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subroc

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Everything posted by subroc

  1. Sub Insurgents Screenshot: http://www.mediafire.com/view/13hj4k8v4vy9c7p/sub_insurgents.jpg (507 kB) What it is: - Middle east irregulars (BIS guerilla with iranian heads, speaking farsi) armed with RHS mod weapons. - African irregulars (BIS guerilla with african heads, speaking farsi) armed with RHS mod weapons. - East european irregulars (BIS guerilla with RHS heads, speaking russian) armed with RHS mod weapons. - West european irregulars (BIS guerilla with NATO heads, speaking english) armed with US RHS mod weapons. - To be used as OPFOR What it isnt: - To be used as playable units - My job (so wont take request and probably not fix any discovered bugs within days if i dont feel like it :) ) Changelog: V1.1 - Added African, East European and West European factions - Added Armored vehicles to all factions - ALiVE support V1.2 - Fixed uniforms to prevent nudity in MP - Changed some inventory to utilize RHS AKM/AKMS - Broke something... V1.21 - Un-f**ked V1.2 Known bugs: - I hope not, want to sleep now Requirements: RHS: Armed Forces Of The Russian Federation - 0.3.8 - Red Hammer Studios ( http://rhsmods.org/ ) RHS: United States Armed Forces - 0.3.8 - Red Hammer Studios ( http://rhsmods.org/ ) Download: http://www.mediafire.com/download/5g9j741522l86ps/%40sub_insurgents.7z D/L @ Armaholic.com: http://www.armaholic.com/page.php?id=27334 D/L @ PW6: play.withsix.com/arma-3/mods/yvWcRFi9H06a7E7qKBc7Ow/Sub-Insurgents
  2. Announcement: The project have been retired. There have been a number of releases with the same agenda as this project i no longer feel the need to push forward with the development. Mods feel free to remove this thread from the forum
  3. subroc

    Sub Aggressors

    Im retiring this project as there have been a number of releases of projects with the same agenda, bringing new "modern" opfor faction into A3.
  4. subroc

    Sub Aggressors

    deathwatch4: Yep that is the plan with regular factions, not sure if i will make regulars for all corresponding insurgentfactions, like Blu/Opf European factions are pretty much covered by RHS already. Run into a bit of snag tho, RHS have not yet made their armor units compatible with hiddenselectiontexture, so i cant make custom skins yet. The options i have is to: 1. Continue and release but with tanks still in RHS default green texture for all factions (will look a bit silly for ME factions which have a khaki basecolor for all their vehicles 2. Wait with the release until RHS adds hiddenselections to their armor units (Which they´ve said before will come...later) 3. Port own tanks from A2/OA (would be even more correct with old rusty T-55s for insurgents and shiny new T-72/80 for regulars, but this would require alot of work with models and physX which i have no experience of and could result in ugly nonmoving tanks that shoot sideways)
  5. subroc

    Sub Aggressors

    Making progress, yesterdays work with BMD-2s is ingame. Updated OP with new screenshot. http://www.mediafire.com/view/h745f1sikxkyh3z/sub_ag_veh_wip3.jpg (920KB)
  6. subroc

