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Found 13 results

  1. This mod is no longer updated/available (that was fun but very time consuming, thanks everyone for your support) Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  2. Is it possible to get anywhere real world height map with seaground height map in one piece ?
  3. 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
  4. Hello, I post this message after many search, and after lot of tries to resolve my problem myself, after 3 days i'm again in trouble. Problem : I have only 3 textures on my layer.cfg but i can't show all textures, only 2 textures are showing in game or in Buldozer... i think a grid problem, or a number of texture by cell problem, but i'm not good enough for solve this problem at this time. In this case : - gdt_beach texture are in RGB Red in my MASK and she is in game - h2a_drygrass texture are in the rest of the map and h2a_weed are not showed Technical Infos : Logs : ===================================================================== == D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\TerrainBuilder\TerrainBuilder.exe == "D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\TerrainBuilder\TerrainBuilder.exe" Exe timestamp: 2017/11/15 18:34:49 Current time: 2018/05/13 14:06:15 Type: Public Version: 140800 ===================================================================== Application initialization finished. Layer 'default' successfully loaded. Repair tool - Operation DONE in (0.0 s)! All layers seem to be valid. Warning: surface mask tile "M_000_000_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_001_000_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_002_000_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_005_000_lco.png" - found 41 materials (4 allowed) Warning: surface mask tile "M_006_000_lco.png" - found 49 materials (4 allowed) Warning: surface mask tile "M_007_000_lco.png" - found 34 materials (4 allowed) Warning: surface mask tile "M_008_000_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_000_lco.png" - found 69 materials (4 allowed) Warning: surface mask tile "M_010_000_lco.png" - found 139 materials (4 allowed) Warning: surface mask tile "M_011_000_lco.png" - found 98 materials (4 allowed) Warning: surface mask tile "M_012_000_lco.png" - found 44 materials (4 allowed) Warning: surface mask tile "M_001_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_001_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_007_001_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_008_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_001_lco.png" - found 141 materials (4 allowed) Warning: surface mask tile "M_012_001_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_002_lco.png" - found 43 materials (4 allowed) Warning: surface mask tile "M_005_002_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_002_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_007_002_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_002_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_009_002_lco.png" - found 192 materials (4 allowed) Warning: surface mask tile "M_010_002_lco.png" - found 137 materials (4 allowed) Warning: surface mask tile "M_011_002_lco.png" - found 130 materials (4 allowed) Warning: surface mask tile "M_012_002_lco.png" - found 41 materials (4 allowed) Warning: surface mask tile "M_000_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_004_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_007_003_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_008_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_003_lco.png" - found 203 materials (4 allowed) Warning: surface mask tile "M_011_003_lco.png" - found 194 materials (4 allowed) Warning: surface mask tile "M_012_003_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_007_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_004_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_005_lco.png" - found 37 materials (4 allowed) Warning: surface mask tile "M_003_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_004_005_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_005_005_lco.png" - found 44 materials (4 allowed) Warning: surface mask tile "M_006_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_005_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_001_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_006_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_004_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_006_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_006_006_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_007_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_006_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_007_lco.png" - found 49 materials (4 allowed) Warning: surface mask tile "M_001_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_007_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_005_007_lco.png" - found 62 materials (4 allowed) Warning: surface mask tile "M_006_007_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_007_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_007_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_012_007_lco.png" - found 50 materials (4 allowed) Warning: surface mask tile "M_000_008_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_001_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_008_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_004_008_lco.png" - found 125 materials (4 allowed) Warning: surface mask tile "M_005_008_lco.png" - found 102 materials (4 allowed) Warning: surface mask tile "M_008_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_010_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_012_008_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_001_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_009_lco.png" - found 