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Vectif

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Everything posted by Vectif

  1. Thanks a lot for your help! This works like a charm and was exactly what I needed. Cheers!!!
  2. Ignore the "rf" part - I was messing around making an asset remain hidden that shows up after they're ambushed. But other then that, I want that trigger to be activated when any BLUFOR/players in vehicle go thru that trigger in any vehicle, and then for whatever vehicle it is, for it to take an X amount of damage to disable it, without needing to specify or name every single vehicle and then make an array for all of them. So no matter what vehicle they take, the one that is within the trigger's area at the time of it's activation will take the damage. So basically - how do I make the trigger detect the vehicle that is currently within it, in order to edit it's properties? e.g. it's damage, fuel, hitpoints, visibility, anything of the sort. Just that in this case, it's the damage in specific.
  3. Many years later and everytime I forget how to do it I still keep googling this same thing and I end up always finding the solution on the very own post I made myself 4 years ago, lol. Always find out how to do it from here! Thanks everyone for all the replies.
  4. so I currently scripted out a situation where you try to release a civilian that's charged with explosives, thing is, the explosion is too big. It will destroy everything on a very big radius, I'm currently running ACE3 and also the bomb classname is "M_Mo_82mm_AT_LG", other bombs I've tried are "R_80mm_HE" and "Bo_GBU12_LGB" but they were still too big. I'm looking for something with a small radius that will kill the person next to it or about a radius of 5m-10m or anything around that if possible. Does anyone know? The bomb explosion class name or just the explosion itself? It would help a lot!! Thanks beforehand and wish you all best of luck! Edit: A good bomb is "M_PG_AT", but it is still sort of big!
  5. Hey, this is a few years after, but I suddenly had this issue happen to me today. No updates on my PC happened, I haven't restarted it, I opened all the ports mentioned above aswell and I'm getting the "check UPnP/IGD on your router" error, anyone knows something to do about this these days? P.s: Love goko--'s picture, big fan of that album from Faith No More, lol.
  6. Vectif

    Djalka

    Hey everybody. The new islands of Fuegian, Nasua, and Warrah are now live! Check out some pictures of what I've been up to with them: I've also made other extra object placements changes and minor details around some of the map areas, like adding more scenery and a bit more life to a few cities, like adding timber piles, wood crates, cargo shipments, and more, around the map - and I plan to keep giving some life and lived-in tone to the map in following updates. Thanks and feel free to check it out, it's now live on the STEAM Workshop and I hope soon on Armaholic, hope you guys like these three new locations! Have fun! Cheers.
  7. Djalka is a fictional 32.6km^2 ArmA 3 terrain version of the South Georgia Islands, located to the further east of Argentina past the Falklands / Islas Malvinas and were part of the conflict at the time. It is a snow-covered tundra-like terrain, with many mountain peaks, long roads and drives, many towns, military bases, factories, deep sea, and a lot of ocean and air environment for diverse encounters of all types. The map contains a lot of diverse areas ranging from populated cities to complete open terrain, alongside coasts and rocky mountains, vantage points on landmarks, and much more. There’s a few easter eggs and the maps is to be updated more in the future. https://en.wikipedia.org/wiki/South_Georgia_and_the_South_Sandwich_Islands Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1990519900 Launch trailer: Images: https://imgur.com/gallery/QtcMIGT Map: The goal was to make a fun, big, and distinct snow terrain that’d scratch the itch the ArmA 3 community had been having for a snow/winter-themed terrain. The map is also located in a location uncommon to videogames and ArmA 3, which is in South America, east of Argentina - the forgotten island that was part of the Falklands conflict. The map is by no means similar to the real-life location, other than the shape and structure of the terrain. All the cities, military bases, farms, landmarks, and so on are purely fictional for recreational purposes of the terrain. This was a personal project I embarked on when I was 16 in highschool. It was my 2nd map attempt and a more serious and big one at it. I ran into a lot of technical issues, a learning curve, and on and off work trying to juggle real life, my other hobbies, computer problems, high school, and college. Most of the work in this map was done around that time. This project first started in March 2017, and after lots of work, I am happy to release it for people to enjoy and have fun missions on. There is more to come, as I plan to upgrade and do more detail work on this map. I am open to suggestions, and if anyone wants to volunteer ideas or help with object placement, feel free to contact me. Requirements: CUP Terrains - Core Technical Details: -32km x 32km Size -Altitude range of 0 to 400 -Tundra/winter/snowy biome with falling snow (replacement of the Rain parameter) -Multiple settlements such as a large electrical plant, saw mills, farms, military bases, and many towns and cities made with vantage points in mind for missions. -Small deserted islands scattered around the island -Some open fields for mission makers & object placement License: CC BY-NC-SA 4.0: https://creativecommons.org/licenses/by-nc-sa/4.0/ Special Thanks & Credits: -M1lkm8n for very specific help fixing up errors and lending a hand into sorting things out and fixing issues, really awesome guy, I owe him one! -BPS and PTR for their permission to use their winter vegetations -ArmanIII for his permission to use his winter vegetation and his helpfulness -Community Upgrade Project team for their conversion of the ArmA I and II assets to ArmA III -Snake Man, Lappihuan, M1lkm8n HorribleGoat, Mikero, Ice, & bludclot for being really helpful and giving me a lot of pointers and help throughout the #terrain_makers Discord chat to make this terrain possible! -The ArmA III #terrain_makers Discord chat, and all the help and support from diverse community members -Adanteh for ObjectPlacementTBH, awesome tool and really useful! -Bohemia Interactive for this opportunity to make our own content and express our creativity, making a welcoming environment for users to create wonderful things on, and for such an amazing game! Thank you! ANY REUPLOADS (STANDALONE OR PART OF MODPACKS) TO THE STEAM WORKSHOP ARE PROHIBITED AND VIOLATING THE STEAM WORKSHOP EULA SECTION 6D, REUPLOADS WILL BE TAKEN DOWN VIA DMCA NOTICE WITHOUT WARNING!
  8. Vectif