    Sub Aggressors

    Posted a new WIP screen in OP of todays work. I have also finished the PSD templates for Insurgent BMD:s, will probably find time tomorrow to push them ingame. http://www.mediafire.com/view/z1gop8ddatdxuan/sub_ag_veh_wip2.jpg
  7. A hint of whats in the pipeline: https://forums.bistudio.com/topic/183833-sub-aggressors/ But still i will try to get a Zeus fix for sub insurgents out to the weekend
  8. hi and thanks I have though of civilians for sub_insurgents, i might make a simple reconfig of BIS civs to put the afr, eu and me civs in their own factions to be used with ALIVE. Right now im putting all effort to my next addon workname "sub_aggressors" it will include civs (first releases only reconfed BIS civs). The D/L size will increase from 72kb to ~800MB but this will include AF, EU and ME factions for all three sides with custom textures incl vehicles. It will also include AF EU and ME factions of "regular" troops. As i stated earlier that addon will not be backwardscompatible with missions made for sub_insurgents so i will probably keep releasing updates for this addon whenever BIS makes gamebraking patches.
  9. thx gQ for the headsup, i rarely surf the forum after the "improvement/upgrade" my eyes cant stand it ;) right now the units doesnt use any eventhandlers except inherited BIS default for random headgear, guess that could be the problem. Will look in to it and se if i can release a fix together with Zeus compatiability in a couple of days. Right now im working on a new version sorta like 2.0, with helluva lot more factions and some more "regular" units. This is already CBA compatible but have whole new classname convention and will not be backwards compatible with sub_insurgents V1.x missions. have you tried: "WORKAROUND: The latest CBA RC7 Hotfix 2, v1.1.23 has an optional PBO that you can activate to help resolve these situations. 1. Move the cba_enable_auto_xeh.pbo and its signature file from the CBA optional folder to the CBA Addons folder 2. Restart Arma." Edit: What is the problem you are experiencing? I have tested with @RHS, @RHSUSF, @CBA, @ACE3 and @sub_insurgents (v1.21) in the editor and for me the interactionmenues are working. Do you use any other addon that tries to add XEH to my units?
  10. Well the problem is that my addon isnt showing at all, just leights opfor units. Verified the problem here also. Will need to check this, was working before i uploaded the 1.2 *darnit-to-hell-with-insert-curseword-of-choice* :) ---------- Post added at 18:25 ---------- Previous post was at 18:14 ---------- Removed DL until i find the problem and release 1.21 Hotfix ---------- Post added at 18:55 ---------- Previous post was at 18:25 ---------- V1.21 Released - Was some problem with caching of files when packing 1.2 so it got old config. Fixed! First post updated V1.21 Download http://www.mediafire.com/download/5g9j741522l86ps/%40sub_insurgents.7z
  11. sure its not the other way round? There should be no of my units on the IND side now
  12. Updated to V1.2 Units should stop dropping their clothes like a stripper in a moneyrain when in MP now (i.e fixed uniform sides) First post updated.
  13. yeah, the effective area should be 8x8ish maybe slightly lower, the map is 10x10 but with some water around.
  14. subroc

