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Found 145 results

  1. BARIGA EDIT: 1.4 out: - repacked content for better filesize - fixed objects not showing on ingame map - minor changes to placement of some trees (wich were ranging too far into roads) (older version also included:) - Replaced bulletproof bushes with custom made (non bulletproof) bushes. - Added signature and bikey steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=886316372&searchtext=bariga Armaholic download: withSIX download: ArmA3.de Mirror also avialable (still 1.2): DESCRIPTION: This terrain is completely fictional and not based on any realworld location. I tried to acchieve a look that differs from other terrains, as it is always nice to have some variation. Background: The area of Bariga had to be evacuated because of an incident in a research facility nearby. Nobody ever returned and the evidence of the escape in a hurry still can be found all arround the settlements. ----------------------------------------------------------------------------------------------------------- some specs: size: 25 km² about 300000 objects (mostly plants though ;-) ) custom terrain-textures ----------------------------------------------------------------------------------------------------------- This is my first terrain ever, so please be dulgent ;-) SCREENSHOTS: And as requested... SATELLITE IMAGE
  2. Hi. How can I make a script run when the map is opened? I tried this but it doesn't work: While {visibleMap} do {
  3. Morning lads. So finally I've gotten time and came round to getting back on track with making custom markers. I'm currently in the process of making all Blufor, Opfor, Neutral, and Unknown markers from the "App-6aHandbook, a .pdf formated "Land component handbook" from the British Army of what all standard Nato markers are as of up till today. The photoshopping, and editing as a whole isn't a problem. My problem lays with actually getting them into Arma 3 as a mod in which people can use an place down these markers on the map either in the editor or while in-game. Any light shedded on how to do so would be great. I've seen this thread https://www.reddit.com/r/armadev/comments/1mfb0l/idiots_guide_to_making_a_custom_marker/ ,followed it, and still managed to not get anywhere. If someone could possibly just list In a step to step guide of how to do so I'd appreciate it. Cheers in advanced.
  4. I feel like this should have been asked and answered somewhere already but I haven't found it yet. I'm working on the Takistan CUP map and have just discovered that the minarets are indestructible. This is most unfortunate since I've just spent a while working on a script to detonante an IED inside one which I was really hoping would bring the building down. I was looking into ways of destroying and deleting objects that are already part of the terrain but haven't yet been able to get it to work with CUP buildings. Is there a way?
  5. Tried to do a search, and found alot of different things but could not to what i saw, find something spesificly like this. So, down to business... First of all, go to the "Debug Console" in the "Tools" menu you have in your Eden 3D editor. Type in the following: do3DENAction "ToggleMapIDs"; ..and press the "LOCAL EXEC" button. This will show you all the object IDs to all default map objects (once you have zoomed in close enough), such as radio towers, buildings, bridges, bushes, trees so on and so forth etc. etc. etc. Run it again to turn it off again. Now, I’ll type up an example on how to blow up a default radio tower on a map, and get a trigger to register this as part of your mission. Step 1: Find yourself a suitable target, in our case - a radio tower on the map by default. Step 2: Place a "Game Logic" on top or near it, from "Objects" in the "Logic Entities" selection (F5 (Systems) --> Logic Entities --> Objects --> Game Logic). Step 3: In that the "Game Logic" init field, type as an example: Target1 = (getPos this nearestObject 224112); // Target 1 is what the "Variable name" will be. // 224112 is the object ID of that specific radio tower/object, now visible on the map, from running the code at the top of this post in your debug console. Step 4: Place a trigger. In its "Condition" field, type this: !Alive Target1; ..and to check that this works, you can type this in the "On Activation" field: Hint "Tower Destroyed!"; Step 5: Now, place your charges - or whatever means you wish to destroy said tower/object - and the trigger should fire once its destroyed. I needed this, and have been through several posts to find "bits and pieces" of what i needed to make this - hoping it will help others as much as it has me :)
