View Full Version : Mapfact releases MAP_Misc
edit2
There again has been an update! Make sure you get the latest version: v1.02 (http://mapfact.net/include.php?path=content/download_eng.php&contentid=584)!
/edit2
edit
There has been an update! Make sure you get the latest version: v1.01!
/edit
Mapfact.net releases MAP_Misc.pbo for ArmA
Finally the well known OFP-Addons "Reallights" and "Invisible Targets" from Lester have an official successor for ArmA.
But MAP_Misc contains much more usefull stuff, like different para models:
http://www.mapfact.net/Material/News/2007/Feb/Parachutes_S.jpg
A working radio:
http://www.mapfact.net/Material/News/2007/Feb/Inventar_S.jpg
AI-sight-blocking smoke screens:
http://www.mapfact.net/Material/News/2007/Feb/TS2_S.jpg
And demo missions, to show you all the fancy stuff:
http://www.mapfact.net/Material/News/2007/Feb/FXDialog_S.jpg
Bigger pics can be found on mapfact.net (http://www.mapfact.net/include.php?path=content/newseng.php).
This is still not everything, better read the online readme (http://www.mapfact.net/Material/ArmA/Addons/ReadMeFiles/MAP_Misc_ReadMe.html) to see more!
Download here (http://www.mapfact.net/include.php?path=content/download_eng.php&contentid=584&PHPKITSID=875161ea5d677ba335ca5a8bff22aada). http://forums.bistudio.com/oldsmileys/smile_o.gif
Mirror 1 (http://www.filecloud.com/files/file.php?user_file_id=369764).
Credits:
DEVELOPMENT
# Dschulle: fString2Pos (OFP version)
# Flashpoint_K: Radio (OFP version), Viewblock objects
# Jander: Quickmap trigger idea
# Lester: research, config, lamps, parachutes, invisible targets, radio, Viewblock objects, scripts, demo missions ...
# phaeden: USMC markers
# mi2slow: Quickmap
# Mondkalb: airport markers
# Mr-Murray:searchlight script idea
# raedor: functions, converting function by Dschulle and script tweaking
# Sickboy: NS Lite, functions and script tweaking
# Silola: additional lights scripting
# snYpir: additional functions, originally written for OFP
# Tactician: inspiration with his TACTEvents
# Vienna: Quickmap, fPQ_ID function
# my part: config, scripts, demo missions, this readme file
additional thanks go to:
# Flea: for the AlTexView
# Kegetys: for his unmerous OFP and ArmA tools
# Mikero: for the MakePBO & ExtractPBO
# OurWeapons Mod: WinPBO and PBO Patcher
TESTING
# SP: Chneemann, OneManGang, Mr-Murray, Silola
# MP: MCPXXL (chief of staff), Marco-Polo-IV, Bolek
Excellent work MAPFACT-gang! I've been waiting for this. Can't wait to try out Lesters "light magic" in ArmA among other things!
Make sure to forward my grattitude to everyone involved.
Thanks!
/KC
Sickboy
Feb 17 2007, 22:41
Awsome http://forums.bistudio.com/oldsmileys/yay.gif & Nice one fellows, and np for the help http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Whoops... forgot the credits, added them. Thanks for your help, sickboy! http://forums.bistudio.com/oldsmileys/smile_o.gif
Sickboy
Feb 17 2007, 22:50
Whoops... forgot the credits, added them. Thanks for your help, sickboy! http://forums.bistudio.com/oldsmileys/smile_o.gif
Sure thing http://forums.bistudio.com/oldsmileys/smile_o.gif It's an honour anyway http://forums.bistudio.com/oldsmileys/notworthy.gif
Awesome Release http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Thanks Mapfact for this http://forums.bistudio.com/oldsmileys/smile_o.gif Great job
Shashman
Feb 18 2007, 02:14
Great release http://forums.bistudio.com/oldsmileys/smile_o.gif
The example missions were very informative
Dwarden
Feb 18 2007, 03:41
gj and great to hear that about cooperation between mod makers ...
wish that happens more often in future http://forums.bistudio.com/oldsmileys/notworthy.gif
stingfish74
Feb 18 2007, 11:20
is there an ENG version or conversion of this?
is there an ENG version or conversion of this?
Huh? Doesn't it work with the 505 version?
