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pwnstar23

Looking for a pic of the map in Operation Arrowhead

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Does any know if a pic of the map of Zargabad, the huge city map in OA exists? I'm trying to plan a mod and I need to see the map ASAP for planning.

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This one is of Takistan.

b2Zkr.jpg

I don't think there's one for Zargabad yet.

Ask Rommel. :)

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Those 4-digit elevation numbers give me wood. :D Mt. Perez was ~700m in Northern Sahrani!

Lol and the highest mountain in Arrowhead I can find is somewhere around 800m over the lowest point.

Only a small win ;)

(2028 vs 2848, though there may be a 2850 or 60 hidden behind a mapline)

Edited by Murklor

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What about the desert map though hey? How is that goning to represented in ingame map, will you be able to scroll/zoom out forever???

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I haven't seen a map of Zargabad only Takistan. I did however see an aerial view of Zargabad somewhere that showed the entire city and some of its surroundings. I can't remember where though. I shall investigate.

Portion of Map

Another Portion: May have spoilers

I can't find the actual picture. I checked everywhere I can think that I looked sorry.

Edited by Jakerod

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I think the biggest thing is that grid 00 is in the lower left... not the upper left.

THANK YOU BIS!

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Oh, I thought I was the only one :) Sadly it appears that it will not be fixed for Chernarus or Utes. It's easy to do with simple addon, but unless done officially using it will only create additional confusion.

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Oh, I thought I was the only one :) Sadly it appears that it will not be fixed for Chernarus or Utes. It's easy to do with simple addon, but unless done officially using it will only create additional confusion.

Ok that sucks...

Like bad... :(

Hopefully there is world config value to tell which is which, otherwise my ruler and stuff and a lot of code is going to be horribly broken and not be fixable! :(

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@NouberNou: For ACE, wouldn't be hard to fix at all. "At all" meaning that my fix could probably break some things, I have really no understanding of this whole mysterious addon thing. But ACE should be fully confident in implementing something that works 100%.

Ref pbo in ticket: http://dev-heaven.net/issues/9092

Rejected ticket showing why it is important: http://dev-heaven.net/issues/8504

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@NouberNou: For ACE, wouldn't be hard to fix at all. "At all" meaning that my fix could probably break some things, I have really no understanding of this whole mysterious addon thing. But ACE should be fully confident in implementing something that works 100%.

Ref pbo in ticket: http://dev-heaven.net/issues/9092

Rejected ticket showing why it is important: http://dev-heaven.net/issues/8504

Your fix is good, but there is still the annoying part that the numbers start so high.

Also I hope they did fix the issue with the numbers being on the line and them jumping one increment (1000, 100, etc) meters when you zoomed in to where they changed... :p

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Lol, just change the numbers :) Personally I never liked a map starting at 000000. The only possible reason to have it would be to aid the map maker, possibly. You can find such maps, but for obvious reasons I don't expect them to be many :) Check the supplied reference images in the ticket:

Hawaii - horizontal zero grid crossing in the center of the map.

JCOVE Lite - well outside of any zero crossings.

When flipping y-axis the correct way, that increment issue won't happen.

To get 000 at "world bottom start", use the following values for offsetY:

Utes: 5000

Chernarus: 14000

For worlds that inherits from CAWorld/DefaultWorld (?) without defining it, we should probably skip trying to use "world start" since we don't know the size of the world, and use a relatively high number, i.e. 50000 for offsetY. That should be enough for most islands to avoid zero crossings. If 50000 is used on Chernarus, it will start at the bottom at 360 and increase to 500 at the top end (just for reference).

Edited by CarlGustaffa

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