Jump to content

Search the Community

Showing results for tags 'Map'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 145 results

  1. We are releasing some information related to materials basics, texture maps etc. You may find them useful for Your projects. 1. RVMAT Basics (SuperShader, MultiMaterial, SkinShader, Procedural/Glass/Water/Detail/Normal/Specular/Tree etc. maps) URL: http://community.bistudio.com/wiki/RVMAT_basics Done: SuperShader for MAX and MAYA (no .fx files yet) http://community.bistudio.com/wiki/Super_shader Done: MultiMaterial for MAX (no sample .mcr script yet) http://community.bistudio.com/wiki/Multimaterial Done: SkinShader (no sample MAYA cgfx (screenshot) yet) http://community.bistudio.com/wiki/Skin_shader Done: Face wound textures http://community.bistudio.com/wiki/Face_Wound_Textures Done: Static Environmental Reflections (published mainly for compatibility reason as SuperShader (includes environmental map/fresnel) replacing this functionality) http://community.bistudio.com/wiki/Static_Environmental_Reflections * - some hints about physical properties at bottom http://community.bistudio.com/wiki/RVMAT_basics#Physical_properties (including Bullet Penetrability ) 2. Texture Map Types (includes HQ NM) URL: http://community.bistudio.com/wiki/Texture_Map_Types 3. Post Process effects URL: http://community.bistudio.com/wiki/Post_process_effects 4. Unit ergonomics (Soldier model proportions) URL: http://community.bistudio.com/wiki/Soldier_model_proportions 5. Weapons settings (some informations about weapon configs) http://community.bistudio.com/wiki/Weapons_settings 6. Damage: http://community.bistudio.com/wiki/Damage updated in BIKI: http://community.bistudio.com/wiki?title=Weapons_settings&diff=57833&oldid=56416 http://community.bistudio.com/wiki?title=Bullet_penetrability&diff=57836&oldid=52134 http://community.bistudio.com/wiki?title=RVMAT_basics&diff=57820&oldid=52837 while it's minor i hope it helps bit :) 7. other documentation per demand and as needed @TBD NOTE: Please don't edit these wiki pages w/o some prior discussion with BI staff as we will add more info into these in future ... Per demand => if it's possible i will see what can be done about such requests ... if you not post here just bug me on ARMA2 irc channel
  2. Hello, community! I have seen such a script, but I can't find it anywhere: - the player needs to complete multiple tasks; - he's debriefed by his HQ and must open a local map (EDEN item, placed on the map); - when he interacts with the map, a map is opened all over the screen; - all tasks are visible on this map as flags; - the flags' markers change its size (grow a little) when the mouse marker is pointing at them; - during this action a text with description is shown next to the current flag marked; - when you click on the flag, you will be teleported to the location; - I want to use the script on the VR map for testing and then move it to the mission's map; - I want another such map asset (item) to be temporary spawned next to me (near player's new location) after being teleported, so the player can go back to the HQ debriefing area, once the task is completed (the player will be allowed to do that only when it's finished /this is not a mandatory condition/). | The second possible variant is just another copy of the map item at the specific task location, but the condition with the task completed must be "true"; - I want the task to be activated, when the player is just spawned and teleported to the task's location, so I guess I will have to put a trigger there. Thanks for the help in advance! 🙂
  3. Hi, I made a package of patch for old maps (before 1.60 version) with black sky. I choose to patch only consistent map (not in pre-alpha version or unfinished maps). If you want absolutely a patch for a map that is not in the list, send me a PM. To use it : activate the patch of the map you want and activate the map (map not included, it's only a patch). Open the map with "fix" name in order to not have the black sky. Download here Patch available for : - Atlantis Map - Bornholm (lite and normal) - BTC_Al_Jak - Diaoyu - Hindukush - Kandahar Province - Khogyani - Lost Island (normal and winter version) - Sangin - Tilos
  4. UNSUNG TEAM RECRUITING In order to continue producing this great mod at a high level of quality and quantity for the Arma community we are currently looking for the following people to boost our team productivity: 2 x model porters - porting models from arma 2 to arma 3 (e.g. motorbike, bicycle, helicopter, tank) - you need to have basic knowledge of Arma Tools (object builder) - we can teach you the rest, you just need to be willing to follow our guidance. - These posts allow people the ability to grow and develop their knowledge in model development. 