Just tried it out a bit and couldn't get the Invisible targets to work? They are there in the editor but the AI doesn't react to them? Tried the demo mission as well and the US soldiers doesn't fire a single round? Am I missing something obvious?
Running 1.02 Cz Sprocket version (with Sickboys ENG patch).
/KC
deanosbeano
Feb 18 2007, 12:16
very interesting addon i like the ligts they are very usable.
some bugs/ miss placement in maps ? i found
at start of light show light tun up and down i only see two settings happen
also text mentions a dsico has just took place , didnt see anything other than a purple bulb 300 feet in the air
normal targets have no reation at all
armoured targets have no reaction unless placed 3- 4 meters away
not having a good reaction of viewblock effect
radio looks to be a massively useful tool but very hard for a layman to see what he could do with it , pls could you add more ammo to it in a demo to show how it works
i hope these are not seen as a negative ,because this is obviously a very nice addon with endless possibilities.
ps maybe there is a viewdistance setting or possible ai set to super ai that you used whilst testing ?
Sorry, but there is a little version mismatch inside http://forums.bistudio.com/oldsmileys/huh.gif
A fixed version has be released yet http://forums.bistudio.com/oldsmileys/whistle.gif
Attention, new Version V1.01 !
- Safety Flares fall to ground before inflame
- Reaktion Time of the invisible targets are now instandly
deanosbeano
Feb 18 2007, 14:14
nice fix http://forums.bistudio.com/oldsmileys/smile_o.gif
seems to work like a charm now, very nice addage gonna try these and see if the ai will blow up me buildings now, could save me hours of dev time, cheers.
I get an error with some model special specific error but then click preview again and it works.. will post a pic bit later on..
Also why do the invisible targets die?
My AI say Target is History and they stop shooting http://forums.bistudio.com/oldsmileys/sad_o.gif
@<hidden>
Thanks for the quick update! Downloading now... Will let you know how it goes.
/KC
Al Simmons
Feb 18 2007, 19:43
nice addon even if some of the stuff was available before http://forums.bistudio.com/oldsmileys/confused_o.gif
nice addon even if some of the stuff was available before http://forums.bistudio.com/oldsmileys/confused_o.gif
Al, didn't you done a similar thing? http://forums.bistudio.com/oldsmileys/whistle.gif
Al Simmons
Feb 18 2007, 20:30
nice addon even if some of the stuff was available before http://forums.bistudio.com/oldsmileys/confused_o.gif
Al, didn't you done a similar thing? http://forums.bistudio.com/oldsmileys/whistle.gif
Well yes, some of the content was already available in the "FAC" and "entry tool" addon-releases. http://forums.bistudio.com/oldsmileys/confused_o.gif
This makes me sad, especially when i remember Lesters accusation that i had made the invisble targets for ArmA and stole his idea.
Special Ed
Feb 18 2007, 21:23
Great to see this out already http://forums.bistudio.com/oldsmileys/smile_o.gif
Look forward to getin some lights in what were otherwise 'dead' towns for night time use..
Thanks http://forums.bistudio.com/oldsmileys/yay.gif
BadAss [Mapfact.net]
Feb 18 2007, 22:00
nice addon even if some of the stuff was available before http://forums.bistudio.com/oldsmileys/confused_o.gif
Al, didn't you done a similar thing? http://forums.bistudio.com/oldsmileys/whistle.gif
Well yes, some of the content was already available in the "FAC" and "entry tool" addon-releases. http://forums.bistudio.com/oldsmileys/confused_o.gif
This makes me sad, especially when i remember Lesters accusation that i had made the invisble targets for ArmA and stole his idea.
No reason to be sad. If there was a reason to be sad every addon maker had to cry all the time when one thinks about stuff like M4s.
Let me put it this way: few ideas are really new. You see, we've never claimed having 'invented' all the stuff included in our addon nor did we claim all ideas in it are new. So undoubtedly we did similar things. Where's the problem? Every one is completely free to choose what to use in his mission.
BUT: we did not do it similarily. The implementation of many things in our addon is very new and Lester deserves full credits for his findings. Let me state it this clearly: our addon does not contain anything we were not allowed to use. Just have a look at the credits in the addon to see who directly or even indirectly contributed to this one.
Everyone can easily see this, even without unpacking the addon pbo. Just put any unit (including addon as well) in the editor and see if our grenade stuff works. We do not use eventhandlers to trigger our effects (the only exeption being the tank smoke). And of course everyone is completely free to have a look into our config and scripts and see how we do what we do and compare to other addons.
