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mcnools

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Everything posted by mcnools

  1. It might work for something like that but it does have a few roads/houses/farms in the satellite texture. Eventually if noone is interested in turning it into a african terrain (or something else more 'ambitious') I'll probably try to just put the files out there so anyone can do whatever they please with it :) haha
  2. Looks amazing, haven't seen a setting with mountains of this magnitude being done very often (and not this nicely) in arma so it will be something new, looking forward to taking my group to it when it's done. :)
  3. mcnools

    Krokom, Sweden

    Looks very very very nice! many years ago I spent a night in Krokom trying to prevent a drunk girl from hurting herself together with a punk-rocker nicknamed "Pölsa". Ah the memories.
  4. Amazing looking models. I hope when these models (and your map) comes out we will have more US based maps, would be cool to take ArmA in to fighting drug cartels/gangs territory on "home turf" (even though I probably live closer to Takistan than the US), haha.
  5. Nice looking terrain :) Reminds me of the Grövelsjö-area (in sweden/norway just by the border, but farther south than this map). I hope this will be worked at even more! some roads were a bit tilted (leaning to one side) and even more detail in the actuall terrain to match up with the satmap in some of the rocky parts would be cool too, crevices etc. All in all very nice! Nice to have some scandinavian terrains.
  6. FINAL EDIT: Muzzleflash's method seems to work! (guessing because it has the setPosATL-part defining the altitude). I just added "TheDoor addAction ["Beam me scotty", {(_this select 1) setPosATL (_this select 3);}, getPosATL trainstation];" to a bunker-object called "TheDoor" (can be called anything I suppose) and placed an invisible object called "trainstation" at the teleportation destination. Works fine even if the destination is way above ground-level, thanks! Now I can really got to town with this absurd mission, haha. TheGeneral2899: thanks for the reply, will try this! Just to make sure, this will work for any of the players in MP as well and not just a single player-character in SP? EDIT: Seems to be working in SP at least (will have to test with multiple players later). HOWEVER, since the place I need to teleport is not at ground level (inside a structure) there's a problem, I teleport to the objects position but on ground level rather than the level of the object itself. EDIT AGAIN: Ah, nevermind! the object was too close to the floor, if I put it up in the air it works fine it seems. I'll just make it invisible. EDIT AGAIN (AGAIN): Argh, no! It worked on the first two teleport (into the secret underground tunnel and then from the tunnel to the volcanic lair), but not into the missile silo (maybe because the missile silo is a modded structure and doesn work the same way?). In the first two I teleport about half a metre up in the air, but teleporting to or from the bunker I end up inside structures at ground level. I'm hoping there's a way to set the destination altitude to the same as the destination objects and not just the long/lat coordinates of that object?
  7. Nice! Looking forward to bringing my group to this terrain when it's done. Looking forward to seeing those tunnels too, very promising!
  8. mcnools

    Broken Zeus causing crashes

    having the same issue myself, glad to see it's getting fixed!
  9. Great looking map :) my group will probably use it for some campaigns later on, I hope it gets Alive-support. The only downside I can see is that the lighting/weather is a bit too dark and cloudy even if you try to set the weather to no clouds, but maybe that's already been mentioned.
  10. Sad to hear it :( I wish I had any knowledge on how to fix it, I would be happy to help if I did. Can't someone get advice from other mods who has done it? (RHS and CUP I belive fixed it for example?) or is it fixing all the sounds far too time-consuming?
  11. Any ETA for when the weapon sounds will be fixed? (as in most mods sounds got bugged after BI's weapon sound update earlier this year which causes weapons to only be heard when your'e close to them, step away a few metres and they go very silent, makes it hard to hear where the enemy is shooting from + ruins immersion quite a bit). (I do not envy the ones who have to fix it considering the amount of weapons in this mod though).
  12. ____________________________ McNools White/grey Winter/Scifi-Weapons V1.0 ____________________________ I got the idea for this when I saw the Combine forces (From Half Life 2) that DigitalCenturion was working on, and I just got an idea for a new look for the SCAR'S, so I figured I might aswell do a quick retexture. The weapons could also work well as winter-weapons, except they don't have much dirt/snow on them. Anyway. I also added a couple of M249-versions DOWNLOAD HERE: Download From Armed Assault info Download from Armaholic.com Download from ArmA2Base.de Download from mediafire SCREENSHOTS: INSTALLATION: Just put all the .pbo's and .bisign's in your addons folder, or use mod-folders (recommended) Weapon-names are in the readme CREDITS: Me (McNools) for the new textures BIS for the models and original textures Lexx for the Black Weapon variant Mod whose configs etc. I used as a basis for mine, made things a lot easier, thanks alot mate!
  13. It's nice to be remembered! It should just concern the mikebart trees/bushes if I'm not mistaken, worth having an extra look! I did notice that the lighting settings are a bit off on neaville though, it's brighter before sunset/just after sunrise than mid-day and it turns into pitch black night in a minute or so it seems, worth having a look at that aswell! (if you want to I can try to post a proper bug-report about it instead)
  14. Thank you very much! It makes me especially happy hearing that you live in normandy and still like the map, haha. :) To replicate the problem try putting some enemy AI units inside a dense clutter of bushes and trees and then see if they start shooting at you from in there, I tried it the other day and they seemed very good at seeing through the bushes (basically all I could see were tracers coming out of the dense brush, which does look exciting but it can be frustrating eventually, haha). If I recall correctly the tried expanding the Vis LOD (or whatever it's called) for the trees and bushes but that didn't seem to help, could be that it's just not loading properly for some reason and they can see through it all. Worth looking into anyway! Also,thank you for porting Iron Front to ArmA 3, me and my group are having a lot of fun with it and it's very nice to experience WW2 in ArmA again.
  15. Very nice to see the I44-maps again! (especially Neaville which I made back in the days, haha), unfortunately it still has the problem with AI seeing through trees/bushes (on neaville that is, it uses mikebart's stuff that was slightly modified texture-wise). I remember never really getting it fixed back in the days, would be nice of someone in the IFA3-team could finally do it, haha. :)
  16. mcnools