46 materials (4 allowed) Warning: surface mask tile "M_004_009_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_008_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_009_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_010_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_009_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_012_009_lco.png" - found 9 materials (4 allowed) Warning: surface mask tile "M_000_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_001_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_003_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_004_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_010_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_010_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_011_010_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_000_011_lco.png" - found 42 materials (4 allowed) Warning: surface mask tile "M_001_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_002_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_006_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_007_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_008_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_011_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_012_011_lco.png" - found 49 materials (4 allowed) Warning: surface mask tile "M_000_012_lco.png" - found 51 materials (4 allowed) Warning: surface mask tile "M_001_012_lco.png" - found 43 materials (4 allowed) Warning: surface mask tile "M_002_012_lco.png" - found 50 materials (4 allowed) Warning: surface mask tile "M_004_012_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_005_012_lco.png" - found 44 materials (4 allowed) Warning: surface mask tile "M_006_012_lco.png" - found 50 materials (4 allowed) Warning: surface mask tile "M_007_012_lco.png" - found 49 materials (4 allowed) Warning: surface mask tile "M_008_012_lco.png" - found 26 materials (4 allowed) Warning: surface mask tile "M_009_012_lco.png" - found 50 materials (4 allowed) Warning: surface mask tile "M_010_012_lco.png" - found 48 materials (4 allowed) Warning: surface mask tile "M_011_012_lco.png" - found 74 materials (4 allowed) Warning: surface mask tile "M_012_012_lco.png" - found 47 materials (4 allowed) Debugger info - (func: CV4WGridImporter::LoadV4wGrid(45)) [AssertNoDlg] MainThread=10840 istream.good() WRP Creator - Export of file "P:\h2a\h2a_north_america_nightmare\h2a_north_america_nightmare.wrp" successfully completed. Map size: width = 1024, height = 1024 0 objects placed on map. Application deinitialization. Application deinitialization finished. File : layers.cfg class Layers { class h2a_drygrass { texture = "h2a\h2a_north_america_nightmare\data\h2a_drygrass_co.paa"; material = "h2a\h2a_north_america_nightmare\data\h2a_drygrass.rvmat"; }; class h2a_weed { texture = "h2a\h2a_north_america_nightmare\data\h2a_weed_co.paa"; material = "h2a\h2a_north_america_nightmare\data\h2a_weed.rvmat"; }; class gdt_beach { texture = "h2a\h2a_north_america_nightmare\data\gdt_beach_co.paa"; material = "h2a\h2a_north_america_nightmare\data\gdt_beach.rvmat"; }; }; class Legend { picture = "h2a\h2a_north_america_nightmare\source\mapLegend.png"; class Colors { h2a_weed = = {{0,255,0}}; h2a_drygrass[] = {{255,0,0}}; gdt_beach[] = {{0,0,255}}; }; }; Img : data folder File : gdt_beach.rvmat ambient[]={1,1,1,1}; diffuse[]={0.25,0.25,0.25,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=10; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="h2a\h2a_north_america_nightmare\data\gdt_beach_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="h2a\h2a_north_america_nightmare\data\gdt_beach_co.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; File : h2a_drygrass.rvmat ambient[]={1,1,1,1}; diffuse[]={0.25,0.25,0.25,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=10; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="h2a\h2a_north_america_nightmare\data\h2a_drygrass_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="h2a\h2a_north_america_nightmare\data\h2a_drygrass_co.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; File : h2a_weed.rvmat ambient[]={1,1,1,1}; diffuse[]={0.25,0.25,0.25,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=10; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="h2a\h2a_north_america_nightmare\data\h2a_weed_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="h2a\h2a_north_america_nightmare\data\h2a_weed_co.paa"; uvSource="tex"; class uvTransform { aside[]={6,0,0}; up[]={0,6,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; File : config.cpp class CfgPatches { class h2a_north_america_nightmare { units[] = {}; weapons[] = {}; requiredVersion = 0.1; fileName = "h2a_north_america_nightmare.pbo"; author = "Hellmaker2a"; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"}; }; }; class CfgVehicles{}; class CfgWorlds { class DefaultWorld { class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class DayLightingBrightAlmost; class DayLightingRainy; class Lighting; class Weather: Weather { #include "config\LightingNew.hpp" #include "config\Overcast.hpp" }; }; class Altis: CAWorld { class Grid; class DefaultClutter; }; class h2a_north_america_nightmare: Altis { #include "config\Lighting.hpp" #include "config\DayLightingBrightAlmost.hpp" #include "config\DayLightingRainy.hpp" cutscenes[] = {}; description = "North-America Nightmare"; worldName = "h2a\h2a_north_america_nightmare\h2a_north_america_nightmare.wrp"; startTime = "06:00"; startDate = "21/08/2014"; startWeather = 0.2; startFog = 0.0; fogBeta0Min = 0.0; fogBeta0Max = 0.02; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {3072,3072,500}; seagullPos[] = {3072,30720,500}; longitude = 65; latitude = -34; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.paa"; //midDetailTexture = "h2a_north_america_nightmare\data\av_middle_mco.