    TRYK's Multi-Play Uniforms

    really nice update. I miss two variants of the "TRYK Winter JACKET HOOD [bK boot]" i would like to see a version "with black boots but no kneepad" and a version "with black boots no kneepad and hood down" otherwise this is my new fav "unit" addon keep it up
  15. true, this might be more suitable in an addon, ie have objects "raincoat" in inventory, no light will be produced...
  16. A feature request: Should be possible to add a small lightsource attached to the player when flashlight is used on map, this would make it possible for other units to detect him this could really be usefull in pvp to force people to conform to strict sound/light usage
  17. yea, could do that but since this would only be a temporary fixa for me not to rebuild all projects its easier to have a separate script run by an addaction or something, the correct way to solve is as you stated to make the objects unavailable in the mapbuilder interface. Edit: Made a quick and dirty script to remove HeliDLC obj placed on map. I run it from a repeatable radiotrigger cleanexport.sqf //Remove-all-HeliDLC-objects-from-map-script //by subroc //_appID == 304380 is HeliDLC _list = allMissionObjects "Static"; _count = count _list; _turn = 0; _removed = 0; { _turn = _turn + 1; _appID = getObjectDLC _x; if (_appID == 304380) then { deletevehicle _x; _removed = _removed + 1; diag_log format ["Removed: %1", typeOf _x ]; player globalchat format ["Removed: %1", typeOf _x ]; }; hintsilent format ["Checked %1 of %2 obj",_turn,_count]; sleep 0.1; } foreach _list; sleep 5; hint format ["%1 objects removed", _removed]; Might expand this to also remove vehicles and men accidently placed on map Edit2: oh, the script is free for all to use, alter, copy, print or show to you mommy, all i need is some credit :D
  18. The problem with HeliDLC should be easy to fix with getObjectDLC Just check objects before putting them in selectionlist and remove all with heliDLC appid just need to learn which appID. think i will make a script to run on all my projectsaves to remove all helidlc obj before export
  19. ok, that makes sense, should be fairly easy to remove them from the export file with notepad++
  20. Thanks. Ok, so does that include all the objects mentioned in the spotrep for ex: "Added: Refrigerator"? because then i have a serous problem. I´ve put furniture all my houses with most of the objects mentioned there, if so the simplest for me would be to redo all house placing.
  21. having som trouble with importing from mapbuilder to terrainbuilder. I get error "wrong file format or source template not found" the exportfile from mapbuilder is a plain .txt and it puts some houses on the map so i guess the problem is missing stuff in my templatelibrary, but i have to be sure all arma3 pbos in terrainbuilder (5280 obj) what could be wrong or does anyone have a good tml file to share?
  22. Epic Battlefield System Scripted version Original Author: granQ Modified for standalone use, and added features by: subroc Download http://www.ingaklena.se/tmp/arma2/ebss_RC1.7z (Included two tech demo missions, one with HAC, one without) Description: Works like the BIS ACM module to spawn units around the player but works for any addon. Added support to use with Rydygiers excellent "HETMAN AI Commander" (HAC). EBSS will do the spawning of units. HAC will control the war Added some additional features to be able to tweak the module behaviour. If used without hac you can place as many modules as you computer can handle, if used with HAC the number of HAC commanders are as many as HAC allows (8). but you can still add modules not controlled by HAC. Use: Place a Function module in the map. Place a unit from the faction you would like to spawn and a GameLogic in the editor and sync them together, name the GL something like "EBS1". (If used together with HAC you need to name the units according to HAC naming standards and place the appropiate HAC logics) Add the following line in the GL init: 0 = this execvm "epic_battle_system\init.sqf" Parameter(s): this: the Logic object representing the EBS. Additional parameters to set via setvariable: this setvariable ["maxunits", 100]; Max number of units active at the same time by the module. Default=100 this setvariable ["townradius", 500]; Maximal distance to scan for towns to capture. Default=5000 this setvariable ["orbat", 500]; Maximal number of units this module will spawn. Default=9999 this setvariable ["debug", true]; Will generate debug information in sidechat: module name, units alive, max number of spawned units at the same time, number of units left (orbat). Default=false this setvariable ["minspawndist", 100]; If enemy is with x Meters EBS module will not spawn units. Default=50 this setvariable ["hacenabled", true]; Will enable HAC functionalty for the EBS module (Require leaders and gamelogics named according to HAC standards). Default=false this setvariable ["hacautoplace", true]; Will place HAC objectives randomly in all locations found within townradius var (Require "hacenabled" variable to be true). Default=false this setVariable ["planes", false, true]; Will prevent the module from spawning planes, avaliable parameters are: - planes - helicopters - tanks - apc - trucks - infantry - patrols Credits: granQ - For making the original EBS Module Rydygier - For the excellent HAC script (I can not say this enough) theOden - For protips and unfuxxing my bad coding Terms of use: Any non-profit use is allowed, Check with granQ as he is the original author of the code. Note: The HAC demomission is based on HETMAN 1.1 wip4, but EBSS should run fine with any version of HAC Changlog: 20120729 RC1 - Added HAC support, many of the variables, removed arty units from spawning