2 x building artists - high level of ability to make new scale models from scratch in whatever program you use - uv mapping and texturing models - we can import to p3d / rig / animate / and config - The buildings are for a new urban map based in Hue 1968 that our world-builder artists are developing. - Your creative input to that map would become legendary! To be part of our team you will need - about 6-10 hours a week for no pay, except being part of a supportive 14 year-old modding team - open-minded and teamworking mind-set - skype account for group-chat - tortoise svn (we can teach you how to use that) Interested? please send me a PM or join the skype group here ok now onto the plan.... HUE 1968 We are planning to build a giant map of Hue City, 1968, to re-enact the Tet Offensive battle for Hue between 16 battalions of ARVN, US Army and USMC vs 10 battalions of PAVN and PLAF (VC). The city has a giant historic Citadel with moats from the Perfume River this is our satmap so far this is the approximate area footprint we plan to create Some useful resources http://1project2far.blogspot.co.uk/2015/04/six-block-war-finding-your-way-around.html http://www.miltours.com/image/data/brochures/lneckhuepart2.pdf https://drive.google.com/drive/folders/0B2vQ__WUjXkGaHNUWnYxRjQyT0E?ths=true https://drive.google.com/drive/folders/0BwNE3oNWMiBDRGV3R2JlT24yMHc?ths=true original map from 1968 and other free maps of vietnam here: http://www.lib.utexas.edu/maps/vietnam.html original vietcong 2 assault on the citadel this is the key one - the MACV compund and streets to the bridge The aim is to build both banks of the river, with a variety of key features: - the hospital, treasury building and provincial admin building, cercle sprtif, MACV compound, etc - the main focus of fighting - citadel, Dong Ba Tower, Tong Tu Gate, West wall bridge, etc - Nguyen Hoang Bridge (6 hump suspension road bridge) - factories - churches - cinema - shopping streets - housing - river and canal bridges - stairways - bunkers - offices - roads and street furniture - fences, walls and railings We are also building a range of new armour and air assets to support this battle, which will be added to Unsung mod during the coming year, these include: - M41 Walker Bulldog - M42 Duster - M50 Ontos - PT76 - Type 63 APC we also need a new M274 Mule - if anyone fancies making one, or donating for it (Edit - Howells is making one) some pics of Hue buildings follow. We are keen to attract some new modellers to help - port and convert Takistan buildings and other A2 assets (not much experience needed as we can teach you) - retexture A3 assets if and where possible (and legal) (texture artists familiar with photoshop or gimp) - build new models (experienced modelers - we can help rig and config for arma) We feel that the release of this map will be a legendary event in the Arma series. Why not join the gang creating it? If you don't have much experience, we still have work, so long as you are prepared to make a commitment to completing one model task. Time-wasters need not apply! the work can be hard, so you mainly need enthusiasm and endurance. so yeah, it's a big project, we need people who can make street-signs, shop signs, railings, bridges, rubble piles, right up to citadel bastions, bridges and cathedrals. so if anyone out there can lend a hand, it's gonna be an awesome battle in the end - a legendary map for the arma series. we already have the satmap done, with the rivers and canals already in. Razorback, Londo and maybe Icebreaker are gonna be working on the basic layouts and ground textures we just need a lot of buildings and parts. I have imported a lot of stuff from takistan already, but if we could get some guys wh ocan just do the importing process on more of the takistan houses, i can help them with a process to follow, and guidance. it's a good way to learn your way around arma building models. then we need texture people to retexture the buildings to vietnamese colonial colours and signs, add shutters and details etc
  5. Hello everyone, Its been about 3 years since I last made a map for Arma 3 and I am back working on a small project that I hope to release a working version on soon. The island information is below and I will upload a high-resolution satellite image later today for people to see the real world location. Here are the map details; Predicted Release: v1.0.0 - 1st July 2019 Map Name: Donousa Location: South Aegean Sea Size: 8km x 8km Highest point: 385m (1263ft) Climate: Hot, Dry and Generally Arid Population: 167 Civilian Locations: Capitol: Donousa Villages: Mersini (South East), Kalotaritissa (North) and Charavgi (South) Military Locations: Small checkpoints, one central base for a small garrison Road Types: Single Main Highway, Dirt Roads, Dirt Tracks, Footpaths Vegetation Types: Bushes, Trees, Low & Overgrown Grass Satellite Image: Link To Imgur
  6. Version 1.03 Last Update and Release: 19.06.2019 Link to the SteamWorkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=835257174 After nearly 2 years of creation, frustration internatl tests and changes i would like to present my little map to the public. ______________________ Update from 17.06.2019, Version 1.03: Update from 05.05.2019: Update from 21.05.2019: ______________________ The orginal location and inspiration for this mod: Rügen is Germany's largest island by area. It is located off the Pomeranian coast in the Baltic Sea and belongs to the state of Mecklenburg-Western Pomerania. It is a very popular tourist destination because of its resort architecture, the diverse landscape, its long sandy beaches and the famous chalk cliffs. The island has a long diverse history and was a point of interest during World War II and after for different military projects and camps like Prora or a planned seaport for submarines. The mod-version: As this mod-island is only about 1/15 of its orginal size it sees many differences and adaptions. The original map is only taken as inspiration regarding locations and shape. D41_Ruegen is placed in the near future and set up as a location for prissoners to resocialize them (thats the reason for the huge walls on the borders). The intention was to create a diverser european map that offers lots of choke points for conflicts, many cities and locations that might be interessted for mission making, life-projects or survival situations. And i tried to make this map also usable for boats by offering many passways and shortcuts. Many other maps where either too big, too empty or too easy to cross offroads. This is why i tried to create a new mixture with a focus on infantry combat and the intention to make a relatively small map, that still feels big as you cant cross it in a straight direction. The areas vary from more civilised and rural locations on the south western part, to tourist locations on the eastern side to destroyed and barren locations in the northern regions. Some fights have been going on there (its up to you if this was because of zombies, rebelling prissoners or whatever). For even more rubble and wrecks check out the "Scorched" Version, also included in this mod. Facts about the map: Mapsize: 16.384m x 16.384m Gridsize: 4096 cells Cellsize: 4m SatMask: 16.384x16.384 Object-Counter: 542.018 Original size: about 65km x 65km Creation time: nearly 2 years (first creations began in january 2017) Relevant classnames: Vanilla Map: d41_ruegen Scorched Version: d41_ruegen_scorched Special features of this map: 3 airports/fields many passways for boats between the islands (might be even faster then going by car) tide-system with changes of the waterlevel up to 3m (lowest water at noon, highest at midnight), offering and closing some passages for cars and boats depending on the time some hidden locations and caves some military and rebell outposts (Polizeikaserne Parow, military airport in the north) throughout the map 2 castle ruins 1 prisson island with underground levels (might be good for roleplay, but AI has problems with that part) 1 highway crossing nearly the whole island for a fast travel but with reduced possiblity to get offroad crowded forests filled with bushes etc. to improve life and hiding of infantry Second Version of the island "Scorched" included in these files containing lots of additional wrecks etc. mainly for survival missions like exile etc. Screenshots from the map (and all the progress from the beginning on...): till 27.04.18: https://imgur.com/a/nWqjt from 27.04.2018 on: https://imgur.com/a/B0Myw3i These preview videos were created by MultiSasch. Thanks for those nice videos! This is the link to his youtube-channel (german): MultiSasch - Arma 3 Gameplays & more Known Issues: REPORT ALL BUGS HERE: Dead Men Walking / D41-Discord Pond objects may have LOD issue at distance AI will have problems entering and crossing some bridges Some very small areas (like "Reinberg" in the south) are still WIP and will be finished or adjusted later Usefull stuff: Downloadable ingame map including relevant city names ______________________ LEGAL NOTICE! READ THIS! THIS ADDON IS RELEASED UNDER THE ARMA-LICENSE: APL-SA You should not upload and mirror this anywhere without permission (This is also relevant for you @armaholic and @moddb!). Additional Info: This item is not authorized for posting on Steam, except for the original IP-Owner Cosmo. This means: You are NOT allowed to upload, reupload or whatever it to the Steam-Workshop! (Just read the steam licenses 6D) Do yourself a favor and create a Steam Workshop Collection, it makes yours (and all other lives) much easier. Special Thanks: Silola - The X-CAM object placement tool. Without this tool, it would have taken more than "just" two years. Zgmrvn - Surface Painter A3-Terrain Builder Discord - Answering questions, providing knowledge and advice, without them this terrain would not have been completed. PMC Editing Wiki for all those great guides around terrain creation CUP-Team for its great core mod, that helped to bring back maps in european areas HAG Objects from WA Lancer for his open sourcefiles for plants and citysigns
  7. Hello, everyone! I have seen in different missions that when you open a task a specific location that you need to go to is marked and can be pointed on the map. It is in the description of the task and a square shows its exact location. How do I do that in Eden? Cheers! 🙂
  8. Hey guys, now that i've seen some maps using tunnels, i thought i would make some models for that. These are divided into individual modules and can therefore realize "theoretically" infinitely long tunnels. In addition, there is a saving of resources, since Arma offers no models for such projects. End with eternal stacking of walls and blocks. Here is the first finished project (without MC texture). All models have at least -3 C-LODs -2 shadow LODs in addition comes the -Geometry -Geometry Phys -Roadway -Fire Geometry -View Geometry -Memory - LOD All models get their materials through the Multimats and are scaled differently depending on the LOD. The lowest poly is only textured by a combined _co map. Currently I am working on this tube. I hope I could leave a first, good impression.^^ If you are interested, suggestions or criticism you can contact me. https://steamcommunity.com/id/HGRaVeN103/ other thread
  9. I'm looking for a map with the following criteria: As large as possible. Only a single large town but other small settlements/villages are OK Only a single airfield but other smaller strips are OK. Preferably not desert. Preferably an island. Any recommendations? Thanks in advance.
