Jump to content

-ben-

Member
  • Content Count

    179
  • Joined

  • Last visited

  • Medals

Everything posted by -ben-

  1. There are no missing descriptions...? Having just opened the configs on three different maps, i can see the description parameter, and the relevant map name in each of them.
  2. The reason you get that error is because buldozer cannot find the RVMATS which tell it where each of the layer tiles are supposed to be placed in the world. The short term solution is to regenerate the layers from the mapframe properties. The long term solution, and if you are even remotely serious about learning how to make terrain in Arma is to follow the below steps: Step 1. Don't use jackson county stuff/tutorials if you want to actually make a map. Step 2. Use this trusty guide here: https://pmc.editing.wiki/doku.php?id=arma3:terrain:real-world-data-tutorial which is a collection of many veteran map makers knowledge over months and years condensed into an actual comprehensive guide. Step 3. Use your newly found knowledge to make a small throw away map to actually learn the toolset and workflows. Step 4: Use your new found experience and understanding combined with the now somewhat cemented knowledge to start on an actual practical map. Enjoy.
  3. 1. For referenced you have managed to report a bug with Terrains, in the Weapons/Units/Vehicles thread... 2. Delete the "CUP Terrains Winter Sounds" PBO will solve the problem. It is not used and was not meant to be in the update.
  4. Rebuilt would be more accurate. We have converted out normal Autumn Chernarus into a Winter version with lots of content created by us for it. :)
  5. Things are warming up a bit on Chernarus.
  6. Make a ticket and i will try look into it.
  7. -ben-

    Breaching Charge & Door Wedge

    Does the door wedge stop AI, or do they phase through it?
  8. Having Arma and TS freezes with TS 3.2.1 here.
  9. -ben-

    RHS Escalation (AFRF and USAF)

    Recently had a thought; with the new missile flight profiles and the cruise missile that BIS have done with Encore, will the cruise missile that is dropped from the TU-95 be modified to use this new tech?
  10. I preface this with i could be wrong, but i believe i read on the A3 discord, that this isn't possible due to the base classes that these types of ordnance inherit from. The new flight profiles apply to the classes that missiles inherit from, not the base class that artillery magazines inherit from. AFAIK the mechanisms that guide target acquisition and guidance for missiles and artillery are different. Slapping a missile into something that uses the artillery computer would produce strange undesirable results, as currently the calculations for how Shell A gets to the target, is different for how Missile B acquires and tracks target. The original iteration of the VLS used artillery computer and it was basically just a ship borne MLRS and people complained, that didn't fit the nature of how cruise missiles work. So they changed it, which i imagine actually took a reasonable amount of work to be more accurate and to effectively give a new type of ordnance. But the tradeoff might be a certain lack of control in some situations. I don't think that we can have a combination of the two in a single unit due to effectively being two different systems that were not made to be mashed together, perhaps two variants one with the missile behavior and one with the artillery? Again, i stress that i could be wrong but that was my understanding of what i read. Anyone feel free to butt in and correct where necessary. Thanks.
  11. Having just looked on the tracker, i can only see three tickets relating to Sahrani, two of which are to do with specific object misalignment and one with about some mysterious lights. So how is anybody supposed to even begin to fix things that are not written down and told about. :)
  12. Short answer is no, we are not allowed to.
  13. -ben-

    Tembelan Island

    This happens with loading a variety of custom maps. It is unfortunately a limitation of the Engine,when loading multiple terrains with differing dust configs, the latest config to be loaded overwrites all the others regardless of what terrain is loaded. It is not something i can fix.
  14. Posted this in the old thread just before it was closed, hoping for a clarification on some of the "fluff" that got removed. It was mentioned that the driving is now "default behavior", does that mean VCOM driving has been taken out and is handed back to vanilla? If so will VCOM driving still be supported as a separate mod/script? Personally i find the driving improvements to be one of the most important things, my community has become so heavily reliant on VCOM driving just for enemy AI to get from A to B let alone actually do any kind of convoy stuff remotely well.
  15. To try and clarify, it was mentioned that the driving is now "default behavior", does that mean VCOM driving has been taken out and is handed back to vanilla? If so will VCOM driving still be supported as a separate mod/script? Personally i find the driving improvements to be one of the most important things, my community has become so heavily reliant on VCOM driving just for enemy AI to get from A to B let alone actually do any kind of convoy stuff remotely well.
  16. -ben-

