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Found 128 results

  1. I am making mission where the players don't know where on the map they are starting from. Disabling the center map on player function was easy enough. However there is another problem. Both in the mission briefing screen and after the mission start when the player opens his map for the first time the map starts zoomed in and centered on the player's location. Is there any way of preventing this, like having the map camera focused on an invisible marker somewhere? Any tips will be appreciated.
  2. I noticed that for any of the maps where the vertical scale on the left increases from top to bottom (instead of the default bottom to top), like for example on any of the Chenarus and Sahrani maps, that there is a glitch with the coordinates. The zoomed in coordinates do not match those when zoomed out. To reproduce, open the map United Sahrani and zoom out until the contour interval changes from 10m to 20m. Place your cursor so that the cursor horizontal line is in line with one of the 2 digits on the left (example 10 in line with the town of Paraiso). So that horizontal should correspond to 100 if I convert to a 3 digit reference. Now zoom in one step closer without adjusting the position of your mouse, so that the contour interval changes from 20m to 10m. You will see on the left is now indicated 109, instead of 100 !!! Put in another way, if someone is given a 6 digit grid coordinate on this map, for example 075 095, but they found this coordinate while they were zoomed out to 20m contour inerval, then if the person who is plotting that coordinate is zoomed in to 10m contour interval and they plot that position, they will incorrect by 1km to the North. Before replying with angry rants - just do a test yourselves on Chenarus and Sahrani and any other maps where the coordinates do not increase from top to bottom, and left to right (the positive xy quadrant on a Cartesian coordinate system).
  3. INFORMATION The terrain is 400km^2 (20kmx20km) big and is a true to scale recreation of the Senkaku Islands. Mask/Sat: 16384x16384 Height: 4096x4096px (5px/m) In my mind, the map is best suited for small carrier operations in cooperation with amphibious warfare. It might also be interesting to people that are playing with the HAFM Navy mod, I will try to improve the underwater terrain in the future. Most people should be able to play on this map with full view distance without any performance problems. REAL LOCATION This map is a recreation of the Senkaku Islands in the East China Sea. I tried to get as close to the real location as possible, but did take minor artistic liberties to make the map just a little bit more interesting (Added a radar station; moved Kuba Jima a little south to make it fit on the map) https://www.google.com/maps/@25.7558356,123.531659,11812m/data=!3m1!1e3?hl=de Information on the dispute from Japan´s perspective: https://www.mofa.go.jp/region/asia-paci/senkaku/qa_1010.html CREDITS Fromz with his Diaoyu Islands terrain that gave me the inspiration to give the area a workover. DOWNLOAD Workshop IMAGES
  4. There's probably an easy fix, but I don't get it. I have a mission where the guys are searching for some UAVs and UGVs. The problem is, the UAV/UGVs are showing on map (even with show/hide module). How do I fix it? I've checked that when I place them, they have no crew. I also want to have "Show friendlies on map" on.
  5. GF Units Map Markers and Symbols Script by GEORGE FLOROS [GR] Description: GF Units Map Markers and Symbols Script , simple Map Markers for AI and Players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Units Map Markers and Symbols Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Simple Map Markers and Symbols for AI and Players for SP - MP and debug purpose. It is also included a mod version , posible to unpack and edit. The mod has enabled only the playerSide markers. It is possible to filter the display . You can add in the init of a unit to exclude : this setVariable ["Var_GF_Units_Map_Markers", true]; this setVariable ["Var_GF_Units_Map_Symbols", true]; More information inside the .sqf Added support for : ACE3 mod , FAR , BTC and AIS revive. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.0 Fixed the group icon error, for the size of the unit v2.0 Several Fixes , including type of markers , symbols and errors. Added markers depending on side. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40252 Armaholic GF Units Map Markers and Symbols Script
  6. Hi guys! I'm trying to replace the map by a custom image whenever players open their map. What I have so far allows me to create the pic when the map is opened and works, but the trouble is it is shown over every other layer, while what I'd like to do would be to place it just above the map, but behind everything else so that players can see everything else, (tasks, briefing etc.). Any insight will be greatly appreciated. Here's what I have so far: findDisplay 46 displayAddEventHandler ["KeyDown", { if (inputAction "showMap" >0) then { _x = -0.00531249 * safezoneW + safezoneX; _y = -0.00399999 * safezoneH + safezoneY; _w = 1.01063 * safezoneW; _h = 1.008 * safezoneH; _ctrl = findDisplay 12 ctrlCreate ["rscPicture", 1000]; _ctrl ctrlSetPosition [_x,_y,_w,_h]; _ctrl ctrlSetText "media\img\splashscreen1.paa"; _ctrl ctrlCommit 0; }; }];
  7. Jasło is located in south - eastern Poland, in Carpathian mountains. It is modelled after the real place, although it will be modified for gameplay sake :) The terrain is being created as an addition to PSZ: Polish Armed Forces modification The map itself is 64 square kilometers (8,192 m x 8,192 m), with 4 m cell. It includes one big city, Jasło (already done!), located in a valley where three rivers flow. Yup, three rivers - better storm those bridges or prepare your fording equipment if you want to get anywhere. It is currently in early alpha stage and undergoes closed tests :) There are also several smaller villages (TBD), and wide forest areas (more or less done). The map will offer varied enivronment for different missions. It currently utilizes CUP objects, but we intend to prepare our own building pack, to make it more varied and to add this central Europe atmosphere instead of generic CUP-city :) DOWNLOAD: Steam Download Less talking, more screens:
  8. At first tried to change locaction names (or their font) for map control in the description.ext. Seems impossible, as far, I can tell. Location names properties seem to be defined in the CfgLocationTypes, and these are chosen in the "Names" subclass of given map class. So, as a plan B, I'm looking for a way to hide these names instead. Is that possible in the description.ext (RscMapControl config)?
