Jump to content

BadAss -Mapfact.net-

Member
  • Content Count

    165
  • Joined

  • Last visited

  • Medals

Posts posted by BadAss -Mapfact.net-


  1. Congrats, it's finally out! :cool: Thank you for letting me test it but at the same time i've got to apologize for not having more time to!

    It's a fine mission on a really nice place, skillfully crafted like one expects from Wüstenfuchs. I had great fun playing it - hopefully all of you will too!

    Btw. MP versions of the Wüstenfuchs classics would be really, really cool! :D


  2. I just wanted to post this news here. I somehow forgot it until now - how could I?

    So I see your kind comments - thank you for that - and you sad comments - sorry for making you feel sad!

    As for myself I can say I feel sad, too. But we had to face reality and we had to learn that it didn't work well in the last months or even longer. But be assured that some of us will continue playing and editing ArmA2 in one way or the other.

    We will eventually step into this forum, you can write us messages here and this thread will remain open so you will still find open ears for your questions.


  3. Thank you very much for the explanations and examples, really looking good and really adds to the atmosphere.

    But what about the ppEffectCommit command. It doesn't seem to work here. Is it just me or can some one confirm a problem?

    Here's what I tried, simple enough:

    "colorCorrections" ppEffectEnable true;
    "colorCorrections" ppEffectAdjust [1, 0.8, -0.002, [0.0, 0.0, 0.0, 0.0], [0.6, 0.7, 0.8, 0.65], [0.199, 0.587, 0.114, 0.0]];
    "colorCorrections" ppEffectCommit 12;

    It switched perfecly into the new color setting (one of the above samples) but it does it immediately and not progressivly in the time of 12 seconds! Probably I am doing something wrong, but don't know what, yet. :rolleyes:

    EDIT: sorry, guys. I got it working now:

    _ppColorC = ppEffectCreate ["colorCorrections", 0];
    _ppColorC ppEffectEnable true;
    _ppColorC ppEffectAdjust [1, 0.8, -0.002, [0.0, 0.0, 0.0, 0.0], [0.6, 0.7, 0.8, 0.65], [0.199, 0.587, 0.114, 0.0]];
    _ppColorC ppEffectCommit 20;


  4. Hey =Spetsnaz= thanks for replying and thanks for offering your help. Really appreciated! Let us see if we get some more people together since one single russian speaker doesn't make a real talk! ;)

    As for now we're trying to get around with german / english. But as there are more than one missions planned we'ld be very glad to use you help later on. May I contact you via pm, then? :)


  5. Dear community members,

    for a forthcoming mission project we would like to invite you to help us with voice acting. In the first mission we've got several civilian roles to be spoken. As it plays on CDF side we'ld very much appreciate help of russian or czech speakers.

    If you are interested please post here or send me a private message. For further details I'ld prefer pm to not give away to many spoilers. ;)

    Thanks in advance! :)


  6. Okay, that seems to be more of a philosophy discussion - I'm pefectly fine with that, generally - wether to play with or without addons. And please don't get me wrong, I totally respect your point of view!

    But I'm not really too glad that you're discussing it here where - in my opinion - a fine addon has been released. And if you compare the addon size to the ammount of things in it I really do believe it's worth it.

    Just my opinion, of course. ;)


  7. Hello everybody!

    For the optimal use of the Editor our team member Lester has been busy again. Now he offers the MAP_EU editorupgrade for ArmA 2. It makes most if not all hidden objects available for placing in the mission editor.

    This Editorupgrade will be released in several steps and is allready designed for easy expansion. We will release some additional boosterpacks in the future.

    MAP_EU_S1.jpg

    Features: The actual object categorys of the Editorupgrade:

    • Rocks - Stones and Rocks

    • Roads - Bridges, Dam, Streets, Ways and Runways

    • Sidewalks - Sidewalks und Pathes

    • Houses - Civil Houses

    • Industry - Industrial Buildings and Equipment

    • Plants - Trees, bushes, flowers

    • Rails - everything about Trains and Tracks

    • Military - military Buildings, Tents, and Emplacements

    • Ruins - Corpses, Wrecks, Ruins and Rubbish

    • Walls - Walls, Fences, Gates and Streetsurroundings

    • Misc - Container, Materials, Playground, ...