  6. Version 1.2 Download : http://addons.ofcra.org/cirav/@Bozcaada-v12.7z ------------------------------------- Serverkey included Map size : 20km x 20km Bozcaada requires no additional addons. Google map Description : Bozcaada is an island of Turkey in the northeastern part of the Aegean Sea. Administratively, the island constitutes the Bozcaada district of Çanakkale province. With an area of 39.9 km² it is the third largest Turkish island after Imbros and Marmara. In 2011, the district had a population of 2,472. The main industries are tourism, wine production and fishing. The island has been famous for its grapes, wines and red poppies for centuries. Source Dev Team : -Cirav -Ruskoff -Arthyc -Vincent Spécial thanks : -F.S.F for Wiki Labs -Mikero for his tools -Bohemia Interactive Studio Changelog v1.2 : -Modified Map Grid -Modified entrance airfield -Remove building on road -Remove errors factory_main_part2_f.p3d Changelog v1.1 : -Modified satellite map -Modified texture map -Add karting track -Add checkpoint -Improve miltary post -Improve airfield -Improve the city of Merkez -Improve roads -Add some objects Screenshots v1.0 : http://img15.hostingpics.net/pics/349646bozcaada01.jpg http://img15.hostingpics.net/pics/773117bozcaada02.jpg http://img15.hostingpics.net/pics/886041bozcaada03.jpg http://img15.hostingpics.net/pics/558433bozcaada04.jpg http://img15.hostingpics.net/pics/577990bozcaada05.jpg http://img15.hostingpics.net/pics/774234bozcaada06.jpg Screenshots v1.1 : http://img11.hostingpics.net/pics/5027004801.jpg http://img11.hostingpics.net/pics/7542195002.jpg http://img11.hostingpics.net/pics/4412749203.jpg http://img11.hostingpics.net/pics/1922537604.jpg http://img11.hostingpics.net/pics/8417488105.jpg http://img11.hostingpics.net/pics/5420923506.jpg
  7. The main font family for the text next to map markers is EtelkaNarrowMediumPro. In the most recent stable branch hotfix (build 142223), the fonts[] array for this config entry was updated, subsequently changing the visual behavior of map marker text. This bug is still present in the current development branch build. Here's a before/after picture of what map markers look like: Pre-142223 : Post-142223 : I'm assuming this was an unintentional change. If it wasn't unintentional, disregard. Here's a relevant post:
  8. u think can do some plant the bomb or something but in a medium map? plant the bomb rules: 1.- one team plant the bomb and another team defend. 2.- have time limit. 3.- if u die cant respawn unless u get the air drop, or time pnenalty . like ur game have now. 4.- if all team is eliminated another team won. 5.- when some team plant the bomb, another team have 2 min to disambly. sorry my english xD. p.s. i hope find some way of give more balance to the game im new and lvl6 some times im vs lvl16 and is a crap, sorry but i feel that.
  9. While I've kept the IRL island name, this terrain has been largely altered from the real island for various reasons. Besides the buildings and vegetation, I've chopped the top of the mountain off, altered a lot of roads, etc. However, it does still resemble the real place in some ways. Iwagi is a small island located in the Ehime prefecture, kinda in between Okoyama and Hiroshima. I'm planning on using assets from the Apex expansion, and so it will require having the expansion to play. Right now, it's a total of 6x6km(I guess that could possibly change if it's too small). The island itself is roughly 4x5km. I'm using a cell space(hoizontal scale) of 3m, which is slightly less than what is suggested by all the Arma terrain gurus, but I'm hoping with it being a pretty small terrain it will work out alright. While I tried to keep a lot of places true to it's IRL form, I'm mostly limited to Google streets and as such I'm completely winging most of the island. Besides that, it needs to be military friendly.. so I completely chopped the top of the mountain and I'm going to put a military base there. =] I think I started working on Iwagi in February of this year. Originally, I had started with a completely custom terrain taking bits and pieces from all over the world in Google Earth Pro and piecing them together like a Frenkenstein. After a year of killing myself I decided to jump into a smaller terrain and use a real world place. This will be my first terrain for anything. Being as small as it is, I'm not sure it will be suitable for anything milsim related(hopefully I'm wrong), I'm hoping to be able to use it for Battle Royale and/or maybe some survival mods. GOALS: - I want to keep the mod filesize as small as possible. Thus, a smaller terrain with very limited user made content/models. - I don't want to require the user to have any other community made mods loaded to play on the terrain. TO DO LIST (as of 14 Sep 2016) Finish surface mask. Finish sat map. Finish watershed erosion and reservoir objects. Place random rocks. Finish rock outcrops. Fix mixture of vegetation in forests, add rocks and fallen trees. Finish military housing area. Finish military base layout and objects. Finish airport runway, objects, and buildings. Remove all vegetation from roadways and under buildings and other objects where it's noticeable. Set water level. Check AI movements along roadways and bridges. Have all bridges placed and remove road textures from underneath. Place road intersections and transitions. Finalize clutter mixture for all surfaces, no texture issues, set color and wind variation. Fix all road gradients, remove protrusions, smooth. Place polygons for vegetation. Place back roads and trails polylines. Place secondary roads polylines. Place main highway polylines. Put together a rough sat mask for ground textures. Make a place for a large military base and housing. Sculpt a rough height map with L3DT. Put together a rough sat map to use as a guide. MEDIA IRL Location: https://goo.gl/maps/YMEwqNyjmD32 Wikipedia: https://en.wikipedia.org/wiki/Iwagi,_Ehime Photo album: http://imgur.com/a/hqQSr I don't really have many pictures or videos yet, but I'm usually streaming on Twitch when I'm working on it. Once I can get it working in Arma I'll take some snapshots and make a video. https://www.twitch.tv/cring0 https://www.youtube.com/user/cringocringo I'll be back once I have more. If you have any questions or suggestions please let me know.