  23. Hi Im trying to create a custom map GUI and have an pictureoverlay with transparent parts (alpha channel), think radarscope... so far i cant get the overlay to show infront of the map, if i comment out the map the overlay shows up. Defines: //BASECLASSES class RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "PuristaLight"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscMapControl { access = 0; idc = -1; type = CT_MAP_MAIN; style = ST_PICTURE; x = 0.10; y = 0.10; w = 0.80; h = 0.60; moveOnEdges = 0; shadow = 1; ptsPerSquareSea = 5; ptsPerSquareTxt = 3; ptsPerSquareCLn = 10; ptsPerSquareExp = 10; ptsPerSquareCost = 10; ptsPerSquareFor = 9; ptsPerSquareForEdge = 9; ptsPerSquareRoad = 6; ptsPerSquareObj = 9; showCountourInterval = 1; scaleMin = 0.001; scaleMax = 1.0; scaleDefault = 0.16; maxSatelliteAlpha = 0; alphaFadeStartScale = 0.35; alphaFadeEndScale = 0.4; colorBackground[] = {0.969,0.957,0.949,1.0}; colorSea[] = {0.467,0.631,0.851,0.5}; colorForest[] = {0.624,0.78,0.388,0.5}; colorForestBorder[] = {0.0,0.0,0.0,0.0}; colorRocks[] = {0.0,0.0,0.0,0.3}; colorRocksBorder[] = {0.0,0.0,0.0,0.0}; colorLevels[] = {0.286,0.177,0.094,0.5}; colorMainCountlines[] = {0.572,0.354,0.188,0.5}; colorCountlines[] = {0.572,0.354,0.188,0.25}; colorMainCountlinesWater[] = {0.491,0.577,0.702,0.6}; colorCountlinesWater[] = {0.491,0.577,0.702,0.3}; colorPowerLines[] = {0.1,0.1,0.1,1.0}; colorRailWay[] = {0.8,0.2,0.0,1.0}; colorNames[] = {0.1,0.1,0.1,0.9}; colorInactive[] = {1.0,1.0,1.0,0.5}; colorOutside[] = {0.0,0.0,0.0,1.0}; colorTracks[] = {0.84,0.76,0.65,0.15}; colorTracksFill[] = {0.84,0.76,0.65,1.0}; colorRoads[] = {0.7,0.7,0.7,1.0}; colorRoadsFill[] = {1.0,1.0,1.0,1.0}; colorMainRoads[] = {0.9,0.5,0.3,1.0}; colorMainRoadsFill[] = {1.0,0.6,0.4,1.0}; colorGrid[] = {0.1,0.1,0.1,0.6}; colorGridMap[] = {0.1,0.1,0.1,0.6}; fontLabel = "PuristaMedium"; sizeExLabel = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontGrid = "TahomaB"; sizeExGrid = 0.02; fontUnits = "TahomaB"; sizeExUnits = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontNames = "PuristaMedium"; sizeExNames = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2"; fontInfo = "PuristaMedium"; sizeExInfo = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontLevel = "TahomaB"; sizeExLevel = 0.02; colorText[] = {1,1,1,1.0}; font = "PuristaMedium"; text = "#(argb,8,8,3)color(1,1,1,1)"; SizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; //size = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; class Legend { x = "SafeZoneX + ( ((safezoneW / safezoneH) min 1.2) / 40)"; y = "SafeZoneY + safezoneH - 4.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; w = "10 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h = "3.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; font = "PuristaMedium"; sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; colorBackground[] = {1,1,1,0.5}; color[] = {0,0,0,1}; }; class Task { icon = "\A3\ui_f\data\map\mapcontrol\taskIcon_CA.paa"; iconCreated = "\A3\ui_f\data\map\mapcontrol\taskIconCreated_CA.paa"; iconCanceled = "\A3\ui_f\data\map\mapcontrol\taskIconCanceled_CA.paa"; iconDone = "\A3\ui_f\data\map\mapcontrol\taskIconDone_CA.paa"; iconFailed = "\A3\ui_f\data\map\mapcontrol\taskIconFailed_CA.paa"; color[] = {"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])","(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])","(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"}; colorCreated[] = {1,1,1,1}; colorCanceled[] = {0.7,0.7,0.7,1}; colorDone[] = {0.7,1,0.3,1}; colorFailed[] = {1,0.3,0.2,1}; size = 27; importance = 1; coefMin = 1; coefMax = 1; }; class Waypoint { icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; color[] = {0,0,0,1}; size = 27; importance = 1; coefMin = 1; coefMax = 1; }; class WaypointCompleted { icon = "\A3\ui_f\data\map\mapcontrol\waypointCompleted_ca.paa"; color[] = {0,0,0,1}; size = 27; importance = 1; coefMin = 1; coefMax = 1; }; class CustomMark { icon = "\A3\ui_f\data\map\mapcontrol\custommark_ca.paa"; size = 24; importance = 1; coefMin = 1; coefMax = 1; color[] = {0,0,0,1}; }; class Command { icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; size = 18; importance = 1; coefMin = 1; coefMax = 1; color[] = {1,1,1,1}; }; class Bush { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45,0.64,0.33,0.4}; size = "14/2"; importance = "0.2 * 14 * 0.05 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Rock { icon = "\A3\ui_f\data\map\mapcontrol\rock_ca.paa"; color[] = {0.1,0.1,0.1,0.8}; size = 12; importance = "0.5 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; }; class SmallTree { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45,0.64,0.33,0.4}; size = 12; importance = "0.6 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; }; class Tree { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45,0.64,0.33,0.4}; size = 12; importance = "0.9 * 16 * 0.05"; coefMin = 0.25; coefMax = 4; }; class busstop { icon = "\A3\ui_f\data\map\mapcontrol\busstop_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class fuelstation { icon = "\A3\ui_f\data\map\mapcontrol\fuelstation_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class hospital { icon = "\A3\ui_f\data\map\mapcontrol\hospital_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class church { icon = "\A3\ui_f\data\map\mapcontrol\church_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class lighthouse { icon = "\A3\ui_f\data\map\mapcontrol\lighthouse_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class power { icon = "\A3\ui_f\data\map\mapcontrol\power_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class powersolar { icon = "\A3\ui_f\data\map\mapcontrol\powersolar_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class powerwave { icon = "\A3\ui_f\data\map\mapcontrol\powerwave_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class powerwind { icon = "\A3\ui_f\data\map\mapcontrol\powerwind_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class quay { icon = "\A3\ui_f\data\map\mapcontrol\quay_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class shipwreck { icon = "\A3\ui_f\data\map\mapcontrol\shipwreck_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class transmitter { icon = "\A3\ui_f\data\map\mapcontrol\transmitter_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class watertower { icon = "\A3\ui_f\data\map\mapcontrol\watertower_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {1,1,1,1}; }; class Cross { icon = "\A3\ui_f\data\map\mapcontrol\Cross_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {0,0,0,1}; }; class Chapel { icon = "\A3\ui_f\data\map\mapcontrol\Chapel_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1.0; color[] = {0,0,0,1}; }; class Bunker { icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; size = 14; importance = "1.5 * 14 * 0.05"; coefMin = 0.25; coefMax = 4; color[] = {0,0,0,1}; }; class Fortress { icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.25; coefMax = 4; color[] = {0,0,0,1}; }; class Fountain { icon = "\A3\ui_f\data\map\mapcontrol\fountain_ca.paa"; size = 11; importance = "1 * 12 * 0.05"; coefMin = 0.25; coefMax = 4; color[] = {0,0,0,1}; }; class Ruin { icon = "\A3\ui_f\data\map\mapcontrol\ruin_ca.paa"; size = 16; importance = "1.2 * 16 * 0.05"; coefMin = 1; coefMax = 4; color[] = {0,0,0,1}; }; class Stack { icon = "\A3\ui_f\data\map\mapcontrol\stack_ca.paa"; size = 20; importance = "2 * 16 * 0.05"; coefMin = 0.9; coefMax = 4; color[] = {0,0,0,1}; }; class Tourism { icon = "\A3\ui_f\data\map\mapcontrol\tourism_ca.paa"; size = 16; importance = "1 * 16 * 0.05"; coefMin = 0.7; coefMax = 4; color[] = {0,0,0,1}; }; class ViewTower { icon = "\A3\ui_f\data\map\mapcontrol\viewtower_ca.paa"; size = 16; importance = "2.5 * 16 * 0.05"; coefMin = 0.5; coefMax = 4; color[] = {0,0,0,1}; }; class ActiveMarker { //icon = "\A3\ui_f\data\map\mapcontrol\custommark_ca.paa"; size = 24; importance = 1; coefMin = 1; coefMax = 1; color[] = {0,0,0,1}; }; }; Dialog: class sub_radar_dialog { idd=-1; movingenable=false; class controls { class IGUIBack_2200: Box { idc = 2200; x = 0.200937 * safezoneW + safezoneX; y = 0.103924 * safezoneH + safezoneY; w = 0.587812 * safezoneW; h = 0.792152 * safezoneH; }; class sub_psrr_RscMapControl: RscMapControl { idc = 1600; text = "#(argb,8,8,3)color(1,1,1,1)"; x = 0.200937 * safezoneW + safezoneX; y = 0.103924 * safezoneH + safezoneY; w = 0.587812 * safezoneW; h = 0.792152 * safezoneH; }; class sub_psrr_overlay: RscPicture { idc = 1610; text = "sub_psrr\sub_psrr_overlay_ca.paa"; colorText[] = {0.26,0.31,0.13, 1};// whatever gives you a thrill }; x = 0.200937 * safezoneW + safezoneX; y = 0.103924 * safezoneH + safezoneY; w = 0.587812 * safezoneW; h = 0.792152 * safezoneH; }; }; }; also: Is it possible to deny the player to scroll the map? Right now i made it so the player cant zoom in or out but he can still scroll the map to all sides. Regards /Subroc
  24. AccuracyThruVolume: i actually got it working by someones tips in leights thread. I guess his problem is the same i had, missing to name the mainclass for infantry to infantry.. 0verlord-actual: the West insurgents are on side west, the others are on side east. I tried to add independent side insurgents but i got a wierd bug with defining side Guerrilla so i skipped it. will se in the future if crack the problem.
  25. V1.1 is out Changelog: V1.1 - Added African, East European and West European factions - Added Armored vehicles to all factions - ALiVE support D/L in first post updated
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