed version! Thanks for the headsup Ike ========= Excellent work Ike New version frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=2749 Share this post Link to post Share on other sites
Deadeye 1 Posted February 18, 2008 ArmedAssault.info Mirror updated http://www.armedassault.info/index.p....lang=en Share this post Link to post Share on other sites
sparks50 0 Posted February 18, 2008 I got a "cannot open object dbe1/models_dbe1/vysilac_budova.p3d" error message. Could it be that queens gambit didn't boot properly? heh EDIT: changed addonfolder sequence and that solved it. Nice island. Share this post Link to post Share on other sites
Ike_fin 0 Posted February 18, 2008 Sorry i forgot to change one texture yesterday, please update: http://files.filefront.com/Sarve+v1zip/;9655642;/fileinfo.html Share this post Link to post Share on other sites
Stavanger 0 Posted February 18, 2008 Mirror + Review by ePrison.de Sarve Island v1.0 by Ike_fin Regards, Stavanger EDIT: New Mirror! Share this post Link to post Share on other sites
Deadeye 1 Posted February 18, 2008 ArmedAssault.info Mirror has also been updated to the fixed version Share this post Link to post Share on other sites
oldbear 390 Posted February 18, 2008 But it still don't works for me No Sarve island, just a blue underwater vision with a white horizontal line in the middle on GUI. Share this post Link to post Share on other sites
Ike_fin 0 Posted February 18, 2008 But it still don't works for me What do you mean, does it give some error? Share this post Link to post Share on other sites
oldbear 390 Posted February 18, 2008 I have erased all the files and created a mini-mod again with the same result Share this post Link to post Share on other sites
xeno 234 Posted February 18, 2008 Same here... no water textures, they are completely missing (you can see the ground but no "water"). I had tried the beta version and had no problems there. And no, no errors Xeno Share this post Link to post Share on other sites
Ike_fin 0 Posted February 18, 2008 Same here... no water textures, they are completely missing (you can see the ground but no "water"). I had tried the beta version and had no problems there.And no, no errors Xeno Ok, could you take a picture of it? And what version of Arma and mods are you using? I know its related to changed water color but it works fine for me. Share this post Link to post Share on other sites
xeno 234 Posted February 18, 2008 @Ike_fin... I've written you a pm... Xeno Share this post Link to post Share on other sites
icebreakr 3159 Posted February 18, 2008 I guess the climate warming was just a hype... see, we don't have enough water in this region... p.s. mine v1.0 is working fine on 2 PCs tested @home.... Share this post Link to post Share on other sites
oldbear 390 Posted February 18, 2008 Still non working : - with 1.08+QG or 1.09 beta +CG = nothing only an underwater blue screen in GUI with a white line in the middle, and no Sarve island in list. - with 1.09 beta = get Sarve island in list can open it in editor with an error due to missing QG so the CTD following is understandable. Share this post Link to post Share on other sites
xeno 234 Posted February 18, 2008 @Ike_fin 1.1 brings the water back Xeno Share this post Link to post Share on other sites
oldbear 390 Posted February 18, 2008 Well, I am back to beta version. It doesn't work, but I can open island in editor When I place a unit on the map and then try to play it, I get an error message : Quote[/b] ]Cannot open object dbe1\models_dbe1\vysilac\vysilac_budova.p3d and then ArmA crashes. Share this post Link to post Share on other sites
Ike_fin 0 Posted February 19, 2008 Well, I am back to beta version.It doesn't work, but I can open island in editor When I place a unit on the map and then try to play it, I get an error message : Quote[/b] ]Cannot open object dbe1\models_dbe1\vysilac\vysilac_budova.p3d and then ArmA crashes. Well it seems that you don't have Queens Gambit running. Share this post Link to post Share on other sites
oldbear 390 Posted February 19, 2008 Yes,of course you were right. I was copying and pasting the same error again and again in the shortcut, old noob mistake Island is working all right and is fine. Thank you ! Share this post Link to post Share on other sites