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Everything posted by kerkkoh
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Hello, ArmA community! This is my first release and it is mostly for map-making beginners. Info This is a map for Arma 3 made with Map Builder and World Tools. I did this while testing Map Builder and World Tools for about 2 days in total. This is my second terrain, so I am a beginner too, but I think this source might be useful for other beginners. As it was done in about 2 days, it is not complete nor perfect. It is mostly forest and there are only some buildings around the islands and the forests are really repetitive. The airport is not configured, but I've left a link to a video tutorial made by CAPTN CAPS, so you can configure it yourself and get some practice. Forests were generated with World Tools and then exported to Terrain Builder. I deleted most of the trees from the roads, but there might be still a couple of trees on them. I've only used normal Arma 3 objects and roads. This is the final release and I am not planning to improve this in any way, 1024 x 1024 Heightfield 5120 x 5120 Satellite and mask image 5120m x 5120m Final size Changelog: v1.0 - First release v1.1 - Remade everything in Terrain Builder to fix major errors - Bug fixes Download the source http://www.armaholic.com/page.php?id=28546 - Armaholic (Version 1.1) Special thanks to: NeoArmageddon - Map Builder & Visitor3/World Tools Object Export to Terrain Builder shezan74 - World Tools Captn Caps - Helped me to start with map making Everyone in Arma 3 Map Makers Skype group - HUGE Help with everything License This work is licensed under the MIT License. Image Inside ArmA 3 Map http://i.imgur.com/cC3JZdj.jpg (202 kB) Inside Terrain Builder http://i.imgur.com/7CECbYr.png (138 kB) http://i.imgur.com/vd9suHw.png (713 kB) In game pictures http://i.imgur.com/evQ7sPm.jpg (407 kB) http://i.imgur.com/O4i0xFx.jpg (342 kB) http://i.imgur.com/rb7CXbD.jpg (417 kB) http://i.imgur.com/0pycNuY.jpg (480 kB) http://i.imgur.com/lCwYdIS.jpg (130 kB)
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Rip Armaholic. You can get a version from here: https://drive.google.com/file/d/12fVnHIWB2rEmQH35MAol3rHwJ6TCXWv2/view?usp=sharing It's been such a long time that I have no idea if that's the most up-to-date version but it seems like it is. Within the zip, I suggest going to the stuartisland folder, which seems to contain mostly correct files.
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[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh posted a topic in ARMA 3 - USER MISSIONS
RPFramework by RPFramework team A modular roleplaying mission, server, and addon framework for Arma 3 Promotional Image Description So most of you haven't heard of me ever and if you have, it has probably not been here on the forums as I tend not to be so active here. I was introduced to Arma series by DayZ mod and after that around 2013, I moved over to Arma 3 because of all the amazing modded features that were shown in youtube videos for a mod called Arma 3 Life. I joined their development team as a web developer but none of my work was never used by them and then I heard that they were monetizing mods that they shouldn't be monetizing and I left the mod and development team. I am still truly sorry for everybody who got their content abused by them. I especially felt bad about them using the Altis Life mission in a way that it wasn't meant to be used. It was never meant to be used as a framework, but a mission as it was. After this, I was thinking that there actually wasn't a free to build on framework that anybody could use for their roleplaying mod without getting into trouble for monetizing and changing it and that is why in December of 2015 I started developing RPFramework. Features & Info RPFramework is by no means a mission that you can start playing on with your friends. RPFramework is an actual framework that you can build your own mission or mod on. RPFramework consists of a server sided addon that your server needs to run, a mission and a pack of addons that your players need to have. These addons are a requirement due to RPFramework using Arma 3's own inventory system. The idea behind RPFramework is to resolve the issue of people constantly using missions that aren't meant to be used the way they are using them and that is why RPFramework is released under MIT License. This allows users to do anything they feel like doing with the framework and it frees users from the worry of having permission to modify it or monetize it. RPFramework's main feature is its modular structure that makes it easy for people to install and uninstall modules that can add features to their framework. Modules can be released by anyone and then the user of RPFramework can install the module into their framework. RPFramework ships with some default modules that make the mission somewhat playable and most importantly show possible module creators how modules work