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Orion1234

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Posts posted by Orion1234


  1. Version 0.6.4

    Config Changes
    1. Updated the picture map and also the UI map with the current map.

    2. Added new keypoints to the map.

     

    Heightmap changes
    1. Added a port in the centre of the southern island for variety.
    2. Shifted the hangar bay to the side for the third airport.
    3. Increased the dock space for the port in the middle islands.
    4. Added a trench system to the middle island.

     

    Southern Island
    1. Added school, office area and hotel area. City is finished.
    2. Added port on the Southern Island.
    4. Split the race track due to port in the centre. 
    5. Rail track around the island.
    6. Trees added to the island.
    7. Race track details added at the grandstand area.
    8. Added street lights and industrial lights to the city and port.


  2. On 1/19/2023 at 9:53 PM, Melody_Mike said:

    I like that the built up areas are very non-standard. Question: is it easy for vehicles and infantry to "meet"/shoot at each other in these spaces?

     

    If you mean CQC yes, the towns/cities are designed in that manner to break up contacts. For long range engagements, not so much, the map is not designed for that. There is one place you can do that and it is the farms on the North Western island

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  3. Version 0.6.1: 

     

    Southern Island:
    1. Added hilttop resort, Corre Alter Corrn Conti
    2. Added the firs part of the only city on the island.
    3. 3 Race tracks are laid down with a common starting point. They differ in lengths, but the first leg and ending leg are the same.


    Config:
    1. Removed taxiways from the map as they appear off the island. The runways are still outlined.


  4. I will be updating the mod to 0.6.1 soon, it will contain the resort above along with a smaller city just below it. they city is part of a bigger layout, but wanted to test out a few things first. Here are some pictures of the city being built

     

    5gdWZNG.png

     

    kE5nCTu.png

     

    The city is only houses, hedges and pavements, will add trees, playground structures and lights before pushing 0.6.1 .


  5. 2 hours ago, Captinlarry said:

    this removeMagazinesTurret ["4Rnd_Titan_long_missiles", {0}]; this addEventHandler ["Fired", {deleteVehicle (_this select 6); _this execVM "scripts\flak.sqf";}];

    It's supposed to be,

    this removeMagazinesTurret ["4Rnd_Titan_long_missiles", [0]]

     

    A square dictionary and not curly around the 0, _this can be passed to the script. It will work

     

    for a different way of using flyinpenguin's script you can refer to the links below,

    Tigris Usage

     

    https://forums.bohemia.net/forums/topic/235667-update-and-release-aa-vehicle-flak-conversion-script/
     

    The above is a separate post linking this post to the scripts which can be used via execVM. 

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