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Found 82 results

  1. Vidda

    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.
  2. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Credit : CTF Template: General work flow : Flash-Ranger DM & TDM Template: General work flow : Flash-Ranger WeaponSystem, Heal system : [88] Murcielago Friendly Tag System : JTS Mission recreation : Flash-Ranger Where to play : Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper (TESTING) - [CTF] S-Curve (WIP) Maps to come : - [CTF] Dead Mans Alley - [CTF] Head ♥♥♥♥ - [CTF] Scotch Valley - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] MiniHexenkessel - [CTF] Rush Hour 3 (BUT NOT SURE) - [CTF] Cashville - [CTF] Dead Zone - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [DM] Ultimate Gunship - [DM] Andersen Gunship - [DM] Sin City - [DM] Mazed - [TDM] Double Tower Sniper - [TDM] SniperZ ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC verison). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. CHANGELOG : (Send FeedBack : flashrangerarma3@gmail.com) 18/01/2018 : - SNIPER SHOWNDOWN : No-Respawn bug Fixed 17/01/2018 : - ALL MAPS Intro Synchro Fixed 16/01/2018 : - All CTF maps : open doors problem fixed 15/01/2018 : - CTF system Update (All CTF maps) - TEQUILA SUNDOWN > Fixed MP bug 14/01/2018 : - 1st Release of [TDM] Sniper Showdown 30/12/2017 : - 1st Release of [DM] Tequila Sundown 31/07/2017 : - Full update to v3 system - [CTF] Corridor First release Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive @FFtA3 @FlashRangerArma
  3. SOLDIER TRACKER by QUIKSILVER v2.4.0 CREATED: 8/08/2014 UPDATED: 28/05/2017 ArmA 3 1.70 Direct Download (Dropbox) VIDEO: IMAGES: DESCRIPTION: A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD. PURPOSE: Designed for scenario designers to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces. FEATURES: FUTURE DEVELOPMENT: INSTRUCTIONS: PERMISSIONS: SUGGESTIONS / FEEBACK / BUG REPORTS: DEV NOTES / NEWS (this section subject to editing and revision): KNOWN ISSUES: CHANGE LOG: THIRD PARTY CREDIT: DONATE: DOWNLOAD LINKS: Direct Download (Dropbox) Cheers! :)
  4. 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
  5. Mog2 will be a new map not just an update to previous Mog. 20 x 20 km terrain Large City (over 6x6km) Old Airport / US Army base. Original street layout. All locations depicted in movie Black Hawk Down recreated with much detail. Map will be dependent on CUP Core. Release 15 September.
  6. 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: v3.82 Latest changelog: - fixed runway numbers at Aeropuerto Sargento (near Calamar) - smoothed out terrain - improved satellite texture - fixed displaced road pieces at several places - added three flag texture locations to readme file - removed submerged camp from Medlina - added Municipal office to Calamar - moved start date to non full-moon day/night - replaced several palm tree types with new ones (tnx CypeRevenge & Ben Rampling) - several smaller fixes Download / Official Site: http://www.icebreakr.info
  7. Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1113631358&tscn=1503026494 South Zagoria is the Eastern area of the fictional country of Chernarus, known by most to just simply be Chernarus. This mod aims to be a slight re-master and overhaul to some locations of Chernarus in line with the original terrain. The terrain size has been increased from 225km2 to 419km2, a number of new islands large and small have been created off the coast of Chernarus, ranging from a Nuclear Power Plant to a large island with an airfield a some small settlements, to nearly a dozen smaller islands to fill in the gaps. More inland enhancements to locations are also underway, currently the only location which has had any noteworthy changes is Elektro with a large upper town area being added. This terrain will have a MAJOR expansion planned for the Eastern side of the terrain, but this will come at a later date when I have more time and my other projects are in a more stable place. Other notable features: -Overhauled Grass Config & Textures -Faithful Arma 2 styled lighting -11 Civilian houses with added interiors by Argument -6 Sheds with added interiors by ComatoseBadger Imagery (Many more pictures in the workshop): Currently there is a small issue with dynamic lights around the map being too bright at night, this is being looked into. The Nuclear Cooling Towers also have a texture error & no geometry which will be fixed soon, im lazy.