  10. Hello and how do you do? So me and buddy are playing a quick op on Lythium and buddy is new. He asks if there are different types of maps when you hit 'M' (standard bind) like climate, topographical, road maps, etc etc. That all got me thinking. Is there a way you could implement something like this? Like a little drop down that displays "Climate map" and you can hit your default action key and it switches to a climate map (obviously would have to be done the the creator and could be stored in the mod folder). Or would it be possible to do something like traces? Have multiple layers with different markings and the sort on them. So maybe Alpha 1-1 are on layer 1 and Alpha 2-1 are on layer 2 but command has access to all of them and can plan out different marks for different squads. This would be an excellent thing to have in large scale milsim communities and could even be applicable in things such as life servers. Anyways if you have any insight leave a reply. -Uncle
  11. I would like to randomly spawn the USS Freedom in a different location on each server restart so the player has to find it, but the runway rectangle that is drawn on the ingame map kinda gives its location away! Does anybody know of a command to hide the rectangle which is drawn for each runway on the map?
  12. I download a map from armaholic and convert it to .pew. In Visitor 3 and Buldozer i have a nice work. All objects and etc. are a good worked in Buldozer and Visitor. But after Export .wrp and Bynarize i have some ingame problems. There are no roads on the map, and neither roads nor objects are displayed on the "minimap" itself. Only the names of cities from the config. Tried a lot of options with the replacement of the roads themselves. I tried to add MLM for road models (although they worked in the Bulldozer before). Very much I ask to help or assist me and I ask a pardon for bad English. Thank you
  13. Hello,I want to trigger when the player insert a marker on his map in a specific area, like in the prologue mission, where you have to find AAF position (youtube link : ).If you have any link or answer which can help me, please post it!Thanks.
  14. I have a problem and can not go on and if I want to pack with Pboprojekt the PBO I always get this error. The source or terrain builder is closed and everything else is not used.
  15. Hey, I´ve managed to get a detail map (_dt) with Super shader (.rvmat) in game. Everything is working quiet well, only that the colours are way too strong, it basically miss readys the alpha channel. Colours which should be at about 10% visibility are at almost 100%. Does anyone had experience with that problem before? Ps: For the texture, I have exported the texture_ca.png to texture_ca.paa and renamed it to texture_dt.paa. (exporting as ca works better than dt, see pictures) What the texture should look like http://fs5.directupload.net/images/170414/gn8dqwb3.png What it looks like with _ca export http://fs5.directupload.net/images/170414/x5gbdevp.png What it looks like with _dt export http://fs5.directupload.net/images/170412/ihxtojl9.png (ignore the error, solved already) Thanks for helping! MfG Benno .rvmat file
  16. Michal VereWolf Čížek

    Presentation of My Heightmap

    Hello, Is it interesting to create this maps? Or Are still satelite maps better? https://skfb.ly/6pG6t https://skfb.ly/6pvrE
  17. Hi i wonder if someone can help i have been following this, when i go to open buldozer and this is the error i get https://gyazo.com/4727f2e83b96d0a5e614f4c0ab535c46
  18. Hi i am starting a new community and we have all put time into doing scrips for our server now i had a thought today and decided that i wanted to make a custom map for our server now i am not sure were to start iv only used x cam to edit other maps and that is it im not sure on how and what i will need to do. I would really appreciate if there is someone who can help or point me in the right direction. If you are a map creator and would like to talk to me to participate in the project or point me in the right direction i have a teamspeak im always in. ts-theukalliance.co.uk Thanks i hope someone can help!
  19. Hello! I cooked up a simple little config mod that reduces haze on all of the vanilla, apex and CUP maps. This is more of a personal tweak as the default settings made me feel like there is a constant fog hanging in front of me. I only reduced the haze as removing it completely made the terrains look bad. The fog still works fine, the shorter view distances also look fine. The only known issue is the fact the sky gradient looks a bit off. By default only Stratis, Altis and VR are enabled. You can enable the reduced haze for other maps by moving/copying pbos from the "optional" folder. For interested, I changed "hazeBaseBeta0" setting in CfgWorlds for each of the maps. DOWNLOAD: http://www.mediafire.com/file/35euuiyfja9ti5i/%40reduced_haze.zip NOTE: Screenshots were done with 6km view and object range. BEFORE: hazeBaseBeta0=7.9999998e-005; AFTER: hazeBaseBeta0=2.9999998e-005; Some more pretty pictures
  20. Hello! I'm currently making a map without an airport, is there any possible way we can do this? I've had two results so far, one of them being with no input in the ILS arrays: it would end up in an airport being placed in a random location (same happens if you have no roads but just that there'll be random roads!), or in a error message of "No ILS assigned" _(if I input one empty value of like, zero) on start-up of the map. I'm gonna add one to my other map, but the one I'm currently making is an unhabitated island and there isn't much of a point for it to have one as it is sort of a small terrain of 2048x4 and the island is very narrow. Anyone have any clue what I could do? Thanks you!