    Making AI avoid mines

    Aaah, I've placed them as "empty" I think, that explains it!
  17. mcnools

    Iraqi-Syrian Conflict

    Nice to see your'e updating this :) will come in handy in future missions. Will it still be Alive-compatible?
  18. McNools' Aliabad-Region v1.1 NEW UPDATE RELEASED! Changelog: - added a small new village, more compounds, ruins, rocks and various details to the area between the northern farmlands and the coast. - added more buildings to the village of Abad, making it a bit larger. - lowered a few buildings to try and avoid the AI from falling through the floor when entering. - added a couple of lamps to Abad and Ahmad Golam. - added a few more markers to the map (named a couple of ridges and such) - added (hopefully correct) support for 8 digit GPS coordinates and ACE DAGR (thanks to Robalo and Wolf5) _____________________________________________ Introduction: Aliabad is a coastal region somewhere in Takistan (or another similar country), it consists of some farmlands, settlements, rolling hills and some canyons. There are two main farmlands aswell as a few scattered farms and compounds all over the map, all in all it is much more populated than my previous map, Hazar-Kot. It is still a rather worn-down area though, with many ruins (some old, some new) here and there. (Initially I had planned to cover pretty much the whole map with farmlands, but it proved to be too much work since there weren't any farms on the satmap to begin with, I've added those myself, I realized it would take too much time, and I'd lose interest in it) . DOWNLOAD HERE: DOWNLOAD 1.1: Download from ArmA2Base.de Download from ArmAholic.com Download from Armed Assault Info http://www.mediafire.com/file/aejwvdmce0854gg/MCN_Aliabadv11.zip Aliabad Region on Six Updater Portal SCREENSHOTS: Some screenshots from the Beta, taken in Take on Helicopters, courtesy of Fox '09 (the most recent screenshots): http://s13.postimage.org/ugdq9p5f9/Take_On_H_2012_05_02_21_11_54_38.png http://s13.postimage.org/lo1czr9o5/Take_On_H_2012_05_02_21_12_12_56.png http://s13.postimage.org/ykjafxqr9/Take_On_H_2012_05_02_21_14_01_76.png http://s13.postimage.org/e489xpghh/Take_On_H_2012_05_02_21_14_34_55.png Some screenshots taken on an earlier version: A lovely screenshot taken by CameronMcDonald: http://imageshack.us/photo/my-images/685/aliabadksk.jpg/ A nice panoramic screenshot taken by Trracer http://dl.dropbox.com/u/5936545/aliabad.jpg An amazing video showing some combat on the map by DetCord: A quick flyaround by Jedra: A flyaround on version 1.1 by Wastelander: Enjoy! SOME MISSIONS MADE FOR THE MAP: co8 - Operation Sabre By Mueller [sP] Wipe-Out by Inlesco Operation Charger by Sup3r6f0ur Several of Wiki's missionsare made for Aliabad. For those who want some more light in towns during the night: Simple House Lights Script by tpw Please report any bugs and problems in this topic! and let me know if you make any missions for it, so that I can put links to them here in the first post! (missions like Counter-insurgency for instance).
  19. I'm having a slight problem with the plugin (I tried searching the topic but couldn't find anything), apparently sometimes what I say comes through both through the radio/whisper ingame but also once more half a second later (or perhaps before according to others description of the problem) in a different sound-quality/volume, as if it comes directly through teamspeak or through the ingame voice without going through the plugin, has anyone else had this problem and know how to bypass it? It's hard for me to know when it happens etc. since only my friends hear it.
  20. Hello, I'm having a problem with triggers with trigger-owners on dedicated servers. I have a trigger set to activate when any group member of the trigger-owners group enters it (this seems to be a new addition instead of grouping the trigger to the unit now). However, when playing the mission on dedicated the trigger seems to activate right away, even when I'm miles away from it. Does anyone have any solutions to this?
  21. I managed to get pboproject working and it warned me that there were some files missing (I had forgot to unpack the A3-files for the workfolder, haha) and I think that was it pretty much, so it was either that or addonbuilder not packing my map properly.
  22. I've tried searching around but haven't been able to find anything really. I'm thinking of maybe maybe starting off another terrain, I'm thinking about doing an approx 16x16km terrain and I was just wondering what the recommended height resolution is for arma 3 (and a map of that size). Would 4 meters work or would the performance be horrible? (I'm planning on having it rather detailed, but nowhere near say like.. Tanoa) (also, I have to wait for the apex-objects to be available for map-making before starting this, but I figured I'd might start off working a bit on the satmap and heightmap...)
  23. mcnools

    Suggested terrain resolution?

    Thanks mate! I think I'll go with a 7m grid (perhaps 7.5), since it's a completely landlocked terrain I think that's best for performance.
  24. Having the exact same issue here. :) This is my config: http://pastebin.com/xAB0pxL0
  25. mcnools

    Suggested terrain resolution?

    I'll do that! thanks :)
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