  8. I would like a marker to disappear when the objective is completed. Using setMarkerAlpha does not work.
  9. Features: 30x30km 3 large islands, 3 small and a few tiny ones. 1 city with suburbs on island of Gamle Erik 1 Municipal airport in main city. 1 improvised landing strip 4-5 fishing villages. 100s of cabins, shelters and hunting/nature sites all over. (using as many enterable structures as possible) 10 marked mil locations and lots more unmarked. Race track. Long Rally track. Vehicle proving grounds. Actual terrain from Norway. Fictional country of Nordheim. No mod dependancies. 100% custom terrain and road textures. Retextured and nordified European A2 objects and vegetation.(long term, slow progress) More info and media coming asap. Biggest thanks to: TeTeT, Uro, Horriblegoat and Lappihuan. You guys are great and your help improves my mojo!
  10. Hello my boys, im searching some recent tutorial of how to create easily an arma 3 map from nothing. Sorry for my bad english (lol) and greetings to pole message.
  11. Created a mission, went perfectly fine. Tested constantly through the entire creation. Only simple modules and scripts used. Suddenly the screen is locked in the sky when I preview the mission. All I had done between the preview working and not working was add some empty props like signs and chairs! I even tried to remove said items but there was no luck. I spent an hour rolling back my changes but to no avail. This is exactly whet I get when I hit "Play SP" from the Eden Editor:
  12. This started out as a test, begun around late July 2017. I wanted to see if the game engine could handle a 1.5m cell size. I decided to see it through and continue developing it. There should be several small villages once I'm finished. https://steamcommunity.com/sharedfiles/filedetails/?id=1060191411 Terrain size: 1.5km
  13. Hello everyone. I would like to ask if there is anyone here who knows how you can expand your current terrain. What I mean by this is that I currently have a sat, a mask, normal and terrain.xyz and I want to expand so that I get further terrain to work with (expanding it basicly, adding, more specificly, increase it by 4 times. Thank your for taking your time to read this. //Cookies
  14. I'm in a process of converting my "Podolsk city, district #4 (in Russian: Подольск, микрорайон 4)" template into terrain format. And making new models for some of the huge buildings which were previously made out of many separate objects. Never done 3D modeling or Arma terrain building before, so the process will take a lot of time. So far I've made a first version of one of the houses and also a model of an authentic fence: Before the release I plan to make 3 more houses and school. After that I want to try make them enterable. I'm also continuing to polish object placement, a lot of them were added to the scene after the template's release. It's nice to live in an area you're modeling lol. Current project version: 81 (private) Link to the template for EDEN editor, version 65: https://forums.bistudio.com/forums/topic/205089-template-big-podolsk-city-district-4 Older screenshots: Comparison with real life (olso old shots): Short video:
  15. This terrain has ceased developement and will NOT be developed any further, Thank you for understanding. Hey ya'll.. So i dont really know how these forums work and all because i'm kinda new here. But anyway.. I'm here to present an addon wich is currently in the making named the "Lowlandz Project". Currently it's not much. Just a small developement team with some good ideas. We're currently a team of four but most of us are working on sideprojects. We kinda want to focus on this being our main project again so we decided to just announce our work so far. -Current Team- [LL] JMR - Map Design & Terrain Builder [LL] The_Fake_German - Map Design [LL] Siem - Map Design & Regional Information [LL] Justin - Configuration & Blender works Here's an older video of a flyby. It doesn't show much. Just some northern islands we call "The Waddenzee" (The plane is a P-3C Orion ported over from the Dutch Armed Forces mod for Arma2 and it won't be included) And here's an older screenshot of the southern region of the map. http://images.akamai.steamusercontent.com/ugc/477771277028294778/38ACBC77F854CA1E9E05688186FCB7E95A82ED7C/ Well that's about it. Just wanted to let you guy's know what we're working on. P.S. I really dont know how the Bohemia forum's work. So if i messed up im sorry