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; //pictureMap = "\h2a_north_america_nightmare\data\pictureMap_ca.paa"; //pictureShot = "\h2a_north_america_nightmare\data\ui_Schultz_ca.paa"; plateFormat = "A#$-####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; author = "Hellmaker2a"; newRoadsShape = "\h2a\h2a_north_america_nightmare\data\roads\roads.shp"; ilsPosition[] = {}; ilsDirection[] = {}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; loadingTexts[] = {North-America Nightmare by Hellmaker2a}; #include "config\OutsideTerrain.hpp" class SecondaryAirports{}; #include "config\Sea.hpp" #include "config\Underwater.hpp" #include "config\SeaWaterShaderPars.hpp" #include "config\Grid.hpp" #include "config\Clutter.hpp" class Ambient{}; class AmbientA3 { maxCost = 500; class Radius440_500 { areaSpawnRadius = 440.0; areaMaxRadius = 500.0; spawnCircleRadius = 30.0; spawnInterval = 4.7; #include "config\Species_440_500.hpp" }; class Radius40_60 { areaSpawnRadius = 50.0; areaMaxRadius = 83.0; spawnCircleRadius = 10.0; spawnInterval = 1.5; #include "config\Species_40_60.hpp" }; class Radius30_40 { areaSpawnRadius = 30.0; areaMaxRadius = 40.0; spawnCircleRadius = 3.0; spawnInterval = 3.75; #include "config\Species_30_40.hpp" }; class Radius15_20 { areaSpawnRadius = 15.0; areaMaxRadius = 20.0; spawnCircleRadius = 2.0; spawnInterval = 2.85; #include "config\Species_15_20.hpp" }; class Radius6_10 { areaSpawnRadius = 6.0; areaMaxRadius = 10.0; spawnCircleRadius = 1.0; spawnInterval = 0.1; #include "config\Species_06_10.hpp" }; }; class Names { #include "h2a_north_america_nightmare.hpp" }; }; }; class CfgWorldList { class h2a_north_america_nightmare{}; }; class CfgMissions { class Cutscenes{}; }; #include "config\CfgSurfaces.hpp" #include "config\CfgSurfaceCharacters.hpp" File config/CfgSurfaceCharacters.hpp class CfgSurfaceCharacters { class H2AWildGrassClutter { probability[] = {0.4,0.2,0.3,0.07,0.02,0.01}; names[] = {"GrassTall","AutumnFlowers","GrassBunch","GrassCrooked","WeedDead","WeedDeadSmall"}; }; }; File : config/CfgSurfaces.hpp class CfgSurfaces { class Default{}; class Water{}; class H2AWeed: Default //ok { files = "h2a_weed_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; soundEnviron = "grass"; character = "H2AWildGrassClutter"; soundHit = "soft_ground"; }; }; File : config/Clutter.hpp class clutter { class GrassTall: DefaultClutter { model = "a3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class AutumnFlowers: DefaultClutter { model = "a3\plants_f\Clutter\c_Flower_Medium_White2.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class GrassBunch: DefaultClutter { model = "a3\plants_f\Clutter\c_Grass_Bunch_Small.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.2; scaleMax = 0.6; }; class GrassCrooked: DefaultClutter { model = "a3\plants_f\Clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.4; scaleMax = 0.8; }; class WeedDead: DefaultClutter { model = "a3\plants_f\Clutter\c_GrassDead_Tuft_Stony.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class WeedDeadSmall: DefaultClutter { model = "a3\plants_f\Clutter\c_GrassLong_DryBunch.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; }; Any suggestion to solve this problem ? thanks in advance !
  5. On the A3 Vehicle Textures (without DLCs) of diffrent Armys (NATO, AAF ,CSAT) arent Country/Army Insignias/Flags/Cockades, why ? There some Pics of Jets (A3 and DLC): https://steamcommunity.com/sharedfiles/filedetails/?id=1361596358 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596302 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596464 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596414
  6. Hi, I searching for a way to spawn units randomly in a marker. I've tried something with radius etc but it seems that units spawn even out of the marker and even on water... I'd like to spawn those units only on ground and in the definided marker. And I have another problem, The units I try to spawn are zombies... And when I choose to spawn 2000 of them with a debug marker to know where each zombies are, I don't find any zombies at the markers positions... is there any units limit on Arma 3 ?
  7. First, I am sorry if this is not right place or way to start a new topic. Sorry Fox and others if I mistake just delete this or put me in right direction. This is the proposal for new addon/script. It would be nice (and realistic) to add ability to hide in soft grounds like mud or sand just like Feint's function to hide boats in similar surfaces. Just imagine how impact that will have on tactical aspect in solo stealth reacon or diversion missions and like every other addon for our lovely arma, would be a part of new magic with all the possibilities that could have. (items to use for digging, time to perform the action, visibility of character to enemies, safe distance, influence of day time, weather, etc.) Thank you for your attention and sorry on my English.
  8. This is the proposal for new addon/script. It would be nice (and realistic) to add ability to hide in soft grounds like mud or sand just like Feint's function to hide boats in similar surfaces. Just imagine how impact that will have on tactical aspect in solo stealth reacon or diversion missions and like every other addon for our lovely arma, would be a part of new magic with all the possibilities that could have. (items to use for digging, time to perform the action, visibility of character to enemies, safe distance, influence of day time, weather, etc.) Thank you for your attention and sorry on my English.
