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Posts posted by Aradol
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My current WIP on the South Asia map.
Update: Note that I am working on 2 versions of this base inspired by Bagram. Above is 2003, below is 2009.
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Honestly, I know it's dumb, but the main reason for Rutba was that I couldn't get past having fake water on the map, and the reason for a fictional city was I couldn't find good enough references for the real Ar-Rutbah. I would love to make a real city but my stupid perfectionist OCD won't leave me alone.
Based on the feedback, I am going to work on either a new map altogether, or a more accurate Rutba.
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Working on a CUP only version as suggested. It looks a little bare in some spots and some areas have to be replaced with something else. Will work on fixing holes. Since I am new here I need to ask, I am planing on moving this to its own thread but as I mentioned before, I currently only know how to save it as a mission but want find a better way to release it as part of a Terrain if original author approves. Which category should I make the new thread in?
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Figured this would be a good question to ask. In my build I am using a variety of mods for objects. I am dreading trimming the fat so to speak but will if necessary. Currently the dependencies other than the obvious PMC mods are CUP terrains core, PLP containers, PLP Urban pack, xCam, and xCam Taunus (There are some objects added by Taunus that make life so much easier, and it's a nice map to boot.)
If I am going to cut this list I want to do it soon before the list gets too large. Any input would be appreciated.
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8 hours ago, venthorror said:Looking good.
What are you using for object placement?
Thanks.
I'm just using Eden. I don't yet know how to properly make my objects part of a terrain.
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I Decided to build a city on the Rutba map. The city itself is not Ar-Rutbah, but a fictional city inspired by it I call Muaskar Al-Musafir, or "The Camp of the Traveler". A common pit stop along a major trade route, the city was officially founded under British rule in 1919. It has since grown tremendously over the years but has recently been taken over by ISIS.
Please forgive me for not knowing how to embed images, links will have to do for now.
It is still early in development, but I have been working on it as I am able every day for a week or more now. It seems like the further along it gets the faster it goes, so I hope to soon have an alpha version available as a mission soon.
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Aradol, looks great, if you don't mind sharing I can add it to the next download. If it's a composition would it include the Nimitz itself, or would it automatically center around the carrier?
There is no scripting to center it over a model, it is just some placed markers and the carrier itself. Here is a link to the composition.
https://www.dropbox.com/s/uatftx0pc16ojnb/Nimitz%2520Markers.zip?dl=0
Also the text can get hard to read depending on zoom level, so please feel free to tweak the markers.
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Hey, I made a thing. Would anyone be interested in this as a composition?
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So no removing specific building types? If not I can make this work.
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So I can't get this to work on the Zargabad map. I am trying to replace some buildings with other ones. I remember that someone had once showed me a way to delete objects based on ID, i think there was a code put into a game logic, but stupid me deleted it from the missions I was building. Does this seem familiar to anyone?
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I am using a 10cm sphere instead of a game logic and that does work, what I want to know is if there is any adjustment to the script to use the objects height in the editor instead of the one set in the script so i can have multiple sources on different floors of a building?
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Ok I got things working on my end. After reading into things more carefully I realized my marker was named "center" but the trigger was calling "myMarker".
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I added all types on that link you sent so that I have options later on.
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If you mean the rusty ones that's because those are considered "HOUSE" rather than "HIDE".
So to capture things like that change the last line of the script to read:
} foreach nearestTerrainObjects [markerpos _marker, ["HIDE", "HOUSE"]
They still show up in mission after making changes.
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Thanks. I thought HIDE was the command to make it invisible, So if I want to get rid of walls/ fences will either of those work or do i need another bit of text?
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I added "CARGO" to try and get rid of those horrible cargo houses on the Stratis airbase and they are still there.
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Once I have a detection range trigger, is there a way to have a smaller trigger within, that will cause AI to stay in safe mode if opfor is present in close proximity to the door? I have also heard of something called event handlers. Can these be useful in any way here?
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So is there a way to make it so that a unit is detecting the state of the door and not a trigger? If an opfor is not noticing the door staying open, then he will carry about as normal, i need him to go into an aware state is he sees a door suspiciously open.
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Seems there's also a new command nearestTerrainObjects which can find nearby house objects.
_nearHouses = nearestTerrainObjects [aiObject, ["House"], 50];
Also might poke around the Automated Doors A3 script for some hints and predetermined doors for various maps.Awesome. I have gotten the door module to work with a trigger in opening a door but not closing it. and there is also the issue of units detecting the state of the door. I am a beginner with scripts and init commands so I appreciate the help.
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animationPhase might be useful for this.
I would need the ID for the building in question wouldn't I?
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I am building a stealth mission and I would like the AI to detect if a door is open and if no opfor are nearby it will throw the AI unit into alert for a short time. Is this possible? Thanks.
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Is there a way to make a smaller area withing the affected are still have active lights, like a building is on a generator while the rest of the city is without power?
Road texture Z-Fighting
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
First and foremost these roads do not need to be used by the AI, they are for decoration only. I am using roads as the outside edge of my air base aprons and I can get the road texture to properly sit above the corners of the apron texture on the curves when I place them down, but whenever I restart Arma the apron texture will sit above the road texture. Is there a way to fix this at all?
This is the desired result.
This is what keeps happening.