    • Signs - Signs, Streetlights, Poles and Billboards

    • Interieur - Furniture, Electroniks and Drinks

    • Water - Boats, Buojs,Seas

    Enjoy! ;)

    Read the whole news

    Download page

    Direct download


  8. Hello all! :)

    Our Teammember Lester has been hard-working - as he always is! - and his first release is a MAP_ReducedVoice addon that looks similar to the MAP_NoVoice addon for ArmA, but is enlarged due to some ArmA2 specialities.

    It reduces the accustic communication ingame significantly so that not every lapidary report worries the player. A spoken "unknown unknown position one-three-one-four-eight-two" will be gone but the text messages remain so you don't miss any information!

    Of course Lester didn't touch the atmospheric accustic comments. Some rather rare and special units and vehicles are still there, too, but you have to read the message to learn about the context, though.

    Enjoy! ;)

    Read the whole news

    Download page

    Direct download


  9. Good evening everybody, due to a visit to Chernarus it took far more time than expected to update this one.

    The blood splash issue remains unsolved, unfortunately, but the stringtable thingys are okay by now.

    I also changed some things in the training mission: you are now free to choose and complete of the two objectives and I added small help texts in the radio menu.

    In Burning Sand there's a bit more artillery ammunition and the squads have now ammo bearers. (Not sure if they were there in version 0.91).

    Here you go:

    http://mapfact-archiv.net/include.php?path=content/download_eng.php&contentid=669

    Or direct links:

    Addons: http://mapfact-archiv.net/Material/ArmA/Missions/sp/BurningSand/@MAP_BurningSand.rar

    Missions: http://mapfact-archiv.net/Material/ArmA/Missions/sp/BurningSand/BurningSand_0.92.rar

    Have fun! :)

    Please download the addons again, too just to make sure everything's fine.


  10. ArmA 2 is around the corner and as you can see we have renewed our homepage.

    After the change from OFP to ArmA we just did a little facelift but now we found it might be the time for a completely new appearence. Surely you will get used to the new look quickly. Or does anybody miss the old design of the mapfact homepage of the year 2002?

    Many menues remained similar but are arranged in a different order. Here you will find ArmA 2 content exclusively. Maybe there will be a little OFP 2 corner, too. Of course we still keep our OFP and ArmA works available. For this reason we didn't shut our old homepage off but moved it to the domain www.Mapfact-Archiv.net.


  11. Hi Blaunarwal, did you already try to play the missions just with the @MAP_BurningSand? If not, please try that. To be honest, i don't know what causes that error. :confused:

    william1, glad to hear it runs now! And yes the artillery is supposed to be rather fun than rocketscience. ;)

    A few things I forgot to mention in the readme, though. Clicking send without having selected a fire mission will cause an error. The same goes for selecting a firemission with 0 shots left. Pretty obvious, I guess.

    I wasn't sure about the ammunition count. I didn't wanted it too much because it would be to easy, hopefully it is not too less so it gets useless?

    I'ld be glad to hear about your tactics and success! :)


  12. I'm very sorry for that bugs! :j:

    Of course I did my best and fastest to fix this, the new version 0.91 is up, by monday, May 25th 1120 CET.

    - while editing I had just the modfolder with all required addons loaded, of course! But due to my fault, rae_sandbag fix was in there...

    - all Chain of Command stuff is included in the modfolder available for download

    - training camp equipment: yes you're right there's the Laser stuff missing. Strangely enough, I had it in my mission! Just to make sure I added some crates with the required equipment. Are you sure you had the modfolder active? Most likely, because there was no error messsage. Strange. But hopefully it works by now.

    - Missing pic deleted. There is no picture. Just had forgotten to edit the english source code...

    - Brick Wall equipment is correct. There's no arty in there to prevent the civilians from being hit. Next the zodiacs there are some crates, too. So you can choose what you like the most for your own playing.

    - Burning Sand: there are crates, too, including all the laser stuff, just in case it disappears for some reason there too.

    - ArmA Version: just played and tested with version 1.14. Don't know about the betatesters. Hopefully that doesn't cause any issues?

    Seems like I've been away far too long time, to keep up with all stuff...:confused:

    Once again, sorry for the problems! Without the release of ArmA 2 next friday (german version) we surely would have tested the missions much longer. But so I was worrying if any one would play it when there's the new game. So we just decided to release it as it was. Hopefully there are no more bugs and you have some fun playing it.:)

    In Brick Wall there is much interesting stuff to discover. So if you like to take the risk and are curious you might want to have a look at the RACS areas. Burning Sand is rather about keeping low and trying to survive and maybe not to get all your squads smoked up by the enemy... :D

×