  21. The map: The map: New map created by ViruzDeath and support of the entire BSOC community and members of UNSUNG. Thanks for the help of all and we can finally release a public version but also for testing, so this version is not final and may be changed: vegetation, relief or objects villages sometime during this testing period. Info: Size: 10KM - 10KM Vegetation level: very dense Village's: 5 Military Base: 1 Airfield: 1 River's: Yes, several branches. Images: http://imgur.com/gallery/Wyv38 Addons requeriments: CUP - Core Apex Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=751512203 Changelog ------------ 21/08/2016 - Ver. 0.1: Released! 25/08/2016 - Ver. 0.2: Fixed: Objects that were flying around the map. Fixed: Command in config.cpp Fixed: Positioning of trees Fixed: Road Positioning along the map. Added: "Tent hangar" in Juruna Airbase Added: New commands in config.cpp Removed: useless commands in config.cpp 07/09/2016 - Ver. 0.5: Fixed: Objects that were flying around the map. Fixed: Positioning of trees Added: Alcatraz Village 02/03/2017 - Ver. 0.5.1: Fixed: ACRE ERROR Message. Special thanks to Razorback and Barden from Unsung mod for giving me tips on how to do it!. Consider take a look at our facebook page and website (PT-BR). Thanks a lot!
  22. Greetings I made high resolution Tanoa map for ArmA comunity usage. A final bitmap have resolution 15604x15605 pixels and one pixel represent 0.9843 meters. The final bitmap has been stitched from 250 screenshots. To open the bitmap i recommend use special software which can handle huge images like GIMP or Photoshop. URL: http://server.btkclan.cz/maps/tanoa Enjoy.
  23. Hello guys, my System: I7 2600k @4,0Ghz OC | MSI-P67A-GD65 | 8800GTX Old Gpu i already bought new one! (GTX 770) | Scythe Mugen 4 Tower Kühler | 2x8 GB 1333mhz | SanDisk SSD 128GB | 1000GB Seagate Desktop HDD This is my new System and i got a new SSD, i had arma 3 und my old pc on the HDD its working fine without freezing. Windows 7 and Arma 3 installed on SSD. My Problem is if i go on the map after 2 seconds my game with sound freeze for like 4 seconds, exactly the same if i press escape and go again on the map. What i did for the "Fix" remove dll allcuator, remove performance client, remove Startupparameters, remove all settings like exthreads in the luncher, did not fix it. btw sry for my bad english Video how it looks like: recorded with Fraps and msi Afterburner/rivaTuner: I think its the gpu, and if i look up in the sky my game also freeze. Please help me D: ~Fabian
  24. Navajo Lake State Park - Old West Map Description: Recently I've started creating map for my Wild West sandbox - Old West. Navajo Lake State Park is a namesake of a place in USA, New-Mexico. It's 1024x1024 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: It has a big lake named Navajo. Also has mountains, deserts, semi-arid areas and even a little snow! There will be built little towns, farms, villages and also some of the Native American tribes. Plans: Fix map terrain. Update new sat map to a high-quality one (very boring and not necessary). Change map mask. Add foliage. Add buildings. Release it in 1 or a half of a year. Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Snapshots: Changelog:
  25. Hey guys, today I want to show you our work on the Tunnel of Broken Society, its a Metro / Stalker theme map made with the Virtual Reality. Its a showcase showing the work made by BRATE. He putted in countless hours into the map and we are very happy to be able to share it with you all. Currently there are quite a lot of things in it already such as - Highway-Tunnels - Subway-Tunnels + a Train-Station - Sewer Ducts - Air Shafts - Maintenance Rooms - Office Rooms - Shelters - Rescue-Tunnels - Ambulance Rooms - Secret Hiding Spots (Small Caves) - Survivor Campsites - Rescue Checkpoints - Secret WeaponDeliverie Trucks - Watchtowers (Built of Scrap) - Big Train-Sidings - Secret Spots - Some Easter Eggs --- Recently added areas --- *Added new Easter Egg *Added new Light System *Added new Subway Areas *Added new Subway-Area *Added Canal-Connection *Highway-Tunnel-Compartment added *Added new Campsites *Added new Watchtowers THERE ARE MORE TO COME! We have more informations and will update frequently there on the steam workshop and the download is there as well. APEX DLC NEEDED STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=839265989 We hope you like it. Enjoy the map.
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