sickboy 13 Posted October 15, 2012 (edited) @shinkicker: Are you distinguishing Mission, and Map (island) ? Porting a Mission to an Island should only be a concern for the author of the original Mission. Editing an Island and redistributing it, that should be a concern for the Island author. Edited October 15, 2012 by Sickboy Share this post Link to post Share on other sites
shinkicker 5 Posted October 15, 2012 @shinkicker:Are you distinguishing Mission, and Map (island) ? Porting a Mission to an Island should only be a concern for the author of the original Mission. Editing an Island and redistributing it, that should be a concern for the Island author. Porting a Mission to an Island should only be a concern for the author of the original Mission. Rocket, the mission author has already said he is ok with it. If not, then I personally will stop. Editing an Island and redistributing it, that should be a concern for the Island author. I agree. Unless they give consent, then what is the issue? Share this post Link to post Share on other sites
icebreakr 3157 Posted October 15, 2012 I didn't allow anyone editing any of my maps. If someone wants something to change they can report it to me and I'll see what I can do about it. Share this post Link to post Share on other sites
totalboffin 10 Posted October 17, 2012 IceBreakr just wanted to say what an excellent job you have done with Lingor. We are late comers to this map, we have been testing out the island with our version of Insurgency and we have been loving the different heights of terrain and all the effort you have put in. A very very minor note, I noticed that in Calamar power station, one of the transformation stations (to the west of the building) appeared to be sunk into the ground, I wasn't sure if this was intentional, just thought I would mention it. The other issue I've noticed, not your fault and it's probably been mentioned before that one of the house types (wooden with green) have a narrow front door which is a bit of pain, always makes me think I'm too fat to get in it. ;-) Share this post Link to post Share on other sites
icebreakr 3157 Posted October 17, 2012 Tnx totalboffin. I've recieved helped with that "2fat4door" issue, with new fixed objects. That will be incorporated soon. It helps if you crawl or jump through ;) Share this post Link to post Share on other sites
froggyluv 2136 Posted October 21, 2012 Just wanted to say this updated Island is really a crafted piece of art and Im loving the Lingor cops as well. Ill be sending another donation very soon as appreciation :) Also, just curious where I find the weapon classnames such as the Glock? Share this post Link to post Share on other sites
delta99 34 Posted October 21, 2012 Icebreakr, I forgot I was going to report a bunch of buildings that seem to have windows that block bullets. When I return to the game I will try and remember to find that location and give you cords so you can check things out. I think it was on the little brown square hut type buildings that have a big window on two sides. Again though, if I remember I will test and report the position to you. Share this post Link to post Share on other sites
icebreakr 3157 Posted October 22, 2012 froggyluv: try looking at A2OA official list here. Delta99: don't bother, I'm not a building maker, merely a user -> add ticket to BIS dev-heaven tracker. Share this post Link to post Share on other sites
totalboffin 10 Posted October 26, 2012 Quick question IceBreakr, are any airports setup for the LandAt command on Lingor? Share this post Link to post Share on other sites
icebreakr 3157 Posted October 26, 2012 Well, Maruko and Sargento. Dunno about others, forgot... I think there is no way to taxi for AI on others. Try out the commands? Share this post Link to post Share on other sites
totalboffin 10 Posted October 26, 2012 I did a little test and it looks like landAt 0 is Maruko and 1 is Calamar, any other numbers don't seem to register with the AI. not sure if this is something that could be added for the next release, just it's very useful for guiding AI planes to land with ;-) Share this post Link to post Share on other sites
pd3 25 Posted October 27, 2012 (edited) Since this most recent update have people noticed certain models have failed to load in the mission editor? Specifically fuelstation_army.p3d Edited October 27, 2012 by Pd3 Share this post Link to post Share on other sites
icebreakr 3157 Posted October 27, 2012 They don't have ibr_plants.pbo active, I guess. Sixupdater users? They should enable the correct folder mods. Share this post Link to post Share on other sites
delta99 34 Posted October 27, 2012 froggyluv: try looking at A2OA official list here.Delta99: don't bother, I'm not a building maker, merely a user -> add ticket to BIS dev-heaven tracker. Ah, are these likely from MGD_Buildings2 or whatever it is called? Share this post Link to post Share on other sites
totalboffin 10 Posted November 7, 2012 (edited) For IceBreakr : After spending more time in Lingor, just a quick bug report for the town of Benio. The factory (building Land_Tovarna2) is slightly too low in the ground so the floor and the ground flicker back and forth. Edit: Another odd quirk (easter egg?) perhaps there is a OA office building in one of the rivers at 062 045 to the South East of Corazon? Edited November 7, 2012 by totalboffin Share this post Link to post Share on other sites
ei8ght 11 Posted November 13, 2012 Hello all i build a template for Lingor more info here : http://forums.bistudio.com/showthread.php?142543-FOB-Eddie-upgrade-Version-1-0-by-Ei8ght-LINGOR-or-DINGOR&p=2252117#post2252117 Share this post Link to post Share on other sites
eggbeast 3673 Posted November 14, 2012 RELEASED new evolution MP mission for Lingor using new RACS mod + Dingor version + DIngor with extra RHS and other mods http://forums.bistudio.com/showthread.php?128994-GITS-Evolution-%28new-main-thread%29&p=2252639&viewfull=1#post2252639 Share this post Link to post Share on other sites
short_German 1 Posted November 15, 2012 hey ice the more i look around lingor the more i like it i have been trying to make a drug running mission for me and some friends and was having a look around the island with the MAULE M7 and fount that there are a lot of smaller clandestine landing strips that don't stick out to much and that are not marked on the map but they are all just about big enough to land the M7 and to take off again were these places designed for that ?? Or just empty space for life mods to place their buildings ?? Share this post Link to post Share on other sites
icebreakr 3157 Posted November 16, 2012 Ei8ght: great template. We used it yesterday for our MP COOP operation, all went smoothly. short_German: yeah, i've put several clearing in order for AN-2 or M7 Maule to land and take off ;) one is in San Arulco and other is in the center of the map, that heavily vegetated island. Share this post Link to post Share on other sites
short_German 1 Posted November 17, 2012 Thx ice it gives a nice touch and its great for running drugs and DEA themed ops Share this post Link to post Share on other sites
ei8ght 11 Posted November 24, 2012 hey Ice check this: ;) http://forums.bistudio.com/showthread.php?142951-BASE-quot-IceBreakr-quot-1-0-by-Ei8ght-Lingor-or-Dingor Share this post Link to post Share on other sites
icebreakr 3157 Posted November 29, 2012 Be advised that if you use Lingor/Dingor with new Duala 1.97, the latest Duala release features a newer ibr_plants file with couple of additional objects. So be careful, Duala needs this new file. New file should cause no errors on Lingor/Dingor though. Share this post Link to post Share on other sites
ei8ght 11 Posted December 7, 2012 new template on lingor code name : "Iroquois" http://forums.bistudio.com/showthread.php?143362-FOB-IROQUOIS-V1-BY-EI8GHT-Lingor-or-Dingor Share this post Link to post Share on other sites
bardosy 158 Posted December 8, 2012 I'm working on a "pull over" script for a police mission. The players chase civil cars with a police Panhard and when they are close, use the action menu "Pull over" and it do lot of things, but I want use the siren too. This car is driven by a player (not AI) so action ["useWeapon"] cannot work. I guess siren is in the MOD by any names. Could you please tell me the name of the sound of siren? I want use: policecar say "ibr_siren" (or something else, what is the name of siren sound). Share this post Link to post Share on other sites