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Andrakann

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Everything posted by Andrakann

  1. Andrakann

    Feedback Thread

    I hates idea of separating mods to oversized standalone games. Even more than cutting out parts of game to DLCs.
  2. Andrakann

    Feedback Thread

    I don't see any reason to separate mods from base game, but I see many reasons to add new core mechanics, required for original (or "original" in this case) mods, to base game. I have ArmA 3 - why I must feel happines downloading it again for every mod, even with "new" island?
  3. Andrakann

    Feedback Thread

    Decided to do not install this mod "game" because of install size - 14,3 Gb for something, very reminding of "King of the Hill" mission for A3 (and non-fact it is better, sorry). And Bohemia is lost a mind or something, to make ArmA 3 engine downloadable for free?..
  4. I'm use built-in 3D-Editor (Alt-E) with original Chernarus map. After you save mission in editor you have new folder "*saved_mission_name*.Chernarus" inside "Documents\ArmA 2 Other Profiles\*your_ingame_nick*\Missions" folder with two files inside - "mission.biedi" and "mission.sqf" - both of them can be opened with text editor and contains coordinates and azimut for placed buildings: Not all DayZ buildings exist in object list, so i use some workaround: - place any building from list (Vehicle menu, Misc, Land_Hlidac_Budka_EP1 for example). - save mission. - Alt-Tab from editor and open both mission files in text editor, then change names of building in both files to DayZ-related (Land_Hlidac_Budka_EP1 to Land_Mil_Barracks_i for example) and save. - Alt-Tab to editor and load mission - building is changed to non-listed ) - move, rotate, etc then save again. - open "mission.biedi" in text editor and copy/paste coordinates to DayZ buildings table. (I have to workaround forum limitation to post images in first post - sorry for that, but i hate non-informative posting only for post counter.)
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