In december we started working on our Misc addon so we can't help if some one releases something in the mean time. Frankly, you don't expect us to leave out features we're developing when some one comes out with a similar idea?
If it wasn't that ridiculous we might feel sad about that serious accusations. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Btw. Lester did not accuse Al Simmons of having stolen an idea. Ideas are free. The rest is a different story that i thought we had left behind? http://forums.bistudio.com/oldsmileys/confused_o.gif
Al Simmons
Feb 18 2007, 22:26
@<hidden> Feb. 19 2007,00:00)]Let me put it this way: few ideas are really new. You see, we've never claimed having 'invented' all the stuff included in our addon nor did we claim all ideas in it are new. So undoubtedly we did similar things. Where's the problem? Every one is completely free to choose what to use in his mission.
BUT: we did not do it similarily. The implementation of many things in our addon is very new and Lester deserves full credits for his findings. Let me state it this clearly: our addon does not contain anything we were not allowed to use. Just have a look at the credits in the addon to see who directly or even indirectly contributed to this one.
Everyone can easily see this, even without unpacking the addon pbo. Just put any unit (including addon as well) in the editor and see if our grenade stuff works. We do not use eventhandlers to trigger our effects (the only exeption being the tank smoke). And of course everyone is completely free to have a look into our config and scripts and see how we do what we do and compare to other addons.
In december we started working on our Misc addon so we can't help if some one releases something in the mean time. Frankly, you don't expect us to leave out features we're developing when some one comes out with a similar idea?
If it wasn't that ridiculous we might feel sad about that serious accusations. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Btw. Lester did not accuse Al Simmons of having stolen an idea. Ideas are free. The rest is a different story that i thought we had left behind? http://forums.bistudio.com/oldsmileys/confused_o.gif
Well i dunno if this was not an accusation what it was then?
Nice "stolen" addon components like my invisible targets ...
... no mail ask for use it in my ingoing-mail-folder and also no credits ... what a shame http://forums.bistudio.com/oldsmileys/mad_o.gif
Is something of the addon 'handmade' or all fished from different sources ? http://forums.bistudio.com/oldsmileys/crazy_o.gif
And yes i left it behind, but when someone claims credits for ideas he should give them when using and improving others ideas, too.
But to be ontopic, theres are lots of usefull things in this release which improve gameplay and editor options to a new level. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
@<hidden>
Badass bring it to the point,
please can you explain which things "stolen" from you, that i've wouldn't made by myself before like the targets http://forums.bistudio.com/oldsmileys/huh.gif
With my part of the the Map_Misc stuff i only continue my OFP work and enhance it with ArmA features.
Take a look in the MAP_Misc config and see the absolut different implementation of things like the Safety Flares.
My Safety Flares are done absolutly without any script http://forums.bistudio.com/oldsmileys/wink_o.gif
And also be free (as the readme declares) to use our techniques for your things.
Please, calm down and bring ArmA a bit more forward.
Edit:
Oh, my post (or my englisch) was a 'little to slow' http://forums.bistudio.com/oldsmileys/wink_o.gif
NoRailgunner
Feb 18 2007, 22:56
Please - don't nag each other http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
@<hidden> Simmons & SWAT
No matter if someone has ideas in mind - but nobody else could see them before release http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>
nice work, keep on making "mapfact hot stuff" like in OFP http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden> Simmons & SWAT
Why do you mention me? http://forums.bistudio.com/oldsmileys/huh.gif
I have nothing to do with Mapfact or Al's project. I just stated that Al released similar projects. I never claimed, that somebody has stolen from each other or anything in this direction...
Lets all calm down [Bright *idea*] isn't it http://forums.bistudio.com/oldsmileys/tounge2.gif
Anyways.. why do my AI stop shooting at invisible targets after they say they have killed them? shouldn't they be invincible...??
The targets are invisble to the player, but the AI must 'see' them to fire at it.
The ... is killed/destroyed message are automatically played when the target is destroyed.
It's possible to increase the accuaracy to reduce the 'identification quality',
but then the AI must be nearer and/or show very much longer at the targets to identify them as friend or foe.
(like the version error in V1.0 http://forums.bistudio.com/oldsmileys/confused_o.gif )
We have to do some essential things we needed for better handling of actual and planed features of the Map_Misc,
but after that we hopefully can enhance a lot.