  10. Monument Valley - Old West Map Description: Since my first attempt on creating a map wasn't successful, I've started working on a new, working one map for my Wild West sandbox - Old West. Monument Valley - namesake of a place in USA, Arizona and Utah. It's size is 2048x2048 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: Terrain is mainly consists of desert. Other half of it is mountains and plateau. It will have little towns, farms, villages and also some of the Native American tribes when I'll finish working on a topo relief and flora. Plans: Finish making topographical relief Update new sat map to a high-quality one (very boring and not necessary) Map mask can be changed too, but is good already Add foliage Add buldings and other objects Release it Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Maybe something more in the future Snapshots:
  11. George99

    Ocean Map

    With the release of a NATO Corvette on the workshop, and the release of the Jets DLC and the USS Freedom I decided to make an ocean map for large scale naval battles without terrain getting in the way. Here is Ocean Map Features: 350 Meters Deep Ocean (Room for Submarines) 20km x 20km before entering debug Coming Soon: Underwater Cave Systems, Shipwrecks, Plants and Wildlife
  12. Fort Jackson, South Carolina I have finally got my terrain builder working! I can finally continue my progress on my terrains! About this project: This terrain is based on Fort Jackson training grounds. This terrain will be a bit off from real world as it is intended and built for ArmA units and people looking for a training ground with ranges that are built according to real satellite imagery. The buildings and compounds will be different and changed, roads, foliage and geographical features will be as accurate as I can get them. There are a LOT of empty areas and ranges as you may notice when exploring, this is done on purpose for individuals and units to build their own training areas. This terrain will be modified and not resemble the real world terrain 100% and is not meant to look pretty, it is purely made for the unit I am currently in! This terrain is intended for individuals or groups to use as a training ground. Required Addons: None Release State: v1.1 Features: Main spawn area. Accurate tree lines. Multiple ranges (Both built and empty for custom ranges). Partially built MOUT area (Partially built on purpose for custom MOUT layouts). Airport. EOD area. Ordnance and Heavy Weapons range (Mortars, vehicles, static weapons, etc). Fort Jackson Photo Gallery (NOTE: The images in the gallery are from when this terrain was Work in Progress): Download V1.1: https://drive.google.com/file/d/0BwO9rIv0F5O4clRjQUxzVUpJamM/view?usp=sharing Please report back any issues about this terrain, thank you.