    Djalka

    WIP! New islands are in development. I have been requested by a few people to make a few of the islands around Djalka to be more accesible, and to get populated. I've added 3 new bridges that connect to 3 islands, islands which were previously empty. These islands will be to the north of the towns of Correa and Soto. I've started to add a few houses, a radio station, and a factory to these newly populated islands, alongside roads and dirt paths. Will be adding more buildings and maybe more factories, I just started working on this idea, will likely be released in the following updates! This is a very early in development upcoming update. Some early teasers: Some early in-game screenshots of the bridges and early object placement: Stay tuned!
  9. Vectif

    Djalka

    Hotfixes: -Signatures and keys added -Optimized loading times -Replaced some assets for better ones
  10. Djalka WIP Thread In-game pictures, screenshots, wips, and demos will be posted down in the replies as I update the thread! Hello there! Here I will present my personal and fictional representation of the South Georgia and Sandwich Islands, which is a snow/winter terrain based mainly on the South Georgia Island; with the slight modification of making it a habitated and populated place, to make things more interesting. Cities, military bases, villages, farms, factories, ports, and much more are going to be present in my rendition of this unique geographic area, hope you'll enjoy to join me in the journey of making it, and even more once it is released! Release date: February 7th, 2020. Latest update: February 3rd, 2020. Map Images https://imgur.com/gallery/QtcMIGT General Information and facts In this thread, I will try to keep a development diary and a place to know how the development of my project "Djalka Islands" is coming along. The island is based off of the South Georgia and Sandwich Islands, it is a fictional recreation set in an alternate reality, cause in real life these islands only have snow and mountains, no trees nor civilization. On the other hand, my version will contain flora and fauna, and also cities and military bases. The island size is of 1000km2, 32x32km. In real life, these islands are always under very cold and snowy conditions, there's only been civilization (a factory) for a very short period of time in reality but I believe that is no longer functional, currently in real life the place is completely empty, but that will not be the case for this fictional recreation! 😛 I decided to make this map as plenty of my friends and people I knew were telling me that ArmA needed more snow terrains, so here I will try to get it around and hope for the best! I decided to make the South Georgia islands is it was both something that could fill the gap for the lack of snowy terrains, and also cause it was a place I could feel identified with 🙂 I will also be accepting suggestions and ideas, or things people would like to see featured! For example, would you like to see a mine? Caves? Ditches and trenches? Just say so and if you want where would you like it aswell and it take a look at it and see what can I do! Project started: March 2nd, 2017 Current progress and features (currently Work In Progress) -3x Military Bases -6x Factories -10x Cities -5x Farms -Many mountanious peaks that go from sea level to 590m -Sea approximately as deep as 300m -Distance from one corner of the map to the other: 32.6km -Custom snow ground textures -Current object count: 103k -A lot more to come as I develop, many things planned for the future! 🙂 Current release status: Fully playable state, everything is ready for release, all that's left is details and embellishments. First release planned for Friday, February 7th. Future requirements upon release: CUP - Core, by the Community Upgrade Project development team Special Thanks & Credits: -M1lkm8n for very specific help fixing up errors and lending a hand into sorting things out and fixing issues, really awesome guy, I owe him one! -BPS and PTR for their permission to use their winter vegetations -ArmanIII for his permission to use his winter vegetation and his helpfulness -Community Upgrade Project team for their conversion of the ArmA I and II assets to ArmA III -Snake Man, Lappihuan, M1lkm8n HorribleGoat, Mikero, Ice, & bludclot for being really helpful and giving me a lot of pointers and help throughout the #terrain_makers Discord chat to make this terrain possible! -The ArmA III #terrain_makers Discord chat, and all the help and support from diverse community members -Adanteh for ObjectPlacementTBH, awesome tool and really useful! -Bohemia Interactive for this opportunity to make our own content and express our creativity, making a welcoming environment for users to create wonderful things on, and for such an amazing game! -And thanks YOU! So yeah, I'd be glad to hear what you guys think, what you guys suggest and your ideas, or anything, just discuss as you'd like, hope this interests some of you! Soon it will be a place for combat and many adventures! 😛 Thanks you for your time and for visiting my thread! 🙂 Kindest regards and best wishes, K9S.
  11. Vectif