But this take a lot more time and the deadline lay a lot of weeks in the future. http://forums.bistudio.com/oldsmileys/whistle.gif
Hehe, Matt said that the targets should be invincible, not invisible for AI http://forums.bistudio.com/oldsmileys/wink_o.gif
*cough* isn't it the same ?
my #%&$% englisch http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
It's not so easy to create invisible targets that would be indestructible (imho a better word http://forums.bistudio.com/oldsmileys/wink_o.gif )
that the AI identify with the same quality.
Ok, my old (OFP) models forces the hitpoint away from the object, but they were also destructable by area damage.
(Also a lot of Users have wished that the targets destructable to have more firecontrol)
Increasing the armor is not a useful way,
this brings the AI to use much heavier ammo for shooting and stop shooting with smaller caliber.
BadAss [Mapfact.net]
Feb 19 2007, 13:19
Yeah, it might be a good idea to include invincible invisible targets in the next version as well. For some reasons you might need weak invisible targets that can be destroyed easily and for other reasons you might want to have something stronger.
Or add a script that automatically sets the damage to 0... (or replaces a dead target).
Sickboy
Feb 19 2007, 22:27
Or add a script that automatically sets the damage to 0...
But put the armor/health of the objects very high anyway, incases with massive weaponary fired at the objects http://forums.bistudio.com/oldsmileys/wink_o.gif
Or add a script that automatically sets the damage to 0...
But put the armor/health of the objects very high anyway, incases with massive weaponary fired at the objects http://forums.bistudio.com/oldsmileys/wink_o.gif
If you set it to high values, AI won't attack it with normal guns... http://forums.bistudio.com/oldsmileys/confused_o.gif The AI checks the relation between bullet hit value and total armour of the target. If it realises that it needs too many bullets to kill it, it won't start shooting.
Sickboy
Feb 19 2007, 23:29
If you set it to high values, AI won't attack it with normal guns... http://forums.bistudio.com/oldsmileys/confused_o.gif The AI checks the relation between bullet hit value and total armour of the target. If it realises that it needs too many bullets to kill it, it won't start shooting.
Ah http://forums.bistudio.com/oldsmileys/wink_o.gif Thanks http://forums.bistudio.com/oldsmileys/whistle.gif
deanosbeano
Feb 20 2007, 00:06
for indestructable you can add
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType = "Destructno";[/QUOTE]
in config
both kinds are good , because with invinsible they shoot until ammo runs out o you have to delete them first .
with this kind of destruct tho it will make any hit addeventhandlers less stable .incase it apllies here.
for indestructable you can add
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType = "Destructno";
in config
both kinds are good , because with invinsible they shoot until ammo runs out o you have to delete them first .
with this kind of destruct tho it will make any hit addeventhandlers less stable .incase it apllies here.[/QUOTE]
Ähm ... afaik ... the "destructno" (in OFP) only shows no optical destruction,
but the Model are normal damaged / destroyed and the AI stops firing. http://forums.bistudio.com/oldsmileys/huh.gif
On a invisible target this should be bring no Effect.
The only way i see to 'protect' the lower armored targets from damage is a 'createanotherobject'-funktion.
But this should be script only and have no fixed binding at all targets. http://forums.bistudio.com/oldsmileys/wink_o.gif
Just to add my 0.20 SEK I also think having indestructible versions of the invisible targets as would be usefull.
Sorry if jumping ahead but also wonder if you plan to port all the objects available in MAP_MilObj-Pack.pbo to ArmA (I understand you need the editing tools first)?
/KC
deanosbeano
Feb 20 2007, 15:57
Quote[/b] ]Ähm ... afaik ... the "destructno" (in OFP) only shows no optical destruction,
but the Model are normal damaged / destroyed and the AI stops firing
altho moot because you require it not binded .
for the record and to undo any confusion
adding
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType = "Destructno";[/QUOTE]
will make the target indestructable
as seen here (availabe 5 mins after post time) (http://www.youtube.com/watch?v=6QG-g895qwA)
MessiahUA
Feb 20 2007, 18:15
Sometimes I see this error:
http://img89.imageshack.us/img89/8311/mapmiscerrorcs6.jpg
This error appears randomly in demo missions. Don't know what to do...
Edit:
Maybe thats because of the game version. I'm playing 1.02.
Sorry, but i can't reproduce this error and no one else have reported that to us.