  9. Hello, i want to edit Altis, and it would interest me very much how close in the future the source files are available.
  10. I'm trying to start mission on server of our clan but every time I get CAData error in log: Warning Message: 15:02:10 Warning Message: Addon 'A3_Map_dingor' requires addon 'CAData' So... can you help me solve this? What should I reinstall or download on server? SOLVED: Lingor+Dingor addon wasn't up to date.
  11. Problem is that even though players can select the respawn position (using Respawn Position module) upon entering the server, they are are spawning on map edge instead. I've used this method successfully in other ops and cannot see what could be causing this. Respawn Position settings Type: Infantry Side: Blufor Show to: Only the side Notification: Disabled //Description.ext respawn = "BASE"; respawnButton = 1; respawnDelay = 5; disabledAI = 1; respawnTemplates[] = {"MenuPosition","Spectator"};
  12. BrendanCiccone

    Map Movement Solution

    As it stands right now the way the map operates can be pretty deadly, especially if you did not set a waypoint to the exits before grabbing loot, a crate, and/or something else, since opening it stops you from moving completely. I've noticed a lot of my friends I made get the game have been complaining quite a bit about it. I think my proposed control scheme would be a good middle ground because it doesn’t involve adding any new functionality, but instead just switches around some of the inputs from the controller and leaves completely free one of the directions on the D-Pad for gestures or other usage. Proposed New Map Control Scheme - Left On D-Pad: Opens/Closes Map Up & Down On D-Pad : Zooms In/Out Left Analog Stick: Remains Controlling Character Movement Right Analog Stick: Controls Map Crosshair Y Button: Focus On Character Location A Button: Place/Remove Marker
  13. Hello, i'm very newbie at scripting and stuff i wanna make some kind of CAS/Arty ordenance by pointing at the target (By binoculars for ex) or by putting the Mouse on the map i wonder if there is a function or a way to get that working, i know it exists cuz for example at the Campaign there is a mission when you point at the target or use the map to request mortar fire thanks in advance
  14. So I want to use markers that are linked to playable characters. My players will be playing characters that live in certain places or know certain things from the start of the mission. They have the ability to choose what kind of character they want to play out of a multitude of characters. However since I have multiple choises of character for the players I do not wish them to know the markers of the characters that are not being played. So how am I able to link these markers to the characters and only let them be show when a character is being controller by a player. TLDR: How do I link a marker to a unit that only shows up when a player is controlling that unit. But the marker has to be visible to everyone.
  15. In the TerrainBuilder everything looks fine but as soon as I get into the Buldozer I get an error message and cant see any textures. If you need any more screenshots or informations pls contact me
  16. I want to restrict a area for my player to play in on Altis i want to make a Infantry Game and i want to stop players to use the hole island to run around on. does anyone know if it can be done. i have tried with 4 triggers so if you walk/run inside them you die, but i want to make it so you get a warning and will be told to turn around or you die. // Play3r
  17. Hi, how do i decompile the original files from arma 2 texture? if i cant do that, how can i decompile a reskin texture? http://www.armedassault.info/index.php?game=1&cat=addons&id=1033 like this skin
  18. Does anyone know , how to delete the coordinates , and the red lines , that show your location on map? (the red letters and the red lines) 036038 32m Thanks!