    Tembelan Island

    Okay, to try and clear this up once and for all. This map works with the VANILLA launcher provided by BIS. If you are referring to the A3 Launcher as in the third party one, that is out of my hands. It is third party software that i have nothing to do with, so coming to me whos only intent is to make terrain doesn't really make sense to me. I've not been contacted by anyone whom claims to be part of A3 Launcher to inform me of any issues, until i am it has nothing to do with me.
  17. Looking good so far! Personally i would add a bit more clutter to most surfaces and increase the density of trees in a lot of the forests which could be done fairly quickly with terrain processor. I think it would give the forests a slightly more secluded feel to them, which would go really well with the noise you have added to the heightfield now. Would help contrast against the nice open fields too. Love a lot of the detail in the small dotted villages around too. Keep up the good work. :)
  18. -ben-

    Tembelan Island

    @cbff33 This should be the last update with object changes for the foreseeable future. So now would be an appropriate time to do ALiVE Indexing.
  19. -ben-

    Tembelan Island

    V1.2 Added Airfield Config to Tembelan International Airport. Added Airfield Config to Primary Run way of Selatan Military Airbase. Added some enclosed compounds to the Resort Airfield. Added some objects to the front of the resort hotel. Added some objects to the house compounds in Lapangan Futsal Industrial Tweaked Satmap and mask in various areas. Removed a few errant rocks and bushes that were on roadways. For those will ask: 1. I have only configed one of the runways at the military airbase because after lots of attempts, the AI do not handle runways that cross each other well enough for me to warrant leaving them both configed. 2. I do not know why the Resort Airfield will not work. I have redone the config there numerous times and for some reason the AI refuse to use it properly, i have left it there so people know its an airstrip and for the plane HUDS to pick it up.
  20. -ben-

    Tembelan Island

    If you got it from the workshop the PBO might not have downloaded correctly. The workshop is notorious for not downloading addons correctly, i have seen someone else mention this issue. However majority of people have reported no issues, so it stands to reason that there isn't a config issue in the mod and its a download issue with the PBO or with it being loaded on server/clients. I for one am running the workshop version on the dedicated server i manage, and we run missions on it fine.
  21. -ben-

    Tembelan Island

    Sounds like good stuff, i am sure other ALiVE users will appreciate this, just an FYI i am working on an update to the map which has cleaned up a few errant objects and added a few mostly decorative things, and primarily to try and fix the airport configs. However i know this will require the map to be reindexed. Hope to have it out withing the next two weeks.
  22. -ben-

    Tembelan Island

    I will have a look into it. Not done any indexing for ALiVE before, so i am not sure what processes it does or why it would have a particular issue with these objects.
  23. Is there the change of a more in depth manual? Personally i have not been able to use this with the bullet point list you provided in the OP. Things like, creating a project, what is the significance of things like "number of tiles". Creating a new colour mapping isn't very clear, what a colour mapping is, and what the layers that are a part of it mean? Also some interface issues, like once you click on a tile haven't found a way to go back to the full view? So far the only thing i have found simple to use is importing the object templates. I don't know if i am being particularly dense with all this, but a lot of the aspects of these features don't seem very clear on their significance and impact. Really like the premise of this tool as a more controlled alternative to TP, but so far i find figuring out how to use it tough.
  24. -ben-

    Tembelan Island

    V1.1 30/01/2018 - Tweaked Satmap - Removed some duplicate Objects - Fixed broken rock formation at Lalat - Added Meta.cpp - Initial population of underwater features
×