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Everything posted by 1212PDMCDMPPM

  1. 1212PDMCDMPPM

    [Release] Liberation RX

    Hello pSiKO, seeing how succesfull the SOG Prairie Fire CDLC is, shall I advise to add US NAM, ARVN, VC and NVA to your supported faction ? ๐Ÿ™‚ Thx !
  2. report on your post with the request and ask kindly. ๐Ÿ˜‰
  3. 1212PDMCDMPPM

    Field of war [CTI] [SP/MP]

    Hi ! I tried yesterday on a hosted (not dedi) server. I instantly got spammed by side missions all over the map. I was using the Zagabad steam mission with Unsung factions (that are generating a lot of error message at launch).
  4. Hello, IIRC, when playing in MP, the non-Zeus players received some kind of message when somebody activated the Zeus mode. Recently (or not so recently), this type of message is not appearing anymore. Did I dream about this message ? if no, how is it configured to appear/not appear. Thx !
  5. 1212PDMCDMPPM

    General Discussion (dev branch)

    Hello, I don't quite understand how getAttackTarget is working. When is it reseted ? If I make an AI flee the area, it's still giving me the same result. If I use forgetTarget to make sure the attacker is forgetting what unit he was engaging, getAttackTarget is still returning the same result. Thx !
  6. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    v 2.3.1: - quick fix: jungle footstep sound was too watery Sorry, I used an old file... ๐Ÿ˜‰
  7. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    New version available: v 2.3: - fix: rain sound that was missing - upgraded clutter (thx to tpw): this is a separate pbo (tpw_nziwasogo). If you don't like it, you can delete it. - no update of the map pbo so there's no impact on ALIVE, if already indexed. Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2084904847
  8. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    New version available: v 2.2: - sand bunkers converted to the jungle ones - removal of trees that were on the roads - lower ambient sound at night - improved texture for the dirt road (Thx to tpw ) - Tanoan lightning: this is a separate pbo. If you don't like it, you can delete it. - most barracks are back : the project files I received where not 100% identical to the latest Makhno version. I re-added 36 barracks but I can garantee that the building in this version is not 100% identical to the original version. Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2084904847 I hope you'll enjoy it ! ๐Ÿ˜‰
  9. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    Houston, we have a problem !! ๐Ÿ™‚ @JD Wang I just check the files I received and there's no such barracks. So I started getting them from the lastest public version from Makhno and reimport them. To my surprise, it was not just the barracks that were missing but in fact some parts of the map are different. Example: https://imgur.com/a/1I5rdkO On the top, the original version with 2 barracks. On the bottom, the version I released. You'll easily noticed that there's another building instead of the 2 barracks, there's some addional trees but also, in the background, you'll see a bg hotel that is not there in the top picture. Conclusion: I'm working on an slightly older version of the map. What I'll do: I don't plan to do an exact match on 4 millions + objects. I'll readd the barracks ( i_barracks_v2_f) when it's easy. I'll butcher some trees and buildings if necessary but I will not go in too much details. What's already in dev version: - sand bunkers converted to the jungle ones - removal of trees that are on the roads (they were most probably already fixed in the original version) - lower ambient sound at night - improved texture for the dirt road (Thx to @tpw ) I'll release a new version when those barracks will be readded and I'll have completed the "trees in the road" cleanup. After that, and thanks again to TPW, I'll probably work on a redux version where I'll take more liberty with object placement. But don't hold your breath on that ๐Ÿ˜‰
  10. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    @JD Wang Thx !! I'll check that tomorrow.
  11. https://feedback.bistudio.com/T151119
  12. Hello, your issue is not related to Win10 but to the introduction of the Eden editor. Topography and exportnogrid is NOT working on Eden despiste seeing the right message (ie activated topography). This is only working on the old 2D editor. To run it, you need to click on the editor box at the start menu. Select your map but do not press OK. Instead, press CTRL O. You will end up in the 2D editor. Now, do the usual steps (shift - then topography or exportnogrid). You will NOT see any message on screen. Quit Arma. check you C:\ and enjoy your emf file ! ๐Ÿ™‚
  13. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    I just pushed a small update to fix a mistake I did at the start of the project, resulting in having grass on sand and dirt area (like the runaway). I took this opportunity to correct the key directory structure to Arma standards (ie named "Keys"). Sorry again for that.
  14. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    Thank you for your kind words. Honestly, less than 2 week ago I had no P drive, never ran Terrain Builder and Buldozer so my plan was just to see if I was able to refresh this wonderful map to better graphics. Thanks to @1para{god-father} I was able to properly install all the tools and release this V2. I've since then corrected the runaway approach to make it more usable. I'll probably switch the sand bunkers to the green ones (Makhno agreed it would be better) but besides that I'm not sure I want to modify the map more than that. It's not mine but Makhno's one, and I'm not sure I'll be able to get the skills to do more than what I've already done. ๐Ÿ™‚ @JD Wang do you have any suggestion of modifications ?
  15. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    I pushed a small update 2 days ago to allow AI to auto land at the airport without crashing into the trees:
  16. 1212PDMCDMPPM

    N'Ziwasogo A3 terrain (Released)

    For info, Makhno was really kind in sharing the source files to me. I was able to swap the brg_africa vegetation to the apex one. You'll find this version here: https://steamcommunity.com/sharedfiles/filedetails/?id=2084904847 PS: at BI moderator, thanks for reopening this thread ๐Ÿ˜‰
  17. 1212PDMCDMPPM

    Combat Den

    @ottaviodp Thx for this mission ! Easy to use and great gameplay !! I'm sorry if already requested/available but have you considered porting Combat Den to RHSPKL and GOS Dariyah ? https://steamcommunity.com/sharedfiles/filedetails/?id=1978754337 https://steamcommunity.com/sharedfiles/filedetails/?id=701535490 Thx !
  18. Hello, for some missions, I'd really like to remove(hide) the default map picture, displaying all buildings with great details, and replace it by a more "conventional" map like these ones: What can I do to achieve that ? Thx for you help ! EDIT: wrong forum section, sorry. reporting to move to the proper area EDIT2: thx to the moderator !
  19. Great news ! Did you managed to make it work with the 64 bit version of the server ?
  20. 1212PDMCDMPPM

    [TUTORIAL] Contact Scripts

    Thanks for sharing all these info !! Has anyone found out how the map was covered by a different picture in the first scenario ?
  21. 1212PDMCDMPPM

    Contact Expansion Asset Feedback

    I'm sorry but I don't understand the rationnal of preventing terrain modders to create new maps using the official assets ? What would be the main reason to stick to EBO for terrain objects ?
  22. 1212PDMCDMPPM

    Arma Commander: SP/Coop/TvT Game Mode

    Impressive mod/mission ! Really nice to play in SP.
  23. 1212PDMCDMPPM

    WW2 Bomb Run

    Or you script the bomb creation and release an insane number of bombs ! :)
  24. @LEXA_vole I just add some timer before doing a setdamage 1 on few planes. That's enought to create what you see in my video.
  25. @bigshot Never saw any AI settings applying to AI in vehicle. Somebody (GOM ?) released some test mission to tweak AI and check the effect. Even if infantry were properly managed (to the point where an AI was not able to kill an opponnent at 50m with their default ammo), it had absolutly no effect the second this same AI entered the gunner seat of a vehicule, instantly mutating to Terminator AI.