  16. X-Cam-Taunus map released !!! We are pleased to announce that we have completed the first version of the X-Cam-Taunus map. This version is around 95% completed and we want to release the final version later this year. We would like to thank everyone who helped us with more or less work and knowledge and we hope that the Arma community will enjoy the beautiful places we’ve created. We also want to thank Bohemia Interactive for providing such a great game with the possibilities to built a map like Taunus, even that we have placed 99,99% of all objects with X-Cam ;-) X-Cam-Taunus team Silola Object placement, TerrainBuilder Hotzenplotz Object placement, Objects, Configs, Sounds Poolpunk Object placement, Objects, Configs Chaser Object placement Deox Object placement, Objects, Configs MemphisBelle Object placement, Configs Heros Objects, Configs MaXx Objects, Configs MCPXXL Objects, Configs Atsche Objects, Configs t-800a, Sky, Schmidt, Hektor, Flattermann Object placement Credits and special Thanks Special thanks to Kju for “taunus_aiatp.pbo” and Mondkalb for all the MBG stuff :) X-Cam-Taunus facts Object count is 5.658.123 Map size is 20480x20480 m Grid size is 4096 cells Cell size is 5 m Sat/Mask size is 10240 m Citys and Villages 34 Airports 2 Known issues - No dust on all surfaces - Some flickering textures - Some missplaced objects - Some unfinished areas - Some zones with wrong sat and mask settings X-Cam-Taunus licence CC BY-NC-SA 4.0: Attribution-NonCommercial-ShareAlike 4.0 International X-Cam-Taunus requirements CUP Terrains 1.2.0 Complete http://cup-arma3.org/download X-Cam-Taunus version 1.0 download *deleted* X-Cam-Taunus support If you would like to give special recognition to our work, you can click the following link. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YHHJT592HYVEN The whole team would be delighted and appreciate this acknowledgment :) Enjoy and Merry Christmas :) X-Cam-Taunus-Team ================================================================= X-Cam-Taunus version 1.1 ======================================================= Patch notes changed: xCam_Taunus bikey + xCam Prototype bikey instead of 10 different keys fixed: Missing Landcontact issue Taunus Walls in RPT fixed: strange convex geo/geo physx Deox Objects fixed: unaccessible ladder points Deox Objects fixed: Deox Objects missing config class fixed: poolpunk RMA objects RPT Spam fixed: Walls_01,03,04 RPT Spam fixed: Indust Concrete RPT Spam fixed: Indust Stairs RPT Spam fixed: Indust Pipes RPT Spam fixed: Plants RPT Spam fixed: Glitch to hide under dirthump in Wehrheim fixed: Drivability on Taunus Wall Objects fixed: Localisation Lat/Long fixed: Missing Roadway Saalburg fixed: Glitch to hide under dirthump in Wehrheim fixed: some misplaced objects fixed: wrong config entries (soundHit) fixed: Localisation Lat/Long added: Missing Fence Königsstein added: Apron Lighting RMA added: About 50 deerstands around the map added: Jail-Doors X-Cam-Taunus version 1.1 download links https://drive.google.com/open?id=0B-4tmlxBez6DU01zWXVBbDRrNkk https://drive.google.com/file/d/0B6v24Dm6_9lxTkllZWhURldCdFE/view?usp=sharing http://server.grenzschutzgruppe.de/file/Taunus_V2.7z Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=836147398 X-Cam-Taunus requirements CUP Terrains 1.2.0 Complete http://cup-arma3.org/download X-Cam-Taunus support If you would like to give special recognition to our work, you can click the following link. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YHHJT592HYVEN The whole team would be delighted and appreciate this acknowledgment :) Enjoy and have fun :) X-Cam-Taunus-Team
  17. Hi, I've been trying to make gameplay more realistic recently and map markers have been making this hard since anybody in the channel that you select can see the markers. I have restricted most channels in the description.ext and left group channel as it is probably the best option for this but that still means that everybody in the group that you are in can see the markers, even if they die and are half way across the map. I can't seem to find a way to add direct to the list of available channels. I would like to be able to place map markers in direct channel or in a similar way to the pointing mechanic so only people near me could see the markers placed. I have been googling and searching the forums for a few hours now with no luck, any help would be appriciated. Thank you in advance.
  18. 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!
