opteryx 1562 Posted July 29, 2008 ca\misc\sloupyele.p3d Share this post Link to post Share on other sites
OChristie 0 Posted July 29, 2008 thank you very much Share this post Link to post Share on other sites
Garbol 0 Posted July 29, 2008 Hi, I just wanted to say that the island/map is kick ass! But there is one really big problem the preformance hit in the center of the city is really really big... Some friends I play whit are really complaining about that. Any word on fixing that? Share this post Link to post Share on other sites
-HUNTER- 1 Posted July 29, 2008 Yes this map is indeed kick ass! Ive had more fun on this map then the whole of sahrani! VERY VERY good look and feel! Good thing we cannot feel the heat behind our computers! Those new humvees are great for this map! Share this post Link to post Share on other sites
wipman 1 Posted July 30, 2008 Hi, i think that this map is asking for a coop mission with this soundtrack: Outkast - Bombs Over Bagdad. Or just some pimp video with the Marines kicking asses. Let's C ya Share this post Link to post Share on other sites
Mateck 0 Posted July 30, 2008 Hi, I edited config file for apartmentbuilding_1 and now it collapses and leave ruins. Here is the edited config - http://www.sendspace.com/file/442tma I used DestructionEffects from BIS church building and some ruin model from buildings.pbo. Hope this will be useful Share this post Link to post Share on other sites
bravo 6 0 Posted July 30, 2008 Hi,I edited config file for apartmentbuilding_1 and now it collapses and leave ruins. Here is the edited config - http://www.sendspace.com/file/442tma I used DestructionEffects from BIS church building and some ruin model from buildings.pbo. Hope this will be useful super! Share this post Link to post Share on other sites
nikita320106 0 Posted July 30, 2008 o) thanx only one building on map? sorry not tested at now)) so what about another building? -------------- @Opteryx really interesting and atmospheric map very) Share this post Link to post Share on other sites
opteryx 1562 Posted July 30, 2008 Hi,I edited config file for apartmentbuilding_1 and now it collapses and leave ruins. Here is the edited config - http://www.sendspace.com/file/442tma I used DestructionEffects from BIS church building and some ruin model from buildings.pbo. Hope this will be useful Thank you. I'll see if I can implement this on all buildings. Share this post Link to post Share on other sites
bravo 6 0 Posted July 31, 2008 Hi,I edited config file for apartmentbuilding_1 and now it collapses and leave ruins. Here is the edited config - http://www.sendspace.com/file/442tma I used DestructionEffects from BIS church building and some ruin model from buildings.pbo. Hope this will be useful Thank you. I'll see if I can implement this on all buildings. Opteryx if you cant make the Mateck's code to work, you can use the following one that works on my models and tested twice. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define private 0 #define protected 1 #define public 2 class CfgPatches { class buildings { units[] = {"Land_building2"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData", "CABuildings"}; }; }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic: Building { class DestructionEffects; }; class HouseBase; class Land_VASICore; class House : HouseBase { class DestructionEffects; }; class Ruins; class Land_building2_Ruins : Ruins { scope = protected; vehicleClass = "Ruins"; model = "\ca\buildings\ruins\dum_istan4_big_ruins"; displayName = "building2_Ruins"; }; class Land_building2 : House { model = "\Amiriya\buildings\building2"; displayName = "Building2"; armor = 700; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\ca\buildings\ruins\dum_istan4_big_ruins.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 2; }; }; }; }; It works on my models on my terrain, i named the model building2 (lack of imagination ), If you didn't make the other code to work, use this one. My config is located here: P:\Amiriya\buildings\config.cpp (same folder as the p3d's) edit: i think the code i posted can be optimized though, but didn't got into it yet. Share this post Link to post Share on other sites
quoestudio 0 Posted July 31, 2008 Hi to all........I realy love this map and i was trying to play CRCTI OGN FREE vk in it but there is a problem i didnt have with other maps. When you try to conctruct the Com center the workers dont build it. The other buildings (Heavy, light vehicles, aircraft and barracks)dont have this problem, the workers construct them. I know this is only beta, but i didnt have this problem with other Beta Maps. I hope you can solve this problem for me. Thanks, and sorry for my bad english!!! Share this post Link to post Share on other sites
Callsign 128 Posted July 31, 2008 Heya most of the buildings in the editor wont load for me, is there any reason for this or just me? Share this post Link to post Share on other sites
MehMan 0 Posted July 31, 2008 Sweet, somebody made a map with my shit. And my stuff's buggy. Yeah, whoops, forgot some parts with the geolod. Man, I wish I made more stuff for ya. No wait, I don't, I'm too lazy. Share this post Link to post Share on other sites