with RPFramework. So why should you hop on board with the modular approach to this framework? This modular approach isn't a good approach for a normal mission but for a framework it has been proven effective. Think of Arma 3 as a framework and mods as modules; modules can be easily enabled and disabled by the user and, of course, installed easily without messing with the core files of the game. If you understood the example you might already think it's a good approach for this framework as proven by Arma. In RPFramework installing modules isn't as easy as in Arma 3, but it gets pretty close. I have seen the attempts of modifying other missions that people have tried to use as a framework and it gets really messy, but this way you keep your modules and original files from the core separated and independent. For a good example, RPFramework ships with a default module that adds in a simple medical and revive system where players that receive enough damage will go unconscious and have to be revived by a medic. This module can be kept enabled for a limited experience of realism or you could disable it and write your own or just modify it to suit your needs. Disabling a module like this can also let you use an external medical system. You can read more about modules on RPFramework's Github and README.md. Current core features include: ExtDB3 saving for player stats Money system Each vehicle has a key that's saved in the database Police actions like restraining, escorting, pulling out of vehicles, searching, going on and out of duty Interaction menu system Misc functions that might be needed for modules A bunch of Arma 3 inventory items Hunger & Thirst HUD Trunk for physical items like fishing nets and furniture (Fully dynamic) Current modules that ship with RPFramework include: Fishing with a fishing net Medical system: Medics can revive players Example module that demonstrates the structure of modules Farming: Plant and harvest plants Meth lab: Make meth Shop system that has "physical" shops for vehicles and furniture (You go up to a vehicle that is for sale and you can buy it) and virtual shops for items, magazines, weapons and clothes Taser Ticketing for police Jail: Arresting people and a jail system with dynamic cells Delivery system Phone: Texting other players PlayerNames: Setting player's names and seeing them above their heads Police database for setting players wanted and adding prior crimes to their name Dispatch where one player can be the dispatch and make new tasks and dispatch units to those tasks Garage system Mining ATM: Send money to offline players via bank accounts Licenses: Show your ID card to people and grant them the right to carry a weapon, pew, pew! Housing with storage Download Latest version 7.0.2 GitHub Dropbox Armaholic Your mirror? Please tell me if you upload it somewhere else so I can link it here! Changelog (It's on gist now due to it being too long to post here) https://gist.github.com/kerkkoh/c73ad7658cd89acb988501beb62568f7 Please read the README.md document locally or on GitHub. FAQ 1. Installation Instructions for installing the framework, modifying the framework, porting the framework for other maps, making modules and installing modules can be found from the package in a file called README.md or on GitHub. 2. License / Can I use this for x / Can I monetize this? RPFramework is licensed under MIT License and you can find the license in a file called LICENSE.txt shipped with RPFramework. I do not feel like usage of this should be restricted in any ways nor I want any money and fame for doing this. This license allows you to monetize the framework as you wish. 3. Contributing / I see that x in the framework isn't the best way of doing it / I feel like this should be a feature in the core of RPFramework I know that I might not be the best scripter ever, but I consider myself lucky as I have been taught by the best ones in the business. I love to receive some good feedback, but even more, I am excited about all the improvement ideas and contribution. I would love to get talented or learning scripters to develop RPFramework with me. You can simply fork the project on GitHub and start contributing. 4. I have some other question! I hang around the RPFramework Discord with a nickname of Kerkkoh. Please feel free to ask me anything or give me feedback. 