grensvegter 10 Posted May 16, 2013 Great downloading now,does this also include that "faction"?Thanks for all your work. Share this post Link to post Share on other sites
miller 49 Posted May 16, 2013 Thanks IceBreakr ArmA2Base.de Mirror updated: Lingor Island by IceBreakr v1.5 greetz Miller Share this post Link to post Share on other sites
lightspeed_aust 681 Posted May 16, 2013 Thanks Ice, I can tell you right now the campaign I'm working on will bring out the best of Lingor, arma2s greatest map. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted May 17, 2013 Really nice updates mate. Share this post Link to post Share on other sites
icebreakr 3157 Posted May 17, 2013 I have a mini coop campaign for Unsung ready (7 missions), release soon ;) Share this post Link to post Share on other sites
Andy Mcnab 10 Posted May 17, 2013 I have a mini coop campaign for Unsung ready (7 missions), release soon ;) I Don't Wanna Go To Vietnam :o Share this post Link to post Share on other sites
ei8ght 11 Posted May 17, 2013 Great MAJ IceBreakr:bounce3: Share this post Link to post Share on other sites
Lt_Phoenix 0 Posted May 17, 2013 Great update IceBreakr :) Share this post Link to post Share on other sites
icebreakr 3157 Posted May 17, 2013 Thanks guy, glad u like it. Share this post Link to post Share on other sites
Kommiekat 11 Posted May 18, 2013 I checked and checked and didn't find and ASIAN GO GO DANCING girls. Your mod is incomplete if you don't have any of these: Otherwise, great mod Share this post Link to post Share on other sites
tortuosit 486 Posted May 18, 2013 First 1.5 mirror up:http://www.intella.si/files/lingor_v15final.7z (439MB) Thanks IceBreakr! Increasing love for Lingor on my side; can someone maybe point me to best available[1] Lingor SP missions? I'm sure there are numerous, but sure there will be standouts... TIA! [1] I'm suffering from the limited time syndrome, therefore I don't want to waste my time with bad missions :) Share this post Link to post Share on other sites
w4lkn 10 Posted May 19, 2013 Lingor Island v1.5 avaible on CFr-ArmA.net ;) Lingor Island Share this post Link to post Share on other sites
Fr3eMan 16 Posted May 20, 2013 Great job IceBreakr!! Share this post Link to post Share on other sites
Guest Posted May 20, 2013 Thanks for sending us the release :cool: Sorry for the delay but I was visiting your county again, enjoying everything your country has to offer ............ sometimes a bit to much :811: Release frontpaged on the Armaholic homepage. Lingor v1.5Arma 2 Share this post Link to post Share on other sites
C.T 44 Posted May 20, 2013 What a great island. Great job I even renewed my account just to say this! :cool: Share this post Link to post Share on other sites
vinnime 10 Posted May 21, 2013 Hello people, new here and just saying hello 2u and just a little bit more. Since Ofp, yep and 36j old, thanks..i know:cool: It is awesome,always has been and i love Lingor very much.. but....always there is a but hey.. Guys, where does the UGV SA-2 Guidelined missile on the introduction picture of 1.5 come from? Share this post Link to post Share on other sites
icebreakr 3157 Posted May 21, 2013 VinniMe: guess we have a lot in common (ofp, age, i love Palm beer etc.) ;) SA-2 is from Unsung mod 2.5. Share this post Link to post Share on other sites
vinnime 10 Posted May 21, 2013 And as we "speak", i'm going to pop one open now, i think i have one or two of those left in the fridge.. cheers and thanks Time = [toPlace,"a_few","missiles"] on "your\island.sqs"; :p Share this post Link to post Share on other sites
Rydygier 1309 Posted May 24, 2013 I think there may be some problem with road segments on Lingor 1.4 (haven't opportunity to dowload 1.5 yet, so do not know, perhaps this is solved in 1.5). Tested some roadpath finder script on Lingor using roadsConnectedTo and noted two road segments, that used with roadsConnectedTo command return in RPT such message: Warning: roadsConnectedTo did not found the input road segment And empty array, although visually these are connected with another segments (are part of common looking dirt road). Both segments found by me are located in Alma village, at T-crossroad near fountain: "segment: 191341: mud_25.p3d pos: [1160,696.5,0.272324] connected segments: []" "segment: 191322: mud_6konec.p3d pos: [1160,712.125,-0.0263901] connected segments: []" Not sure, perhaps there is more such segments, but tested many, and found these two only. Share this post Link to post Share on other sites