Maybe an error from an other addon/modification ? http://forums.bistudio.com/oldsmileys/huh.gif
BadAss [Mapfact.net]
Feb 20 2007, 21:45
Can you please describe what you did when the error message occured?
The game version shouldn't be a problem. That's the exact same version we used to develop this one.
Please check your addons and modfolders. Then start your ArmA only with one addon at the time and see what happens. This way it should be possible to identify the problem. Please let us know about your findings so we can make sure to fix possible problems in the misc. http://forums.bistudio.com/oldsmileys/wink_o.gif
This bug should be fixed now. Expect an updated version in the next days. Thanks for reporting. http://forums.bistudio.com/oldsmileys/smile_o.gif
MessiahUA
Feb 20 2007, 23:31
This bug should be fixed now. Expect an updated version in the next days. Thanks for reporting. http://forums.bistudio.com/oldsmileys/smile_o.gif
Glad, that it helped and thanks for upcoming update. http://forums.bistudio.com/oldsmileys/smile_o.gif
BadAss [Mapfact.net]
Feb 21 2007, 18:06
Sorry for the inconvenience and thanks for reporting.
raedor has found the problem so we have a new and fixed version: MAP Misc, 1.02 (http://mapfact.net/include.php?path=content/download_eng.php&contentid=584) ready for download for you.
Damn I'm having a hell of a time trying to get those invisible targets to worK http://forums.bistudio.com/oldsmileys/banghead.gif I have tried every target (named t1) so I can get the GBU Harrier to drop its bombs on them, using this dotarget t1 and this dofire t1 I have a funny feeling I'm not doing something right, any help please?
For now, try to create an object of type LaserTarget. Maybe you see the laser targets in later versions of the addon. http://forums.bistudio.com/oldsmileys/smile_o.gif
Nevermind, Figured it out.
If you're having problems with the targets, make sure you haven't got a duplicate of the file in a mod target
MessiahUA
Feb 23 2007, 20:04
I've updated pbo and I still have that error with sections http://forums.bistudio.com/oldsmileys/sad_o.gif
It appears randomly...
I looked in .rpt file and here it is:
Quote[/b] ]Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.
Warning Message: '/' is not a value
Strange...
RPT Errors:
Sorry, but in my .rpt file are no such entrys ... imho it must be produced by another addon http://forums.bistudio.com/oldsmileys/huh.gif
Lasertargets:
There are allready lasertargets in there like since my first OFP Version of the Inv. Targets
... don't know why not working ... but maybe it could be due of
http://bugs.armed-assault.net/view.php?id=1951
MessiahUA
Feb 23 2007, 21:20
imho it must be produced by another addon http://forums.bistudio.com/oldsmileys/huh.gif
Yeah, I thought about that, maybe, because of Entry Tools by Al Simmons.... I'll check demo missions without it.
Special Ed
Feb 25 2007, 14:19
Are there any plans to work on making similiar addons that were in Ofp from Mapfact - i.e. - Barracken, Mil Objects -
Personally very much enjoyed use of Barracken for Ofp, although I know theres a ton of stuff in there.
Thanks again for this addon btw http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>: Did it work out?
@<hidden> Ed:There are _plans_ to make or convert the Baracken and stuff.
MessiahUA
Feb 26 2007, 10:42
@<hidden>: Did it work out?
Most likely... I didn't see that error so far http://forums.bistudio.com/oldsmileys/smile_o.gif
@<hidden>: Did it work out?
Most likely... I didn't see that error so far http://forums.bistudio.com/oldsmileys/smile_o.gif
Cool, thanks for testing. http://forums.bistudio.com/oldsmileys/smile_o.gif
Special Ed
Feb 26 2007, 22:29
@<hidden>: Did it work out?
@<hidden> Ed:There are _plans_ to make or convert the Baracken and stuff.
Sounds great, thanks for the info. Was just curious, as I know theres a ton in those addons, so its nice to hear there is a possibility at some point they may come to be in Arma, keep up the good work http://forums.bistudio.com/oldsmileys/smile_o.gif
DecimusAquila
Feb 27 2007, 14:35
Great work indeed. A good job weldone. Happy to have people around who make us enjoy the game everlasting.
You MAP guys probably already know this but it seems like 1.05 "broke" this great addon...
/KC
Messiah post us topics that descripe the problem ...
now we can take a look what is canged by Patch v1.05 to solve the problem in the next time
Please can anyone who get the problem descript the problem exactly ?