5. I hate roleplaying, it's the worst thing about Arma! I'm sorry that you feel this way. I don't, as long as it's done right and nobody gets hurt. -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Hey! Just a heads-up, I just reverted a few things in the code and it's definitely not worth the release but here it goes anyways. Should help with some of you having problems with your old shop configs. My bad! Should have done this before 7.0.0, Sorry! Downloads (7.0.2) GitHub Dropbox Armaholic Changelog 7.0.2 Commented testing code out. I don't know how I forgot to do this. Changelog 7.0.1 Reverted ShopSystem's positions back to positionATL -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Hi! I've been working on this update on and off for the past few weeks and hence, it's a big one. Even though there aren't many amazing new features, this update is a major release due to the very big changes that were done to how a lot of things work in the framework. The most significant change is that the interaction system now gets initialized on the server's side instead of the client's. We hope that these changes really improve the security of the framework and you will have fewer people going around executing their crazy scripts. With this release, it's important to stress that you need to again update your database to suit the changes with the new SQL file included as well as the rpframework.ini for ExtDB3. All our major changes that require you to change how your current modules work have been documented in our wiki. You should at least check out: https://github.com/RPFramework/RPFramework/wiki/Trunk https://github.com/RPFramework/RPFramework/wiki/Module-Documentation#interaction-menu https://github.com/RPFramework/RPFramework/wiki/Module-Documentation#adding-usable-items https://github.com/RPFramework/RPFramework/wiki/Hotkeys In short, you need to move your interaction menu initialization to the server's side of your module files and make it the first thing ran in your module's init file. You also need to move back to the old fashioned way of adding hotkeys in your modules since we had to remove the Hotkeys system that we introduced previously. The trunk system has also been updated to have a whitelist for all functions that it can run with the 'action' variable so you should introduce a new 'trunkWhitelist.hpp' in your module. The usable items system has also been updated to have a whitelist for all functions it can run so you should add a new 'usableWhitelist.hpp' in your module. With these new changes, we also have fixed a lot of the previously broken things and tried to optimize things even more. Most of the shops, ATMs, garages, mining system's objects and plants have all been switched over to be super simple objects, which should give the server a huge performance boost. I hope the changes aren't too much, but if they are, you can always contact us on our discord server and we'll help you adapt. With <3, RPFramework Team Downloads (7.0.0) GitHub Dropbox Armaholic Changelog 7.0.0 Major security overhaul: Removed "call compile" from where it didn't belong Interaction initialization is now on the server side and then transferred to the clients upon init Removed hotkey system Modified the ShopSystem module to be more secure Added whitelists for functions called by using items and vehicle trunk Hopefully, your server won't get blown up by a hacker as likely now Even more optimization & cleanup than before Even more fixes and tweaks of broken things Fixed licenses Fixed and improved Taser module Fixed BasicMedical module's "zombies" at spawn and disconnecting issues Fixed first aid kits spawning in all vehicles Switched all inanimate objects from vehicles to simpleObjects improving performance significantly Added more plants to the Farming module Added new items Added uses for a lot of previously unused items Added a forced respawn for impatient unconscious players Implemented vehicle license plates with the new Arma 3 commands Implemented checks for possibly full player inventory Complete overhaul of the methLab module: you can now cook a lot of things in the lab -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Hey, people who follow our stuff on these forums! I've been super busy with my finals again and I actually have my physics finals tomorrow soo... I'm gonna try to keep it brief. We have a bunch of small fixes and a few new features in the newest version 6.1.0. Also, the project is still very much active and we constantly update the development branch on our GitHub. I will personally inform everyone over here if we for a reason or another cease the development so don't worry! Oh and also we have some new cool modules out on our website. Check them out! With <3, RPFramework Team Downloads (6.1.0) GitHub Dropbox Armaholic Changelog 6.1.0 A lot of optimization & cleanup of the code A lot of small fixes / tweaks Portuguese translation Houses module storage: You can now store stuff in houses Added credit to new contributors Modified the install tutorial to include using a different database name Support for shift, ctrl and alt keys in Hotkeys Visibility check for PlayerNames module so you can't see through walls New items An optional vehicle stats save loop for Garage module Garage module now correctly saves damage -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
