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Found 5 results

  1. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  2. ANZACSAS Steven

    COOP 30 Carrier Ops Day 3

    COOP 30 Carrier Ops Day 3 https://steamcommunity.com/sharedfiles/filedetails/?id=1622228574 - Overview - CSAT have moved into the region.Its our job to clear them out.Ground forces with integrated Air support to Air-Assault into five Objective Areas. - Factions - - U.S Vs CSAT. - Features - - Dynamic loadouts for aircraft. - Custom Base / Group Respawn. - Recruit Ai Team Members. - Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base. - Increase or Decrease your viewdistance and Terrain Detail During Mission. - Vehicles Respawn. - Sling loading. - Customisable Weather and Time of day Params at start of mission. - Assets Available - - CH-67 Huron. - UCAV Sentinel. - F/A-181 Blackwasp II. - Hunter MRAP. - Growler light vehicle. - Quadbike. - Intel - - Estimated Enemy Strength is Strong.Heavy machine gun emplacements and Infantry units patrolling the areas. - Objectives - - 5 Objective Area's to Neutralize. - Credits - - Mission By ANZACSAS Steve. - Team Leader Group Respawn script (1.0) by Mongoose_84 for Arma 1,developed into Group respawn scripts by theOden Arma 2, Edited for Arma3 by ANZACSAS Steve with help from GEORGE FLOROS GR. - Recruit AI Scripts/UI by Bon_Inf*Redux -- by Moser. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine. - Crate filler v2.12 script by KC Grimes. All feedback welcome.:) Have Fun. Steve.
  3. EnigmaticTheory

    Maps with dense Jungles

    Hi, anyone know a map with very dense jungles similar to Tanoa?
  4. https://imgur.com/a/MFskJ This is a small, 100% INFANTRY oriented map, intended for use with unsung but sure, it works equally well for other jungle scenarios if you are into that sort of thing. Solely intended for medium to short range infantry missions and campaigns, this map has extremely dense vegetation and is designed for very short ingame view settings. 2m cell size makes the ground itself VERY detailed and with the enemy literally less than a nade's throw away, nobody needs view range. This is so that we can have nice things. Such as craters and ditches, trenches and such. Features: 8x8km 1 million trees. Actual terrain modified to work with arma units. River for dangerous crossings and patrol boats. Very high terrain detail. 2m cell size. Highly dense rainforest Designed exclusively for patrol/infantry huey insertion situations. There are no roads. just footpaths. The river is the main road in these parts. Scheduled release date; January 2nd. 1 US FOB with 3 helipads and and 1 OP with 1 helipad. 1 bombed out plantation settled by French Missionairies in the 19th century. 100% custom ground textures. The map is a fictional valley-river offshoot of the Mekong river, in the region around Cambodia/Laos highlands. Requires Apex/Tanoa. No initial mod requirements. (future versions may require Unsung) Progress summary: Terrain sculpting: 100% Object placement: 70% Detail placement 25% Satellite textures: 95% Ground textures: 90% Roads/paths: 20% Surface masks: 60% DISCLAIMER This download is pre-release content and only suitable for mission makers at this moment. A release thread will be posted when the first playable version is completed. Do not download this unless you wish to create missions and maybe affect the final product. If you create sites in x-cam or similar on this map and post them in this thread, I will include the best and most suitable ones! (no mods!) IF YOU EXPECT A FULLY FUNCTIONAL AND COMPLETED MAP, PLEASE WAIT FOR VERSION 1.0 Testers are not needed but feel free to look around, have fun and do post feature requests in this thread! Performance instructions: #1 Set Overall view range to less than 1km. #2 Set object to around half of that #3 Set terrain detail to ultra #4 if the above doesn't give you playable fps, lower or turn off FSAA, terrain detail, object and texture settings. #5 If #4 didn't make it playable, buy a new computer! The map is currently almost completed with basic nature and is only lacking detail and structures. Updates will be posted regularly. If you are a mission maker, please consider doing object placement outside eden editor so they can be added to the actual map. I will use the coolest ones you guys send me as long as they aren't out of place! Download link! (steam) This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Here's a link to my main project: https://forums.bistudio.com/topic/196592-nord-arctic-circle-map-ii/
  5. Good afternoon. I've got a script written up to get some positions within the Tanoa jungle that are along the trails. These positions are ideally "deep" within the jungle (by deep, i mean a few hundred metres) with a few less-than-ideal positions that are captured due to the way I've set this up. It works, but I was wondering if there's a better way to go about this, as it seems to be a pretty long winded and imperfect way of going about getting positions: params ["_mapMiddle","_allRoadPositions","_jungleTrailPositions","_roadPosition"]; _mapMiddle = [10000,10000,0]; _allRoadPositions = _mapMiddle nearRoads 15000; _jungleTrailPositions = []; { _roadPosition = getPos _x; if ((!isOnRoad _roadPosition) && (surfaceType _roadPosition == "#GdtForest")) then { if ((({ (surfaceType _x == "#GdtForest") || (surfaceType _x == "#GdtBeach") || (surfaceType _x == "#GdtSeabed") }) count [ [(_roadPosition select 0) + 200,(_roadPosition select 1) + 200,0], [(_roadPosition select 0) + 200,(_roadPosition select 1) - 200,0], [(_roadPosition select 0) - 200,(_roadPosition select 1) + 200,0], [(_roadPosition select 0) - 200,(_roadPosition select 1) - 200,0], [(_roadPosition select 0) + 100,(_roadPosition select 1) + 100,0], [(_roadPosition select 0) + 100,(_roadPosition select 1) - 100,0], [(_roadPosition select 0) - 100,(_roadPosition select 1) + 100,0], [(_roadPosition select 0) - 100,(_roadPosition select 1) - 100,0] ]) == 8) then { _jungleTrailPositions pushBack _roadPosition; }; }; } forEach _allRoadPositions; { _mkr = createMarker[str _x,_x]; _mkr setMarkerShape "ELLIPSE"; _mkr setMarkerSize [10,10]; _mkr setMarkerColor "ColorOrange"; _mkr setMarkerAlpha 1; } forEach _jungleTrailPositions; systemChat format["All - %1 --- Jungle - %2",count _allRoadPositions,count _jungleTrailPositions]; Basically, to determine if a position is "deep within the jungle" I check positions around it, being 100m & 200m on each cardinal direction, for their surfaceType. It feels sloppy, but I just couldn't come up with another way (besides checking more distances between 0m-200m) to check the area around the given position for any non-jungle area. Is there a better way of doing this?
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