- Are all other addons disabled ?
- Do you use a mod folder and do NOT put the MAP_misc in the ArmA/Addons folder ?
- Which Game version are used ? (line of patches)
- On which side you get this problem ? (screenshots would be nice, examplemissions better http://forums.bistudio.com/oldsmileys/wink_o.gif)
- Which weapons get invisible ? ( a screenshot would be nice too)
just a hint:
We had the same problem in our addons and already solved it.
The bug was caused by BIS changing a weapon dependency, in concrete they changed
class Rifle : MGun
to
class Rifle : RifleCore
You should check your dependencies, perhaps they changed more.
cobra@pulse
Mar 3 2007, 13:15
If used in a mod folder, I believe there is no problem.
This is related to a UK 1.05 game
deanosbeano
Mar 3 2007, 13:16
info withdrew obviously not needed
@<hidden> Lester: Sorry for blaming your addon before testing it clean! But after seeing Sniper Pilot's message about his issues I automaticly blamed MAP_Misc
Have just tried barebone with MAP_Misc 1.02 only and haven't seen any issues yet. Seems that my issues originates from another addon. Sorry again, should have known better! http://forums.bistudio.com/oldsmileys/whistle.gif
Will keep you updated if I do find something when only using MAP_Misc 1.02 but so far it looks OK here at least.
@<hidden> deanosbeano: Strange haven't seen what you describe here (1.02 Cz -> 1.05).
/KC
I have an even weirder problem.
When I read that the Map_misc stopped working I deleted it from my addons-folder and started the game. I got all sorts of errors when a unit was loaded and I couldn't play ArmA.
With the Map_Misc.pbo everything seems to be working normal.
- I have the Map_Misc 1.01 installed in the Addons-Folder
- I have the German version and updated it from V 1.02 to 1.05
- Screens
http://img99.imageshack.us/img99/395/error1uq3.jpg
http://img150.imageshack.us/img150/5173/error2bv1.jpg
http://img152.imageshack.us/img152/851/error3vb3.jpg
@<hidden>
No problem, i just depbo/unbin the addon folder of the v1.05 and check the hint from TeRpEnTiN.
(By the way, thx for the hint, but we allready have changed that in the MAP_Misc V1.02 an set our references much more to the end of a nearly weapon http://forums.bistudio.com/oldsmileys/wink_o.gif)
@<hidden>
Better use the actual and recommended v1.02 which have some significant changes and use it not in the ArmA/Addons Folder
A Mod folder get ArmA clean is a much better use. http://forums.bistudio.com/oldsmileys/wink_o.gif
Using 1.02 also breaks the game, I'm getting the same errors as by deleting it. Putting it into a modfolder has the same effects.
I'd like to get rid of it but it seems I would have to reinstall the whole game. I guess I just keep it because everything runs ok when the Map_Misc 1.01 is in the addon folder.
The addons folder is imho a nonpractical inoffical addon place, so i highly suggest a mod folder.
But anyway, i've found an problem in our addon ... more about it in the next days, maybe with some small enhancements too. http://forums.bistudio.com/oldsmileys/whistle.gif http://forums.bistudio.com/oldsmileys/wink_o.gif
5133p39
Mar 15 2007, 11:00
I downloaded version 1.02, but the AI wont engage armored targets.
I put M1A1 and the 'SLA armoured target' about 30 meters away, but the M1A1 won't bother firing.
I tried the reveal command, doTarget, doFire, Fire, commandTarget, etc., every possible combination i could think of, but no effect.
I am using Armed Assault v1.05
5133p39
daft question did you place the mapfact gamelogic misclogic
down as that is the same thing that happend to me.
as well as i think one of them had to be named server for MP
compatability.
it mite be an idea to reread the readme if it is for MP .
bk1276
5133p39
Mar 15 2007, 20:08
I haven't got that far to try it in MP.
I was trying it in SP, and no, i didn't placed any logic unit.
Later when i was trying other targets, i witnessed that the Abrams was firing upon the target with his machinegun - but it never used the main gun, even if i told them (selectWeapon, Fire, DoFire, etc., nothing worked) - of course that could be probably that the AI won't waste the main gun ammo on some little target which can be destroyed by a machine gun, but they never fired even on the "Armored" target as i wrote earlier.