After another break due to my finals, I'm back again. We've worked hard on the new release to get some crucial fixes and updates out. With <3, RPFramework Team Downloads (6.0.0) Armaholic GitHub Dropbox Changelog 6.0.0 Fixed interaction key not working Added French translation by chick69 (http://www.armaholic.com/users.php?m=details&id=52837&u=chick69) (It's a bit partial at the moment but most of the translations are done) New rpf_weapons addon adding dummy weapons that cause essentially no damage but still make a sound and the custom bullets can be registered with event handlers (paintball or training maybe?) Revamped ShopSystem module New core system for registering simple hotkeys. Interaction menu now has sub-categories that have interaction items inside of them. New utility function for animating dialog controls Small fixes Psst! Join our Discord for support. -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
I was on a break and hence there were no released updates in a while, but now we have worked on something new that we're ready to release. Hope you enjoy! With <3, RPFramework Team Downloads (5.1.0) Armaholic GitHub Dropbox Changelog 5.1.0 Key system for vehicles, keys get saved to the database and each vehicle has a unique randomized key Garage module now saves all vehicles regardless of if you put them in the garage or not (this can be disabled in the config) Fixed Arma 3 Language update's font issue by changing the font for RscTexts Changed the shop system module to spawn shops to positions ATL (setPosATL) and not ASL. Fixes some of the default shops not spawning. Psst! Join our Discord for support. The link is in the readme on GitHub! -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
I've been working on this huge update for a while and now I have to release it before my exams start again. Well, it's huge in files, but not that much in features. Stringtables are finally a thing so you can get translating RPFramework to your favorite language! You can also manage RPFramework a tiny bit easier with configs that have some variables in them. ~ With <3, Kerkkoh Downloads (5.0.2) GitHub Dropbox Armaholic Changelog 5.0.2 - Fixed the server PBOs to be lower case to make Linux user's lives easier - Fixed a small ATM bug Changelog 5.0.1 - Fixed the crashing issues that many were experiencing Changelog 5.0.0 - Licenses module - Default values for inserting players into DB - Fixed ATM and money system - Stringtables - Configs for everything - Fixed fishing system - Fixed many bugs - Included extDB3 and FLOSS exception -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
The link still takes you to the installation page where it instructs you to download the C++ redist and so on from what I can see. Seems like some people still can't install ExtDB3 properly though... Working on releasing the hotfix for that folder thing. It's been there for a while even though I removed that folder way back... Also sorry for not checking these posts enough, I need an email alert or something. If anyone has problems hop onto our Discord server <3 -
Hey terrain builders, I have my terrain done and it is working in game with forests and other stuff, but I have seen many terrain editors use bulldozer to place objects to the map. I know how to modify map in bulldozer, but I need the controls for adding objects like houses and so on. I think you guys could give me a hand with this :) Thanks!
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[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
So yeah an update, I guess you haven't seen that in a while since I've been really busy. Thanks for the continuous support! Drop by our discord server if you need any help. Downloads (4.4.2) GitHub Dropbox Armaholic Changelog 4.4.2 - Added mining module- Addon changes- Added an array for custom object names -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
As far as I know, as of yet, there are no servers entirely using the latest version of RPFramework, but I'm always looking for one. NoPixel servers are using RPFramework to a certain extent, but they have chosen to live wisely and build upon it with their own features... So I guess that would be one.. technically? -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
I'm back with an update. Bug fixes were a major part of 4.1.0 and it added a couple of new modules that might make gameplay a bit nicer. I've also changed away from WTFPL due to it not having a "no warranty" statement. The new license is the MIT License, but in terms of what you can do with the framework, nothing should have changed. You can read the full legal text in LICENSE.txt. Downloads (4.4.1) GitHub Dropbox Changelog 4.4.1 - Fixed stuck in loading screen - Fixed player interactions can only happen with players and not AI anymore - Fixed eating and drinking going to negative values Changelog 4.4.0 - Added saving variables for physical items while they are in trunks ( https://github.com/RPFramework/RPFramework/wiki/Trunk ) - Garage to a module - Client_fnc_vehicleHitGet and vehicleHitLoad now only return and take in damage values not the hitpoint names anymore - Garage checks for vehicles blocking garage spawn - methLab smoke now ran on all clients - Hunger and thirst are now saved and are now global