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Everything posted by lappihuan

  1. Namalsk for Arma III Situation After a few moths of Work we proudly present you Namalsk ported over to Arma 3 with a very nice face lift. Me and the Exile Mod Team worked closely together with Sumrak the Original author of Namalsk to bring the island to Arma 3 and upgrade it on a lot of levels. Currently the download only includes the Map itself, modules and other things included into Namalsk will follow later, maybe even the campaign. Namalsk Background Story Namalsk history dates back approximately to the 50s of the last century. In these times, began colonizing islands in the Bering Sea. The former Soviet Union saw clear benefits from use of these islands by intensified tensions of the Cold War. On Namalsk were built military facilities, such as Brensk, Norinsk, Northern and Southern military base, or a spy transmitter on the highest mountain of Namalsk - Seraja. These buildings also came with the inhabitants, who settled mainly in the north, where today stands the capital city - Vorkuta. Residents began to live on Namalsk with mainly fishing, the construction of 2 ports - Lubjansk - small port in the north and Tara, a large port on the island just near Namalsk. The southern region later found other than a military use and began to mine coal here. Coal mining has caused the construction of the railway line from the coal mine Sebjan port on the island, called by the port there, Tara. They also built the northern grasslands of the collective farm Jalovisko. On Namalsk lived in 2008 approximately 1,100 people. With the coming financial Crisis nations around the world began to think more about investments and savings. In 2010 the Russian government has decided to leave some localities, especially in the Bering Sea, among them the island Namalsk. But when after few more months, when government more and more openly talked about moving people, Namalsk stopped responding, there was, after unsuccessful attempts to survey, in May 2011 sent the Russian army. Encountered here, at first glance a deserted island, at second, not so .. What happened next? You can download the Arma 2 Version of Namalsk including the awesome campaign "Namalsk:Crisis" to find out more about the mysterious place. Authors - Sumrak the Original Author of Namalsk (www.nightstalkers.cz) - Lappihuan - Exile Mod Team (www.exilemod.com) Special thanks - Sumrak for creating this awesome map - Aggro and Spire for project coordination - M1lkm8n and Smokedog for the outstanding JBAD buildings - Bohemia Interactive for the Arma series This work uses the JBAD Buildings with kind permission of M1lkm8n and Smokedog: www.armaholic.com/page.php?id=26806 Changelog not available yet Download Armaholic http://www.exilemod.com/downloads/ gdrive If you have any questions or issues or suggestions, feel free to post in here.
  2. lappihuan

    Namalsk for Arma 3

    the campaign is way out of scope for my current arma motivation, but i have many fixes for the terrain and structures + some small goodies kindly donated from @kiory i need to find time and motivation to wrap it all up and release it tho. but i'm also waiting on @CUP to release @Uro's snow weather integration.
  3. sadly thats BI in a nutshell: - programmers are scared to touch anim code - animators are scared to touch anim network - artists and gameplay designers are scared to request animations and anim features due to the above
  4. lappihuan

    Namalsk for Arma 3

    NAC Agents get under crossfire while investigating strange activities at the sebjan mine
  5. setObjectTexture is not synced in MP, but setObjectTextureGlobel would be
  6. lappihuan

    Visual Upgrade – Feedback

    appreciate the headsup, while we wait for further changes and a better documentation, it would be extremly helpfull to push the diag_lightNewLoad command into the public diag.exe this way community creators could more effective fiddle with the lighting in realtime.
  7. just flip the faces after mirroring, i think the shortcut in OB is "W"
  8. @Private Evans in this post you can see some of our vegetation/environment assets the terrain will not be dependant on cup or any other asset library
  9. @mondkalbactually is working on something like that (unrelated to this project) so you can see it is technically possible, but extremly time consuming https://gfycat.com/gifs/detail/DarkRadiantGrizzlybear keep in mind that he probably made it easier for himself as it looks like he limits movement speed to 1 and maybe also some stances
  10. This would mean creating a whole movement set for each of these diffrent styles of weapon carrying. Walking-Front ...-Left ...-Right ...-Back ...-Diagonal (Front-Left) ... Sprinting-Front ...-Left ... Same for all Stances ... I guess you get the idea. BI has one movementset which is already a huge pile of work.
  11. @Tom_48_97 ☠ any reason why we can use the arma3_x64.exe for TB buldozer but not for OB buldozer?
  12. lappihuan

    Laws of War DLC Mines

    @five_seven5-7 _mine setDamage 1;
  13. lappihuan

    Laws of War DLC Mines

    I would love to see more sqf commands interacting with mines as currently there are almost none right now: "see also" https://community.bistudio.com/wiki/createMine stuff i would like to see: - disableMine - enableMine - unrevealMine - MineTriggered EH - MineExploded EH - MineEnabled EH - MineDisabled EH
  14. lappihuan

    Enhanced Visuals

    does this also consider how track ir and 3D scopes work together? basically that you can turn your head while in scope.
  15. lappihuan

    "Move to grid 000000"

    could this be the issue? Fixed: AI drivers would move to the corner of the VR terrain on their own from here
  16. i guess he means the monetization rules: https://www.bistudio.com/monetization
  17. actually i'm not sure about that, but if you just check to who the heli is local at init and remoteExec the HandleDamage EH to the client who is the owner then when the heli changes locality it should keep it's EHs applied. but that would need testing
  18. indeed, these EHs will help in that case: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Local https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SeatSwitched https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SeatSwitchedMan
  19. getIn EH to the heli which adds a HandleDamage EH to it when someone enters, getOut EH to remove the HandleDamage EH
  20. you would need to switch the shader of those skyscrapers to super shader to get at least a generic reflection of the envTexture.
  21. Feedback Ticket for this issue: https://feedback.bistudio.com/T126078
  22. The mod will be split up into Westwall and Westwall Terrains, no faction split up is planned so far.
  23. yes, we do have our own shrapnel simulation for all bounding mines and some non bounding as well. grenade shrapnel simulation is yet to be done, but will use the same stuff.
  24. lappihuan

    Tides Feedback

    since i'm not at home, could you test the getPosASLW command?