khayes 0 Posted December 24, 2008 un gros thank you opteryx Share this post Link to post Share on other sites
Guest Posted December 24, 2008 Thanks for informing us opteryx Frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=3525 Share this post Link to post Share on other sites
Meathead 0 Posted December 24, 2008 Congratz on your release and MUCHO GRANDE thx Share this post Link to post Share on other sites
toadball 35 Posted December 24, 2008 ArmedAssault.info Mirror a little late but there none the less. Share this post Link to post Share on other sites
stevevcb 3 Posted December 24, 2008 Nice one, and merry Christmas! Share this post Link to post Share on other sites
Stavanger 0 Posted December 25, 2008 Mirror & Map Info updated by ePrison.de Avgani Iraq v1.3 & Afghan Village v0.6 by Opteryx best Regards, Stavanger Share this post Link to post Share on other sites
VXR 9 Posted December 25, 2008 Very nice map! Are there any known bugs in the map? I drove around a bit with a HMMWV and noticed the HMMWV drives faster when beeing offroad. When I drive on the dirtroad around in the FOB the HMMWV drives slower.. when driving next to the dirtroad youre going faster. Share this post Link to post Share on other sites
All-a-Mort 0 Posted December 25, 2008 Cheers Opteryx. Love the look of the afghan village. Been waiting a long time for someone to produce one. I am finding, however, that AI won't enter the compounds through the open doors/entrances in the huge walls. I've set countless waypoints to make them do so, but still they surround the compound and then stand about doing nothing. Bug, or my bad? Share this post Link to post Share on other sites
sv5000 127 Posted December 25, 2008 Thanks for the maps, a very nice present Share this post Link to post Share on other sites
bigstone 48 Posted December 25, 2008 Wow very nice maps indeed. I have dr frogsters smaller afghan map which is nice for squad and platoon size fire fights and now this new afghan map. Man I played a company vs company size battle and it ran smooth. Thank you!!! Share this post Link to post Share on other sites
1in1class 0 Posted December 25, 2008 Just dl it Nice work on the maps love it Share this post Link to post Share on other sites
gunterlund 0 Posted December 25, 2008 These at two works of art. If only they were bigger. Keep up the good work. Share this post Link to post Share on other sites
opteryx 1562 Posted December 25, 2008 Very nice map!Are there any known bugs in the map? I drove around a bit with a HMMWV and noticed the HMMWV drives faster when beeing offroad. When I drive on the dirtroad around in the FOB the HMMWV drives slower.. when driving next to the dirtroad youre going faster. Interesting, did this occur in the older version? I am finding, however, that AI won't enter the compounds through the open doors/entrances in the huge walls. I've set countless waypoints to make them do so, but still they surround the compound and then stand about doing nothing. Bug, or my bad? Yes, I tried adding pathways, but they didn't work so I've put some hidden roadway LODs... don't seem like these work either, I've found out since release though that pathways won't work unless you compile in a certain way. Hopefully this will get fixed next release, that includes building positions. Share this post Link to post Share on other sites
VXR 9 Posted December 25, 2008 Very nice map!Are there any known bugs in the map? I drove around a bit with a HMMWV and noticed the HMMWV drives faster when beeing offroad. When I drive on the dirtroad around in the FOB the HMMWV drives slower.. when driving next to the dirtroad youre going faster. Interesting, did this occur in the older version? I have no idea mate, I did not have a older version of this maps. Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 25, 2008 Very very nice maps Opteryx! Love the village! Share this post Link to post Share on other sites
Meathead 0 Posted December 25, 2008 I have one complaint about these maps... These maps are sooooo awesome I wish there was larger ones. the detail on these is great! I will definitly be using them on some missions thx again! Â Share this post Link to post Share on other sites