  19. MONTELLA TERRAIN MOD ============================================================================================================================================================================================================================ ============================================================================================================================================================================================================================ Hello everyone, Its been more than two yeard since I started this project and I think it is time to make it public and breathe a sigh of relief. I hope you will enjoy every piece of it, just like i did making it. The Terrain is inspired by a mountainous region in Campania (Italy) south of Naples, yes it’s not an island. The vibe is the same as in “Chernarus” but with a touch of Italian Culture. The map is a scale 1: 1 with the real areas (Parco Regionale Dei Monti Picentini - Irpinia). It is essentially a big valley between two large mountains “Verteglia” and “Laceno” both with their points of interest, towns and much more. The valley has 3 big towns: the most important “Montella”, then “Bagnoli” and “Cassano”, two of which have already been completed. Also, an entire section has been removed to create an area that actually does not exist in real life, the “Irpinian Sea”. Being a rural area there are not many roads that connect the town easily therefore you will have to cross rivers and ride on top of high cliffs and mountains. The map uses at its best the Arma 3 assets both the vanilla and the Tanoa ones also, we imported some from Arma 2 and other mods. Update: Terrain is still Work in Progress The terrain is now in a condition i feel many of you can consider "playable". This does not mean that the mod is completed or that it represent a finished product, it still is a Work In Progress. You can download the mod from the workshop here: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ Latest Video: - Object count (up to February 2018) is 2.321.126 - Map size is 10240x10240m - Grid size is 2048 cells - Cell size is 5m circa - Sat/Mask size is 15360px - Citys and Villages 6 - Airports 2 Completed Task: - Towns: “Montella” and “Cassano” with their surroundings. - All the areas covered by trees are completed. - 20 km of rivers. - Almost all of the roads are completed and connected. - Custom highway that joins the two sides of the map. - Custom handmade “satellite map”. - Custom “mask map”. - All configs are written and ready. - A test server with a Custom made Exile Mission is fully functional. To do list: - Second largest city “Bagnoli”. - Small city on “Laceno”. - Harbor and its surroundings. - Fields and houses to fill the areas between each town. - A lot of small adjustments in cities like light-poles benches garbage’s bin and many other small details. ============================================================================================================================================================================================================================ I regularly post updates on my twitter and my YouTube channel and sometimes Stream at: https://twitter.com/MontellaTerrain https://www.youtube.com/user/avatar1924 https://www.twitch.tv/mistermark My Workshop: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ If you want to contribute and help with the project you are welcome to Support the Team at: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=22T9PSBBVQD2U
  20. Variable.A

    New Arctic Map

    First Arctic Map release. WIP http://steamcommunity.com/sharedfiles/filedetails/?id=1283141322
  21. BACKGROUND: It is in the French colony of Oubangui-Chari , that on October 5, 1910, is instituted the constituency of Kandjia-Kouango, with Bambari for chief town. July 31, 1912, it becomes constituency of Kouango, then in 1918 it takes the name banda of Ouaka. In July 1918 , the colonial administrator Félix Éboué was stationed in Bambari, he ran the district for three years until July 1921 2 . The administrative reform of November 15, 1934, establishes the vast Department of Oubangui-Ouaka which includes Mobaye , Fort-Sibut and Fort-Crampel . After the second world war, October 16, 1946, the region of Ouaka-Kotto is created of which Bambari remains the chief town. In 1950 , the region of Ouaka-Kotto is divided in two: between most of the region which becomes Ouaka and the south-west part which becomes the region of Lower Kotto with Mobaye as its capital . The region of Ouaka becomes the prefecture of Ouaka after independence. CURRENT TIMES: Ouaka is nowdays the center of the armed crisis in CAR (Central African Republic), the region is much rich like the rest of the country. Hundreds of peoples have left their homes because of the ongoing conflict. PROJECT: The map don't recreate 100% off the region, some places are ficticional or have something altered for gameplay purposes. The map is 67.1 km². PICTURES:
  22. Hello my boys, im searching some recent tutorial of how to create easily an arma 3 map from nothing. Sorry for my bad english (lol) and greetings to pole message.