Metallicus 10 Posted June 5, 2013 Hi ! I'm working on a project of a long time mission for ARMA 2 based on Lingor Island : I aim to let the player choose between several missions through computers in the BLUFOR base. But first of all, I want to add some realism to the island, by adding Lingor civilians in towns. I followed db's tutorial, but I don't understand how to use Lingor's civilians instead of ARMA 2/OA ones. I tried to create a SecOp mission on Lingor, and Lingor's civilians automatically appeared in towns. So instead of using the Ambiant Civilians Module, maybe I could use the SecOp Manager, by deactivating custom missions with this setVariable ["settings", [[], true, nil, nil, false]]; and forcing Civilians spawn. Any idea ? Help is most welcome :) thanks ! Share this post Link to post Share on other sites
zio sam 77 Posted June 6, 2013 hi i'm interested too in creating a mission with the island populateted by lingor units.where i can find the tutorial? Share this post Link to post Share on other sites
Chairborne 2594 Posted June 14, 2013 I seem to have a bit of trouble playing lingor and i would like to ask the community if anyone else experienced the same issue, so here goes: We have recently installed Lingor 1.5 on our community'server, we have alwas been playing lingor 1.4 (along with many more islands, ACE/ACRE, etc) without issues and now it has crashed three times in three days already while playing on 1.5. I am not sure whether the problem is caused by the island itself or lies somewhere else (my guess would be the second, since it's been ever since arma3 alpha was installed on another partition that the server is laggy at times) so i would like to know if anybody else experienced this issue while on lingor 1.5. Regardless of this issue, i really like the job icebreakr did with the island and look forward for an update on lingor units too, blufor army (GAL) pattern kicks some serious ass. Share this post Link to post Share on other sites
redshirt_ensign 11 Posted June 17, 2013 Hey guys, I am currently in the middle of setting up a mission with lingor/lingor_units and for some reason the Engineer/Saboteur classes are not able to repair disabled vehicles like their non-lingor equivalents. The lingor medics are working correctly but not the Engineers. Has this already been discussed / covered here? Or am I messing something up with the mission? Cheers Share this post Link to post Share on other sites
fruity_rudy 16 Posted June 17, 2013 Hey guys, I am currently in the middle of setting up a mission with lingor/lingor_units and for some reason the Engineer/Saboteur classes are not able to repair disabled vehicles like their non-lingor equivalents. The lingor medics are working correctly but not the Engineers.Has this already been discussed / covered here? Or am I messing something up with the mission? Cheers I told IB a while ago when i ported wasteland over, i think he's working on it, or he forgot it, or he's too lazy, :) Share this post Link to post Share on other sites
redshirt_ensign 11 Posted June 18, 2013 I told IB a while ago when i ported wasteland over, i think he's working on it, or he forgot it, or he's too lazy, :) Ah, thanks Rudy. I wondered if I should just ask you directly since it is actually a Wasteland port I am doing (sorry I didn't even know about yours until a few weeks in to dev with ours, so not a copycat I swear ;) ) Oh well, glad to know it wasn't something I was doing wrong with the mission.sqm (eg. missing an addon ref). Hey, speaking of lingor_units addons in the mission.sqm, how did you work out all the required addon entries for non-vehicle items such as the guns? As you know, with Wasteland the guns get put in via sqf code (inserting them into cars and weapon crates) so not something that you can simulate with the mission editor ... or can you? (I tend to do everything through text editing so rarely use the mission editor) Share this post Link to post Share on other sites