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Everything posted by lato190

  1. lato190

    Bombing of tokyo in WW2

    https://uncovered-west.blogspot.com/p/bombing-of-tokyo.html a less known event, with more deaths than hiroshima and nagasaki nukes
  2. okay guys i need your help. I bought the Mikero tools for 35 dollars and im very interested in the convertwrp tool, but all i get when i convert the wrp is another wrp in 8WVR format. But i need .Pew file. Im trying to convert SouthAsia map to pew. i can open the 8WVR wrp in terrain builder, but i dont have any mask, terrain, satmap etc. Nor can i go into buldozer with it. If i cant convert it to pew, any way to get the terrain, masks etc out of it ?
  3. can you give us an changelog? my steam downloaded one 1.5 mb update from arma workshop, i doubt that the update is 1.5 mb, right ? must be another mod then
  4. wait, have you also tried re-exporting the map from terrain builder after you replaced the building models? maybe the map needs to be re exported
  5. lato190

    Buldozer is black

    ive fixed it by myself, ive forgot to generate layers. Now it works. im changing the size in l3dt to make it fit for the map size. Dont worry everything works now. And as i said in my post: ive set up everything correct. P Drive was setup and it was not the problem. It looks fine in Buldozer now, similar to the south asia terrain from tkoh. Its a private project that i wont release anyway, so it doesnt matter if it looks like from the 90s (which dont IMO, if south asia terrain is fine, then this terrain is fine looking too)
  6. hello, ive set up everything correct, and i use the stuartisland source files which is availabe in public. Everything works, however, as soon as i change the map size to 122km, i get this in buldozer: https://imgur.com/7p6Dk3t i can move the camera but its just black with a white line here are mapframe settings: https://imgur.com/eeqXwRp https://imgur.com/M3PJ5UO as i said, just when i change the map size i get this black screen with white line, otherwise everything is set up correctly and i can see everything in buldozer. (goddamn BI why is modding your games a mess full with bugged tools) EDIT: Fixed it by myself, forgot to generate layers
  7. they want the community to fix it.
  8. lato190

    Mikero Convertwrp

    thank you, yes it works now.
  9. lato190

    Mikero Convertwrp

    okay and is there a way to get all the cfgclutter, cfgsurface, config etc out of the wrp/pew ?
  10. another idea for replacing Tkoh south asia buildings with CUP version is (but has to be done by each person to its own): you could use some pbomanager, open both toh core and CUP core pbo, and transfer the middle eastern buildings from CUP core over to toh core pbo and rename them to fit toh core pbo names (they are a little different but almost the same)
  11. thank you very much, gonna try it later EDIT: Works great, thank you 😄
  12. please can you release the south asia map without roads? because some of us using many mods and its sad we are not able to play this great map with all the goodies. and i noticed that many roads that are placed are not really needed or need new placed (roads going through buildings etc)
  13. lato190


    another idea which probably has been posted here before: a chance to give player the ability to look into the inventory of zombies with a chance to find something there (like, normal zombies carry simple stuff in their inventory like empty can etc, while zombie soldiers can carry grenades or magazines) ? or give player the ability to loot dead zombies with the space button ?
  14. lato190


    hey haleks, not sure if i reported it already, but 2 things were caught on my eye: 1. seems like zombies dont attack or dont do any damage to vehicles. Maybe you can add an option in future to make them attack vehicles with damaging them or give them some sort of power to flip a vehicle after a few hits (like in zombies & demons). 2. When placing any static gun with a guy using it, zombies run to him but avoid attacking him, they make a big circle around him but nothing more happen other than that, i love your mod. Especially the background music is nice. Maybe you can add an bar that shows which track is playing and when the track ends, like in ZPS (top of that screenshot, shows "subway" the name of the track and the bar showing at which minute/second the track is until end) btw, is there an option to add our own music ?
  15. @Dwarden @DnA please consider adding sounds for: 1. body hits ground 2. when car hits person this would not only increase the immersion, but makes also physx feels more natural
  16. lato190