    [WIP] Djalka

    Hey everybody, Djalka has been released into the STEAM Workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1990519900 Further updates and development will now be posted on the BI forums release post. Visit the BI forums release post here: A little teaser video, launch trailer!
  12. Vectif

    [WIP] Djalka

    Djalka will be released publicly for playing this Friday! On February 7th of 2020! Hey everybody. I've decided to settle on the first date for public playable testing, and release, of the terrain! The terrain will be made publicly playable on February 7th of 2020 thru the STEAM Workshop! Requirements will be CUP Core and nothing else! I want to thank everyone who has been interested in this terrain, whether long-time or recent! And everyone who has helped me sort thru all of the issues and hiccups this terrain had over time. I worked a lot on it whenever I had time, and it was entirely a one-man job. Started in highschool when I was 16, and worked on and off as I learned and had free time and the motivation and willpower to keep working on it. Stay tuned, and hope to see you guys playing! I am interested in all feedback, critic, suggestions, and tips. Hope it'll be of your liking, here are some more pictures before release! Can't wait to see what fun missions and game sessions you guys will have with it! Please do share with your friends or anyone who might be interested, this has been a passion project of mine and a way to give back to ArmA 3 and it's community which have brought me many moments of joy and fun, for many years, since 2014, and going on still today! Cheers and hope to see you soon! R.G., K9S.
  13. Vectif

    [WIP] Djalka

    Updates: -Implemented Enoch/Livonia assets & buildings -2 New cities and started expanding already existing cities that had opportunities to get bigger and create interesting locations -Further object placements, adding more fences and walls to construction sites, villages and towns - sheds, trailers, glasshouses, and more are being added to further liven up the landscape -Added more landmarks, ideas for landmarks are also appreciated! -CUP winter snow replacing rain has been fully implemented (& rain sounds removed!) -New roads, and a few previously vast empty areas are now populated More to come, I'm planning on touching up all the details and making the most out of all the possibilities the terrain offers, but release gets sooner and sooner. There are a few things to be discussed with the community that I'm deciding whether I should do or not, but that will come with the release. Mainly, the two halfs of the island are aggresively separated by a big mountain - I've always liked when games forced you to switch vehicles, as crossing via ground would be very difficult here, and you'd either need a helicopter or a boat to go around it and reach the other side, alternatively, I could make a long highway road and work around the mountain to connect both halfs of the island, making it easier to travel between them - but I'm not sure about what people would like more, it's something I've been discussing in my head and with my friends, but I assume time will tell!
  14. Vectif