variables assigned to players - Fixed being able to buy your own house - Fixed multiple things with Jail module - Fixed Police+ DB saving " and ' marks correctly - Vehicle shop now works better and more precisely - Added distance checks for a lot of interactions in modules RE-IMPORT YOUR RPFRAMEWORK.SQL AND RPFRAMEWORK.INI Changelog 4.3.0 - Police+ module (Dispatch and police database) - Housing module (Buy and sell houses, could add inventory functionality at some point) - Added exceptions for vehicle trunks, check miscVariables! - Code optimization Changelog 4.2.4 - Redone medical module (Even simpler now, could be improved on in the future) - Fixed handcuffing (also doesn't let cuffed players drive cars for obvious reasons) - Fixed going on and off duty Changelog 4.2.3 - Fixed garage (Garage row's id wasn't auto incrementing) Remember to re-import the rpframework.sql into your database. Changelog 4.2.2 - Added phone number for each player to the database and a new custom sql query for checking if a phone number exists - Loading players in now keeps players in the loading screen like intended - Fixed an issue with statSaveLoop not saving weapons correctly - Added an ability for modules to run a function on the server when a player enters the server for the first time (Check the Example module and RPF_Server/Functions/modules/CONFIG/fn_firstLogin.sqf) - Added an example of how to use "first time functions" on the server side to the example module - Added a phone module that allows players to text each other, add contacts, and text the emergency services (This is one of the new modules that will include SQL statements since it will save information in the database. In this case, the module saves player's contacts in the database.) - Added VERSION.txt for easily checking which version you're using Changelog 4.2.1 - The RscTitles are now in a separate file to make description.ext a bit nicer - Removed an unnecessary global variable that was only used by fishing module (didn't notice this any earlier) - playerNames module allows players to set names for other players and then see it above them. When a player is wearing a mask they can not be identified via this system - The primary medical module now hooks into the interaction init and adds a condition so that if a player is unconscious, they can not use any items Changelog 4.2.0 - Added a working taser module Changelog 4.1.1 - The license has been changed from WTFPL to MIT License. Regarding your permissions to use the framework, nothing should have changed. MIT License directly just includes a statement of "no warranty," which was required. - Added delivery system module - Added arrest and jail system (Arrest players, jailbreak, free prisoners from jail) - Fixed player respawning and not dropping their money - Fixed unlimited trunk size bug - Fixed garage loading damage to saved vehicles - Fixed holstering secondary weapons - Fixed loading assigned items like map and GPS - Fixed saving of weapon attachments and magazines and saves secondary weapons now - Fixed vehicle shop vehicles taking damage in the shop - Fixed medical module to not delay the execution so long - New Discord server for support and discussion (IMPORTANT! External Files/sql_custom/ rpframework.ini and External Files/rpframework.sql have been updated! Please import the new database and move the .ini file to the ExtDB3 folder it belongs in -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Fixed some reported bugs with the handcuffing of people that crashed games. Taser was disabled due to poor functionality and will be redone in the future. Thanks for all the support and kind words so far! Get it while it's hot: Github Dropbox Changelog: 4.0.2 - External -- Fixed log spam caused by uiSleep 4.0.1 - Core -- Fixed handcuffing -- Deleted some shortcut that ended up in the folders - Modules -- Taser disabled (Will be worked on in the future) -- Shop System module's creating shops is now more efficient -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
This is probably the biggest release so far right after the first releases. In this version, I'm introducing some features that were supposed to be there from the start and weren't. This project is still very much active, and I will keep working on it when I have spare time. Please report any and all bugs to GitHub issues. Changelog 4.0.0 Stable Release (MAJOR) - Core -- Way too many bug fixes to list -- Fixed HUD to correctly show everything -- New HUD icons by J. Schmidt -- ATM removed from the core -- Physical item trunks for vehicles that you can store physical items like fishing nets and meth labs in. The trunk size corresponds to the vehicle's inventory size in the vehicle's config. -- Garage now saves vehicle damage and keeps cars better in the database -- Going on duty for police and EMS (Police and EMS need to visit a station to go on duty and then be able to do their unusual actions) -- Hitting a physical object while it's being carried will not