    RHS Escalation (AFRF and USAF)

    what terrain is that?
  17. ok ive tried this but still only mrap spawns. Anyway, can you do an alternative version of skirmish mode which include spawn for all vehicles (trucks, apc, tanks, boats, static weapons etc) and all types of one vehicle categorie (means, your skirmish mode only spawns the hunter from the car categorie, while all the others are left out) ?
  18. @eggbeast: do you still accept donations in order to buy new vehicle/weapon models ?
  19. so if i understand correctly: all ships in the current NAVY mod that is on workshop, will NOT be included in this release. In other words: we will lose them?
  20. lato190

    Community Factions Project

    i have some questions: 1. does this mod include its own vehicles, or retextures of CUP vehicles? or both? 2. are the uniforms etc... retextures too? or has this mod its own uniform, helmet etc.. models which are not included in other mods?
  21. lato190

    AI Spawn Script Pack

    No i wasnt getting any error and yes i use 1.0. But now it works because im using trigger. When i used gamelogic, nothing happens. Samplemission on stratis works too, it was my mistake because i played for only about 10 seconds. But strange is that it does not work for me with gamelogic, because in the description it says we can use it with gamelogic... but im happy with trigger too, its basically the same effect: everywhere where i go, it spawns units, which i wanted to have
  22. lato190

    AI Spawn Script Pack

    ambientcombat script doesnt work for me. Nothing spawns, even on sample mission. On tanoa, just 2 crashing UAVs spawned, nothing more
  23. hmmmm ive tried to add armored vehicles to make them spawn, because its pretty boring just to see the same MRAP spawn on all 3 sides, yet it does not recognize any tank/anti-aircraft vehicle, ive added theyr classnames into the .hpp like the readme says, aswell into the skirmish.sqf: from // GET VEHICLES FROM CONFIG: // Default to NATO/CSAT/AAF if no vehicles found if (count _carlist == 0) then { switch _side do { case EAST: { ["o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F"] call tpw_skirmish_fnc_cartypes; and from those //SELECT BLUFOR/OPFOR section: case 4: { //CSAT _unitstring = "o_soldier"; _carstring = "o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F"; would be cool if you could add other vehicles like anti-aircraft/armored/APC and boats too or if you could help me out adding them
  24. hello, first of all, im tired of all these "what do you want in ArmA4" , "what setting you wish for arma 4" topics. i mean it has been over 3 years since the release of ArmA 3 (alpha) and ArmA 3 will get support for the next 2 years. There was no single evidence or a single word from the BI devs about ArmA 4. One of the BI dev even said this: so please stop all these ArmA 4 rumor topics, we dont know what BI plans next. Maybe they will move to dayz, maybe they will create something new. What is confirmed is that they will work on the new engine and dayz is still in alpha which need also some work. Now the next thing is why i am against a new arma title: BI puts so much work into ArmA 3 and will get support for the next 1-2 years, it would be a waste to stop the support and suddenly announce a new arma. Lets not forget all the mods out there and the big community. Look at arma 2, most of the mods there and the game itself is basically dead. almost no one plays the awesome RHS russian force mod for arma 2 or the cold war mod. almost everyone moved to arma 3. it would be sad to see this happening again since we have even bigger, better mods with a larger community now. Imagine if a new arma comes out, some big projects that are in progress have to be ported to the new arma or it release would be when arma 3 community moved on. Technically, ArmA 3 offers so much that we dont really need a new arma just for some new stuff. features can be released as free platform update and content as DLC. it would not be worth creating a new arma just for content and featurewise arma is rich. I mean this game offers already so much. Some people are annoying with theyr "can arma 3 have realistic waterwaves please" , "can arma 3 have breakable wings on planes please" , "can arma 3 have physics destruction like battlefield please" , "can arma 3 be like VBS please". GUYS BE HAPPY WITH WHAT ARMA OFFERS TO YOU! YOU WONT SEE THAT IN ANY OTHER GAME! And too much realism = bad for gameplay = less fun. Most of those complex and arcadish features people are wishing here arent really needed in arma, so technically it isnt worth creating a new arma for features/content and graphics in arma 3 are awesome aswell. Graphics also doesnt count, people even play ofp or bf1942 nowadays. A new arma would basically destroy current mods/modders/community, it would be annoying for some modders to port the mods again to make theyr work & ideas into something worth just my 2 cents.