Daniel 0 Posted December 25, 2008 Great work again, feels more real than Avgani. Something you could maybe consider for your maps: These sort of environments are ideal for the sort of responsive CAS that's occurred in Afghanistan recently. Unfortunately, there isn't always going to be any sort of airfield nearby. So you could add a simple strip for jets miles from the "main" part of the map. So only the pilots would go near it, but it would allow for human pilots to scramble and help out patrols in dense terrain. You could make it as far from the village as the satmap allows. Have a think about it anyway - would be really appreciated by any units that use air support. Share this post Link to post Share on other sites
Gemini 359 Posted December 25, 2008 Thanks for your work, your maps are simply amazing. Share this post Link to post Share on other sites
icebreakr 3159 Posted December 25, 2008 Yeah, airstrip far away would be great. I usually make my pilots as Independent, so they have a spawn point at the airfield. Regular infantry has a FOB as BLUFOR. At least thats how we play it. In last operation (mp coop) we've used FDF island and I've suprised my guys so that enemy used Mirage III bombers and Hind-Ds when AI infantry detected my guys near the "primary goal" area Mirages took off from the unpaved airport on SW of map This airport can be siezed in the same mission and capture CAS assets on ground or you can use them to scramble friendly A10s (played by your guys as Independent or AI) when needed. Share this post Link to post Share on other sites
ck-claw 1 Posted December 25, 2008 Daniel @ Dec. 25 2008,16:29)]Great work again, feels more real than Avgani. Something you could maybe consider for your maps: These sort of environments are ideal for the sort of responsive CAS that's occurred in Afghanistan recently. Unfortunately, there isn't always going to be any sort of airfield nearby. So you could add a simple strip for jets miles from the "main" part of the map. So only the pilots would go near it, but it would allow for human pilots to scramble and help out patrols in dense terrain. You could make it as far from the village as the satmap allows. Have a think about it anyway - would be really appreciated by any units that use air support. Or if you have one of the 3rd party editors (lowflys editor) You can manually place runway pieces. Bit fiddily to line em up But there is a nice flat spot very far north on Avgani going N to S Share this post Link to post Share on other sites
opteryx 1562 Posted December 25, 2008 Sorry, airfields on such tiny maps isn't going to happen. Share this post Link to post Share on other sites
Daniel 0 Posted December 25, 2008 Good shout ck, cheers! Share this post Link to post Share on other sites
sickboy 13 Posted December 25, 2008 Heya, Awesome Islands, it's a pleasure to play on them, like all OPX Isle's Some Techinicalities I noticed: Both your Islands relink CfgWorlds Class Intro from CAWorld to DefaultWorld. The original class Intro (in Desert.pbo) is linked to CAWorld. Could this be fixed in a future version? "Desert" is missing from the requiredAddons list, since you inherit from the Desert addon (containing 'Intro', it would be advised to add it. I'm not sure but I think I read somewhere that BI standard for Islands is to inherit from Intro and use zoom0 and zoom1, like you implemented, however, afaik the proper way would be to inherit from CAWorld: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">  class DefaultWorld;  class CAWorld: DefaultWorld  {    class Grid;  };  class MyIsland: CAWorld  {    .....    class Grid: Grid    {     class Zoom1 ......     class Zoom2 ......     .....    };    ....  }; But I guess when your island depends on inheriting from Intro you could stick to that. You could use this then: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">  class CAWorld;  class Intro: CAWorld  {    class Grid;  };  class MyIsland: Intro  {    .....    class Grid: Grid    {     class Zoom1 ......     class Zoom2 ......     .....    };    ....  }; Share this post Link to post Share on other sites
SoopSandwich 0 Posted December 27, 2008 Sorry but I'm new to adding mods, I think I get the map addons but where do I place the folders and files for opxbuildings, opxplants, opxroads, opxmisc, and the public key folder? Thank You in advance for any help Thank You for the responses, got it working! Share this post Link to post Share on other sites
icebreakr 3159 Posted December 27, 2008 SoopSandwich: best way is to create a new folder with name "@Soop" and in it create a subdir "Addons" - there you put all of the pbo's and signed files. You run the game with extra -mod=@Soop parameter. If you run more mods use ; between them without spacing. Share this post Link to post Share on other sites