  9. hi all, i'm actually develloping a terrain for arma 3 and my ground textures are like this: https://prnt.sc/h3vqcq , how to fix this please ? thanks all :)
  10. Hi there, i'm creating some addons for my own personal use to use with Arma 2 OA for a while now - I have recently begun to create an armored vehicle, in this case a 2S3 Akatsiya self-propelled howitzer for more immersion in my missions. For the main gun I inherited the cfgammo, cfgmagazines and the cfgweapon entries of the BIS D-30 towed howitzer in my config.cpp. For most parts I have the unit already working. What bothers me is that the howitzer now engages air targets, e.g. an AH-64, which the D-30 definitely does not. The similar MLRS or BM-21 Grad don't show this behavior. I checked unit cost and ammo cost settings for example, but what else does affect the target selection of units in Arma 2 OA? Can somebody help? Here is my still very incomplete config.cpp: class CfgPatches { class 2S3_OA_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWeapons","Extended_EventHandlers"}; }; }; class CfgAmmo { class Sh_122_HE{}; class Sh_152mm_HE: Sh_122_HE { cost=500; airLock = 0; }; }; class CfgMagazines { class 30Rnd_122mmHE_D30{}; class 46Rnd_152mmHE_D20: 30Rnd_122mmHE_D30 { ammo = Sh_152mm_HE; count = 46; displayName="152mm HE"; maxLeadSpeed = 0.3; }; }; class CfgWeapons { class D30{}; class D20: D30 { displayName="152mm D-20 Howitzer"; magazines[]={"46Rnd_152mmHE_D20"}; }; }; class Turrets{}; class MainTurret{}; class CfgVehicles { class Tank; class 2S3: Tank { side = 0; displayName="2S3"; model = "\2S3Akatsiya\2S3"; scope = 2; type = 1; faction = "INS"; vehicleClass = "ARMORED"; accuracy=0.6; armor=160; damageResistance = 0.00544; mapSize = 9; cost = 2500000; sensitivity = 1; threat[] = {0.600000, 0.200000, 0.040000}; crew = "Ins_Soldier_Crew"; typicalCargo[]={Ins_Soldier_Crew}; selectionLeftOffset = "PasOffsetL"; selectionRightOffset = "PasOffsetP"; class Turrets: Turrets { class MainTurret: MainTurret { stabilizedInAxes = 0; maxHorizontalRotSpeed= 0.3; maxElev= 50; body= "mainTurret"; turretAxis= "Turret_Axis"; gunAxis="Maingun_Mem"; gunBeg= "Maingun_End"; gunEnd= "Maingun_Start"; weapons[]={"D20"}; magazines[] = {46Rnd_152mmHE_D20}; lockWhenVehicleSpeed = 5; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.4; minFov = 0.4; maxFov = 0.4; }; class ViewGunner { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.4; minFov = 0.4; maxFov = 0.4; }; }; }; }; }; };
  11. Ok, so I have this tank that works fine in Arma 2, and I'm working to get it working as it should in Arma 3. I understand that for a vehicle to have engine sounds, it must have a physX simulation. So in the config, I (to my knowledge) changed the simulation and added the physx properties as they should be. In-game, my troubles are that the vehicle is stuck in the ground, and while the tracks spin, I cannot move anywhere with it. I believe it has to do with it being physx simulation. Originally there was no physx simulation until I realized I need physx simulation for engine sounds to work. Here are two screenshots of what it looks like, if anyone has ideas, please give them to me. I will provide more info upon request. Geometry Phys LOD - It is the same as the Geometry LOD, save that this one has no properties. What it looks like in game - as you can see, it sinks into the ground a few inches, you should be able to see the tracks touch the ground.
  12. As of Dev Branch 1.59.135843 (May 4, 2016), the ground textures do not match the satellite or mid-range textures in some environments on Altis and Stratis. I believe that this is a result of the new lighting. The new appearance of the ground textures is a lighter dead grass color, allowing the US Multicam uniforms to do their job, but as you get farther away it turns the ground back to a dark green color. This makes it very difficult to know if you and your team are concealed or not and also makes enemies easier to spot (which is no fun if they're supposed to be hiding). I'm not sure of any easy solutions to this, as re-painting the entire map texture will take quite some time. Here is a view from close-up: And from far away:
  13. After numerous changes to memory points and config file, I still cannot get my vehicle to stay on the ground so it can be driven. If anybody can help me that would be awesome! Here is an image >> I can also provide the p3d, config file, and model.cfg files as well. Thanks for any help!!
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