kill you anymore -- Money system has been updated to keep client and database in sync about money - Modules -- ATM Module --- All changes to money are now synchronized to server and database correctly --- Bank accounts allow you to send money to people who aren't online on the server --- Basic ATM functionality still present -- Meth Lab Module --- Ability to buy a chemistry table and create meth by inserting the right ingredients into the table. --- Smoke effects for failing the chemical reaction --- Two recipes with one failing with 10% chance and the other failing with only 1% chance -- Taser and medical module --- Taser killing people should be fixed -- Spawning Module --- Player will be now given starting items like clothes and a map The update isn't backwards compatible! If you are wondering how the updates are hopping over numbers check out http://semver.org/ Download Latest version 4.0.0 Armaholic Github Please try Armaholic or GitHub before Dropbox Dropbox -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Sorry for super late response. It is possible that the taser module is broken, but make sure that you are using the correct weapon and ammunition defined in the script. I will take a look at the scripts and see if there is anything wrong. -
Updated the license to use the same license as my other projects. License This work is free. You can redistribute it and/or modify it under the terms of the Do What The Fuck You Want To Public License, Version 2 http://www.wtfpl.net/
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[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Going to avoid double posting so will just update this post from now on before we get some posts after this. Changelog 3.0.0 Stable Release (MAJOR) -- Core & Modules --- Finally switched away from BIS_fnc_MP, sorry that it took so long --- cursorTarget > cursorObject --- while > for The update isn't backwards compatible! If you are wondering how the updates are hopping over numbers check out http://semver.org/ Download Latest version 3.0.0 ARMAHOLIC Dropbox Github -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Truly an interesting way of doing function creation and modules. I chose CfgFunctions simply because they are simple to use and I am familiar with them. It's all good. -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Your video link seems to be broken. Also, let's keep it on the topic of RPFramework here, contact me on discord or pm if you want to discuss :P -
[MP] RPFramework - Modular roleplaying framework for Arma 3
kerkkoh replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Thanks for all the positive feedback! (xtreme, I am not sure if I do.) Hey Uncle! I actully started making this framework as a normal kind of mission just like altis life but I completely changed the direction. I wanted to make it modular so that you could have independent modules that would be easily enabled and disabled if the user wants so, just like in Arma 3 you can enable or disable mods and then again download new independent mods to add to your game experience. Because of the many cfg classes that I needed to use on the core that had all the basic functions, I needed to include all the module configs to those cfg classes and it became a bit harder than I thought. Still now, on the framework you can disable a module by taking a line off from 4 files that are in a CONFIG folder. You can probably imagine that those are the same 4 files you need to add a line to when you are installing a module, in addition to just dragging and dropping it in. I don't think you could argue that this is a re-structured Altis Life because I have made this 100% myself from top to bottom and vice versa but I have a gfx developer helping me with graphics and such. What you could argue is that this makes the same thing as Altis Life and I do somewhat agree with you on that, but I just tried to explain how this is modular and that way a bit different from what other missions can offer. Thank you for the question! -
Making terrain out of Real Life Locations?
kerkkoh replied to JFisher's topic in ARMA 3 - TERRAIN - (BUILDER)
Here you have a general tutorial about terrain making http://www.armaholic.com/page.php?id=28048(Atlas) And here you have another one with videos http://www.youtube.com/playlist?list=PLUiViqS-dLHq0o7IM7_5u6tCMy-F3CVW6(CAPTNCAPS updated and redone tutorial series) -
pboProject - cfgpatches class missing
kerkkoh replied to nomexe's topic in ARMA 3 - TERRAIN - (BUILDER)
PboProject is hardly ever wrong so it is most likely that the p3d or the config are somehow faulty. I suggest first going to the map making skype group and asking about it there. If you don't get a response from there, you might try to run Arma2P again (unpack the pbos again) just in case they have been corrupted at some point. -
I remember this being a problem (You can't get a cursorTarget out of any object on the map). Only fix I remember is packing your project with pboproject.