  19. Ergon County

    Ergon County Ergon County is a fictional terrain based off of the rocky mountains in Canada and the USA. Dense forests with tall trees covered in snow litter the landscape of Ergon County with its vastness. It has recently seen increased military presence with new bases being built and an airfield where trespassing is punished by death. However it still remains a place of civillian life, even with the increased presence of military personell. You can find several villages / towns scattered around the landscape whom with their presence, represent a peacefull and quiet region. What is Ergon County? Ergon county is a map that aims to bring more of the winter aspects into ArmA 3 and to provide a new fun and greatly detailed map for people to play on and enjoy. Note: Ergon County is still in heavy development and such, bugs are to be expected and if you do encounter them, please send information about them to me as it will help me get it out of pre-alpha sooner. If you have any feedback or suggestions to the map then feel free to leave a comment on the workshop page or contact me directly through steam. Terrain Features: Size: 4.10 x 4.10 km (16.81 square kilometers). Winter: Ergon County is a land filled with snow and dense winter forests which brings you a not as often seen aspect of ArmA 3 Variety: Scattered villages / towns whom are greatly detailed as well as several military installations scattered around the region with a personal military airfield. Dense forests: Instead of the usual style of forests which are a bit open, the forests in Ergon County are truly dense and give you the feeling of deep and vast forests. Open areas and accessable buildings: Ergon County offers a lot of open areas and locations which are perfectly suited for player-made areas such as camps or bases. Almost all of the buildings are enterable as well and the aim is to replace non-enterable buildings with enterble buildings. Planned features Atleast one more airfield (civillian most likely) as well as more military installations. Additional settlements such as villages and town but also possibly camps / smaller wilderness settlements. Added detail to the whole of the map, including the areas which are not "inhabiteted". Known issues: Airfield not completed in regards of ai being able to land there (planes). Changelog: Licensing and usage: You are free to use this map on any server you'd like. If you're however planning to edit it, please contact me first (via steam or the forums), I will most likely say yes as the primary purpose of asking is for me to have an idea of how many people are editing and their reason for it. Download: NOW OUT ON ARMA 3 LAUNCHER UNDER THE MODS TAB! http://steamcommunity.com/sharedfiles/filedetails/?id=1125425768 http://www.armaholic.com/page.php?id=33198 Screenshots (more available on the download page down under the update replies on this topic).
  20. Scenario error's

    When ever i make my own scenario lets say in Altis. When i upload the scenario to the server and the scenario loads up and start. The map changes from Altis to Tanoa and everyone spawns in the water (al my scripts do work). Everything is floating in the air in a wrong map. The logs say its launcing altis map so i'm bit stuck here
  21. Hey guys, each day you want to learn something more. I think its time to go further into Dialog editing. What I want to do is, I want to have a simple Dialog where in the middle will be a map (which you can move and everything). On this map I want to have clickable/selectable "Marker". When the marker is selected, you then press on a button and will be teleported to that position. So its basically a MHQ script. What I also want to do is, having the teleport option only work when the vehicle is alive and not moving. My biggest problem right now is though, that I have no clue how to get the map and the selectable marker. Anybody have an Idea how I could do that? Thanks so far. If you have any further questions, just ask! Many greetings Moony
  22. 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) inGameUISetEventHandler ["action"," if (_this select 4 == 'Close Door') then { _intersects = [cursorTarget, 'VIEW'] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]; {_intersects pushBack _x} forEach ([cursorTarget, 'GEOM'] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); _select_door = format ['%1_rot', (_intersects select 0) select 0]; cursorObject animate [_select_door, 0];true }; if (_this select 4 == 'Open Door') then { _intersects = [cursorTarget, 'VIEW'] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]; {_intersects pushBack _x} forEach ([cursorTarget, 'GEOM'] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); _select_door = format ['%1_rot', (_intersects select 0) select 0]; cursorObject animate [_select_door, 1];true }; "]; Have fun on this beautiful map.
  23. 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:
  24. 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 :)
  25. Hi everybody, A year has passed since I issued the HUD Tactical glasses V 2.3 Thanks to all of you who took time to play with this add-on and feedback for improvement. This add-on is a pack of tools such as AUTO-REPACK, FATIGUE MANAGER, ENHANCED GPS, ENHANCED MAP TOOLS, TACTICAL ICONS, ARSENAL TEST, HALO JUMP,.. and much more! (details below and more info in readme.txt) Forget the "too heavy backpack" penalty, adjust Zeroing, use map tool for MK6 mortar computing, treat yourself at full with a 2nd FAK, auto repack your magazines,... Your settings are persistent from mission to mission. MP environment compatible. I hope this will please to you but I’m aware nothing is perfect. If you have any specific demand as server owner, just ask me. This add-on is not a heavy one! Just test it. Download here: http://steamcommunity.com/sharedfiles/filedetails/?id=673533220 View video here:
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