  23. Hi guys! Like last year around this time I announced my jungle, PKL, this year is no different.. Some of you have followed my experiments the last few years in creating some terrains from my homelands without being able to make publishable results. My goal is to recreate the environment I see if I go 1 hour east of my hometown into the mountains. I have finally found some suitable map frame specs and a location that is interesting and unique enough to make it worth my time and effort completing. That in addition to the multitude of problems with seriously aging game engine technology and Arma specific limitations in RV has me finally landing on the following: This is VIDDA: 12x12km with 3m cel size (terrain detail) Norwegian mountain tundra in the summer. Altitude varies from 800-1200 meters. Almost the entire terrain is above tree limit altitude but some spread small forest areas are added to the lowest valleys for gameplay options.(subject to change as custom veg is decided upon) Midnight sun because above the polar circle. (Locals should approve :)) 1 Village with most facilities 1 Border crossing 1 military base with long runway More info: Though it has snow, this terrain is set in the summer. The area looks like this from october to march. If it was a winter terrain, roads would look like this. Even in the spring it can be a chore to keep roads open. Some times a LOT of the snow sticks around for the summer. You can go skiing all year round and when the sun is shining you can wear a tshirt and pick flowers next to the snow. If you are into that sort of thing. The terrain itself is imported from LIDAR scans but heavily altered proportionally to conform to Arma limitations and to maintain expected funcitonality, mainly regarding AI. It has been scaled down slightly in area and significantly vertically.. Nobody likes ai tanks driving down vertical cliffs 500m tall right? Or Howabout when AI choppers fly into a cliff for no reason? The snow on the terrain is of the kind that will stay all through the year and is practically ice in terms of interacting with it. Hit one of them with a vehicle and the vehicle will be affected more than the snow pile. This is authentic. 3m cel size allows for nice snow piles being formed and tactical possibilities with them are endless. Hulldown vehicles, hiding infantry, sneaking up on the enemy and the tactical possibilities with using terrain detail to your advantage are the same as on PKL. In the actual terrains, there are very few structures and only one road. It is from a national park area. For Arma fun reasons, I've added pretty much everything required on a terrain however. This being much easier to do than recreating a settled area. This means that every area that would be a big pond or a smal lake, have been transformed into settlements or other industrial are/mil installation. In my older Norway terrain attemps, Not having placeable water above sea level has been one of my biggest headaches as water is vital in an area defined by it. Small bodies of water are on the way however as the community has come up with some solutions to that. The terrain coordinates have been placed a few degrees further north to accentuate the arctic lighting. Currently working on rewriting lighting configs.. more on that later. The first public iteration of the terrain will be up on my workshop before spring. After that it will follow a cycle similar to PKL, as they alternate in priority. Gameplay wise you can expect pretty much the same as my second favourite map ever, Takistan but with mountain vegetation and snow patches instead of sand. With a similar feel and enough terrain detail to accurately recreate the actual terrain I grew up in.. It takes More than half an hour to drive the main road within speed limits from end to end and an AI in a hatchback does it in 15-18 minutes if his waypoint is set to fastest. Ai perfectly navigate via roads from end to end of the terrain with single waypoints. Technically the terrain is playable as it is currently, but I need to add a few layers of vegetation, rocks and other objects (as many custom as possible becuase native plants, geology etc) before a release to the public. All of the objects also need to be appended to terrain masks and imagery too. I will post pics and info updates in here as I go. For more up to date stuff, you can find me on twitter. Happy New Year! More coming shortly! Daytime. Midnight sun. View from one of the highest peaks. Midnight sun Outside terrain matches the mountains as much as possible to enhance jet gameplay. It sort of makes the terrain feel vast when you are at altitude. This done instead of coastline as coastline would remove at least 1/3 of the map frame due to procedural terrain and the look didn't work. There are enough islands out there with mountains. The north eastern part of the terrain by the old soviet border crossing has mostly flat tundra that can allow you to build airstrips or outside the map staging areas for larger scale ops. Enough area is left outside the border fence that improvised strips can be placed there aswell but still within a narrow strip of the mapframe (compatibility with ALiVE etc). In the videos below, there are 100s of ai and over 50 ai vehicles going about their day. 8km view range and 2.5km objects. MEDIA: My new years resolution, white lie, pinkypromise thing is to release this terrain to the public asap.
  24. I'm in a process of converting my "Podolsk city, district #4 (in Russian: Подольск, микрорайон 4)" template into terrain format. And making new models for some of the huge buildings which were previously made out of many separate objects. Never done 3D modeling or Arma terrain building before, so the process will take a lot of time. So far I've made a first version of one of the houses and also a model of an authentic fence: Before the release I plan to make 3 more houses and school. After that I want to try make them enterable. I'm also continuing to polish object placement, a lot of them were added to the scene after the template's release. It's nice to live in an area you're modeling lol. Current project version: 81 (private) Link to the template for EDEN editor, version 65: https://forums.bistudio.com/forums/topic/205089-template-big-podolsk-city-district-4 Older screenshots: Comparison with real life (olso old shots): Short video:
  25. Hi, I've been trying to make gameplay more realistic recently and map markers have been making this hard since anybody in the channel that you select can see the markers. I have restricted most channels in the description.ext and left group channel as it is probably the best option for this but that still means that everybody in the group that you are in can see the markers, even if they die and are half way across the map. I can't seem to find a way to add direct to the list of available channels. I would like to be able to place map markers in direct channel or in a similar way to the pointing mechanic so only people near me could see the markers placed. I have been googling and searching the forums for a few hours now with no luck, any help would be appriciated. Thank you in advance.
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