    [WIP] Djalka

    Hey there! I am very happy to say work has been steadily growing on this map, as final stages for the first release of the map are just around the corner! A lot of things have been fixed, errors corrected, objects placed, changes made, and so on! I've learned a lot of things along the process that are being applied to the map as the project progresses. A lot of towns have been getting way more details to them, new factories and military bases have been added, and towns are beginning to be more polished. Most of the map is playable and ready to go, all that's left is extras and minor details, and there are only about 2 areas of the map that are missing the core/main assets to be decided yet. I've also replaced the road textures to be back to the original ones I retextured, I've replaced the rain and rain sounds for snow instead, changed the ambience/overall weather of the map, added clutter (which had been long waiting!) and much more. Do stay tuned, a lot more is to come - and soon a new winter terrain will be arriving for all your snowy, tundra-y, winter-themed ArmA needs - what was asked will be delivered, and I hope to add some variety into the mix of Arma terrains, maybe kick the ball! Cheers. Have some of the latest previews of the map: Stay tuned! Release is getting closer! 🙂 Cheers, R.G., K9S.
  15. Hey! I was curious as to what are interesting things people would like to see in a terrain. Suggest away!
  16. Vectif

    [WIP] Djalka

    Loads of progress in the work! Just thought I'd get a more 'general' showcase for you guys to know what it'll be like! A lot of details are missing still, and things are to be added, but it's beginning to take shape nonetheless! Enjoy, more soon to come! Cheers, and stay tuned for lots more to come!
  17. Vectif

    [WIP] Djalka

    Just finished up placing all the forests, trees, valleys, among other things in the map! Object count was 57.000, now going around 86,000! I've made more adjustments to some towns, added more roads and a few more places, extended some towns in size aswell where I found fit and saw the opportunity! Things are still to be modified, and now I start to dig in deeper into details, such as fences, walls, and other minor objects that add more life to the map. Focus is now on building landscapes and environments for interesting gameplay and playability. Cheers! 🙂
  18. Vectif

    [WIP] Djalka

    Update & status: Been working on placing down trees, adding fences and other minor details to towns that were already pretty finished, made a few changes to roads and connected a few places that were otherwise unreachable through land vehicles before. Added a new military base, quite a few farms around the long roads across the island, started adding scientific research centers around the map & micro-islands (inspired from how the South Georgia Islands in real life & the present are only inhabited by scientists for research), added another city, made more roads and bifurcations within cities themselves, along extra work on making forests and snow wastelands. Updates: Object count: 20,058 to aproximately 57,000. Object placement: 6% to 9% Detail placement: 2% to 5% Added: New military base, new factory, a few scientifical research centers, more farms, fleshed out a city, added some extra roads to make more connection for going across the map. Cheers!
  19. Vectif

    [WIP] Djalka

    Hey there! AI react positively to the roads, rock underpass and the long roads across the map, I haven't been able to spot any errors so far throughout the development and testing. There currently isn't passes over water, and I'm not sure if I'll be adding any, but it's something I'm considering, cheers!
  20. Vectif

    [WIP] Djalka

    Hey, what's up everybody! Work is still being steadily done on the map, I've been adding a few new cities, planting a few trees, fencing up towns, military bases and fences, among some other various details. I've also made highways and roads connect parts of the map that were previously inaccessible thru ground vehicles. Cheers, some update pictures below!
  21. Vectif

    [WIP] Djalka

    Work has been resumed, the biggest issue seems to have been resolved after long hours of troubleshooting and working together along with the ArmA 3 #terrain_makers Discord chat, people such as Ice, HorribleGoat, Mikero and bludclot who've extensively tried to help me figure out what my errors were, and with enormous special thanks to M1lkm8n for specifically helping me one on one to fix programming, hierarchy, and general issues along with troubleshooting with me, he has really helped and his effort is really appreciated, totally cool guy and absolutely helpful, I owe a big one to him, and funny he was one of the few people who -also- helped me out when I was barely starting to work on this map years ago! Still as helpful as always 🙂 I'll resume working and progressing development of the map as of this notice! Expect updates on the thread sometime soon. Cheers.
  22. Vectif

    [WIP] Djalka

    Hello, yes, that's where I've been this whole time since I started making the map. I am currently going over a few things with a few of the experienced terrain makers in there, chatting back and forth, and getting specific individual help aswell - when it's more clear what will fix this is when I'll reupdate everything here. Getting a great deal of help from M1lkm8n, and bludclot, horriblegoat, mikero, and ice, among others! Thanks for the feedback and stay tuned! 🙂
  23. Hey, bit of a necro here. I used to have a custom face back in 2016 that I made for myself - and this transparency issue was happening! Googling to see if ArmA had released some sort of update or someone had found a fix made me come across this thread. Just thought I'd give it a little bump or support, or just to see/know if you or anyone else ever came up with a solution to this slight transparency? Anything that's black/brown coloured is just rather transparent upon lighting, in the dark it looks fine, but otherwise it blends with the default face and acts transparent. Cheers.
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