opteryx 1562 Posted July 31, 2008 Hi to all........I realy love this map and i was trying to play CRCTI OGN FREE vk in it but there is a problem i didnt have with other maps. When you try to conctruct the Com center the workers dont build it. The other buildings (Heavy, light vehicles, aircraft and barracks)dont have this problem, the workers construct them.I know this is only beta, but i didnt have this problem with other Beta Maps. I hope you can solve this problem for me. Thanks, and sorry for my bad english!!! I have no idea why this is happening and therefore I won't be able to fix it. Heya most of the buildings in the editor wont load for me, is there any reason for this or just me? Do you have the additional PBOs (OPXmisc/OPXbuildings) in the same addon folder? Sweet, somebody made a map with my shit. And my stuff's buggy. Yeah, whoops, forgot some parts with the geolod. I'll try and fix it. Man, I wish I made more stuff for ya. No wait, I don't, I'm too lazy. ;_; Share this post Link to post Share on other sites
Callsign 128 Posted July 31, 2008 heya yer its all in the same folder, should it be seperated? Share this post Link to post Share on other sites
Kalimar 0 Posted August 1, 2008 I love this map. It's masterful, but I noticed one problem that other users or perhaps even yourself, the developer might not catch. I have a bad obsessive impulse when it comes to Flashpoint/ArmA mods. Objects, units, DisplayNames must all be properly capitalized, organized, and have proper spelling... or else I go crazy when I look at the editor. I was going through the buildings pbo and renaming stuff like StreetLamp to Street Lamp, apartment_building_1 to Apartment Building 1 and etc, and I noticed that in the misc file, you only have the code entered of only 3/4 total graves. Grave 3 is missing and instead, you have two instances of grave without numerical value. To correct this, on the second instance of "grave", just put grave3 and if you're like me, DisplayName= "Grave 3" underneath that so you can see it in the editor. Share this post Link to post Share on other sites
opteryx 1562 Posted August 1, 2008 The objects aren't really meant to be used in the editor, so I've been really sloppy with that. I will not change shitty names because that will result in lots of extra work I'm afraid. -edit- Also I'm chronically disorganized (literally diagnosed), so even if I wanted to I probably wouldn't be able. You should see my desktop... Share this post Link to post Share on other sites
MehMan 0 Posted August 1, 2008 The objects aren't really meant to be used in the editor, so I've been really sloppy with that. I will not change shitty names because that will result in lots of extra work I'm afraid.-edit- Also I'm chronically disorganized (literally diagnosed), Â so even if I wanted to I probably wouldn't be able. Â You should see my desktop... lol, you're diagnosed with /b/tardation. Share this post Link to post Share on other sites
opteryx 1562 Posted August 1, 2008 Screeeen\!! What? lol, you're diagnosed with /b/tardation. wat Share this post Link to post Share on other sites
Mateck 0 Posted August 1, 2008 What about garbages lying on streets? Will there be option to disable them by lowering terrain details? Just like little rocks on Sakakah. That would significantly reduce lag in center of the city. I'm hoping that at least resolution LODs will be optimized so the garbages will not be visible from 2000 meters But still this is kick ass map Share this post Link to post Share on other sites
OChristie 0 Posted August 1, 2008 To correct my previous post Quote[/b] ]You should see my Desktop.... So i said Quote[/b] ]Screen As in can we see it please....Failed Joke Share this post Link to post Share on other sites
wipman 1 Posted August 1, 2008 Hi, i've found another bug on another building, in this one: Inside it there's a small squared room (kinda as a small storage space) that you can shot through it's wall to inside/outside that small squared room, also the closed windows & doors on that building look a bit weird using the same texture than the rest of the building, instead use a texture as a bricks block or something. Let's C ya Share this post Link to post Share on other sites
opteryx 1562 Posted August 2, 2008 What about garbages lying on streets? Will there be option to disable them by lowering terrain details? Just like little rocks on Sakakah. That would significantly reduce lag in center of the city. Yeah it's not clutter, but actual objects or else there would be trash spread all across the entire map. I'm hoping that at least resolution LODs will be optimized so the garbages will not be visible from 2000 meters Yes I'm going to optimize the LODs for trash objects. To correct my previous postQuote[/b] ]You should see my Desktop.... So i said Quote[/b] ]Screen As in can we see it please....Failed Joke Right, no way. Hi, i've found another bug on another building, in this one: img]http://img.photobucket.com/albums/v330/wipman/avgani_bug_01.jpg[/img]Inside it there's a small squared room (kinda as a small storage space) that you can shot through it's wall to inside/outside that small squared room, also the closed windows & doors on that building look a bit weird using the same texture than the rest of the building, instead use a texture as a bricks block or something. Let's C ya I shall have a look at that. Let's C ya Share this post Link to post Share on other sites