  13. Latest Version: 1.4.1 (08|10|2016) This mod adds something new to the trusty old map! It allows the player to place an "unfolded" map in the world, so that everyone can enjoy the benefits of a map, even if someone doesn´t have one in his inventory! Features: Place an "unfolded" map in the world using the ACE_Self_Interact_Menu! Open the map screen using "this" map! See the map markers of the person who placed the map on the ground! Your markers will be less visible, so that you can distinguish between yours and the ones on the map!Ability to copy these markers into your own map (Hover over target marker and press CTRL+C)! Players can place the map on objects, for a more immersive feeling (With CUP | RHS support)! Change the availability of ACE_Map_Gestures to only be usable on the unfolded map! (Set-able through CBA_Settings) Supported objects: ​ Planned: Requirements: Community Base Addons ACE 3 ​ Installation: After unpacking the .zip-file into your ArmA 3 directory, all the files you need to use the mod should be inside the "Addons" folder! If you want to use the compatibility pbos´, you have to move them from the "Optional" folder to the "Addons" folder! Download: R_Unfold (v1.4.1) R_Unfold - Unfoldable Map v1.4.1 Media: The following video is just showing how it works and looks! Changelog: 1.4.1: [ADDED] Language Spanish. [FIXED] ACE error when placing compatible vehicles on mission start (May also fix missing actions on supported vehicles if you encountered some). 1.4.0: R_Unfold: [ADDED] CBA_Settings support (Replacing "R_Unfold Settings" Module). [CHANGED] Module "R_Unfold Settings" has been disabled. (Will be kept for compatibility) [CHANGED] Cleanup in some functions. [CHANGED] script_component.hpp to make it easier to create compat mods for vehicles RHS Compat: [CHANGED] Compat is now fully dependend on RHS (AFRF and USAF). [FIXED] UAZ interaction point and map position are both too high. CUP Compat: [CHANGED] Compat is now fully dependend on CUP_Vehicles. 1.3.0: [ADDED] ACE_Map_Gestures Restriction: Toggle ACE_Map_Gestures to be only available on the unfolded map! [ADDED] Module "R_Unfold Settings" for ACE_Map_Gestures Restriction and for future additions! [ADDED] Workaround to read module settings from module "R_Unfold Settings"! [ADDED] Languages Italian and French! [CHANGED] Some spring cleaning! [CHANGED] Moved actions from script to config! 1.2.0: [ADDED] Polish translation (Thanks to @doman)! [ADDED] Ability to place map on certain objects (Supported: tables, whiteboard, quadbike)(Thanks to @baermitumlaut for helping me with the interactions)! [ADDED] Optional CUP and RHS compatibility pbo´s (Supported: HMMWV´s, UAZ)! [CHANGED] Some minor changes on the code itself! [FIXED] Ability to unfold map while using the map! 1.1.0: [ADDED] Localization (Supported languages: German and English)! [ADDED] Ability to see the map markers of the player who placed the map! [ADDED] Ability to copy the markers off the map (Only if you have a map or a similar item)! 1.0.0 a: [FIXED] Discrepancy between Bikey and Signature (New Bikey)! 1.0.0: Release!
  14. 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).
  15. Hi all, If you used to play on Kunduz, Afghanistan map, you remarked the doors of any building are not active. Here is a simple code to add in initPlayerLocal.sqf to make them work. (Create it in mission root if missing) if (modParams ["@Kunduz, Afghanistan", ["active"]] param [0,false]) then { inGameUISetEventHandler ["action"," private _intersects = []; if (_this select 4 == 'Close Door' or _this select 4 == 'Close Window') then { _anims = 'true' configClasses (configfile >> 'CfgVehicles' >> typeof cursorObject >> 'AnimationSources') apply {configName _x}; { _intersects = ([cursorObject, _x] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); if (count (_intersects select 0) > 0) exitwith {_intersects} } forEach ['VIEW','GEOM','FIRE']; if (count _intersects > 0) then { _select_door = (_intersects select 0) select 0; { if (count _anims > 0 && {[_select_door,_x] call Bis_fnc_inString}) exitWith { cursorObject animateSource [_x, 0];true}; false } forEach _anims; }; }; if (_this select 4 == 'Open Door' or _this select 4 == 'Open Window') then { _anims = 'true' configClasses (configfile >> 'CfgVehicles' >> typeof cursorObject >> 'AnimationSources') apply {configName _x}; { _intersects = ([cursorObject, _x] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); if (count (_intersects select 0) > 0) exitwith {_intersects} } forEach ['VIEW','GEOM','FIRE']; if (count _intersects > 0) then { _select_door = (_intersects select 0) select 0; { if (count _anims > 0 && {[_select_door,_x] call Bis_fnc_inString}) exitWith { cursorObject animateSource [_x, 1];true};false } forEach _anims; }; }; "]; }; Have fun on this beautiful map. Updated Nov. 20th 2018 (see comments)
  16. 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.
  17. 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.
  18. 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)?
  19. Hello, i want to edit Altis, and it would interest me very much how close in the future the source files are available.
  20. 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
  21. 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.
  22. 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"};
  23. 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
  24. 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:
  25. 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.
×