Btw. i tried to make an invisible target, derived from a T72 class - i changed only the 'simulation' parameter to "house", and 'model' to "\core\default\default.p3d", but that also didn't worked (the Abrams was able to target it, but again it didn't fired from the main gun! ).
I was trying to circumvent the problem by using<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_abrams Reveal _target;
_abrams DoTarget _target;
_abrams Fire "M256"; // or _abrams DoFire _target[/QUOTE]but it didn't work - with the Fire command, the Abrams lifted the main gun like he's aiming for the sun and then he fired (which is useless for me), and when i used the DoFire command he did nothing - just targeted the _target, but no firing.
I would very much appreciate, if anyone could help me with this.
I need this to work for my Artillery control script.
MAP_Misc Update 1.05 is out now ! (http://www.mapfact.net/include.php?path=content/download_eng.php&contentid=584&PHPKITSID=7bfcd0f6b7fa3df977aee3811b4a5ed8) http://forums.bistudio.com/oldsmileys/wink_o.gif
Sickboy
Mar 21 2007, 11:49
MAP_Misc Update 1.05 is out now ! (http://www.mapfact.net/include.php?path=content/download_eng.php&contentid=584&PHPKITSID=7bfcd0f6b7fa3df977aee3811b4a5ed8) http://forums.bistudio.com/oldsmileys/wink_o.gif
Very Nice MF!... Downloading... http://forums.bistudio.com/oldsmileys/smile_o.gif
Special Ed
Apr 1 2007, 13:50
Hey guys, got a quick question about this addon http://forums.bistudio.com/oldsmileys/smile_o.gif
I tried for hours last night to a nice light bulb appearance from one of the bulbs, and had alot of difficulty decifering what the various elements in the array passed to the light.sqf do, in fact never really figured it out completely. Did get a low brightness grey/white sphere that works good in houses, but it has to be hidden in the ceiling because I cannot get any sort of 'orb' of small bright light at the center, it booms bright rays at you when looking at it, unless its hidden - Again, im ok with results, I just hide light source in ceiling. Im asking, is there any documentation what would describe exactly what each element in that array does, to make it easier to edit the lights?
Oh, btw, awsome addon too http://forums.bistudio.com/oldsmileys/biggrin_o.gif Imo, much better than the flickering lights that used campfire light from ofp, towns look really good lit up with these http://forums.bistudio.com/oldsmileys/smile_o.gif
Edit/
Want to add here seems there may be a bug with the street lamps - At different areas, once unit as a certain distance from lamp, it shuts off, in plain view, then turn back on once u get closer it it (30 - 100 meters depending on lamps brightness). This does somehow seem to be somehow due to terrain or something, because in one area this does not happen, then in another, it happens to all lights. This has occurred in Sahrani's town of Everon with all lights, then I tested on air feild on southern island, and they worked from as far as I could spot them.
monty67t
Jun 26 2007, 21:39
I'm having a little trouble with the throwable objects, marker grenades, etc. I checked out the demo mission and followed the instructions. I have the game logic named server, i have this addWeapon "MAP_Throw" in the init of the soldiers, but I'm still unable to equip and throw the grenades in MP. I'm grabbing the grenades out of an ammo crate. Is there a solution to this problem?
MessiahUA
Jun 27 2007, 07:59
Yes, it is a strange issue and I found the only way to solve this. It's some kind of a problem with initialization or something like that.
Just add this command before addweapon "MAP_Throw":
Quote[/b] ]waituntil {time > 2};
monty67t
Jun 27 2007, 11:38
That's wierd. Thanks a lot man. I appreciate it.
monty67t
Jun 27 2007, 12:29
That still didn't work. I tried it your way and I also tried delaying the initialization by using a trigger. I'm also getting this error when the mission loads.
http://img.photobucket.com/albums/v238/monty67t/MISC/MapFactMiscError.jpg
Other addons I'm running are a sound modification and SIX's tracers and editor upgrade.
Sickboy
Jun 27 2007, 12:40
That still didn't work. I tried it your way and I also tried delaying the initialization by using a trigger. I'm also getting this error when the mission loads.
http://img.photobucket.com/albums/v238/monty67t/MISC/MapFactMiscError.jpg
Other addons I'm running are a sound modification and SIX's tracers and editor upgrade.
In case of 6thSense.eu Addons, make sure you have the latest versions available. My addons usually are released in a development state and further developped into release-state together with the community, I don't remember having such bug in my addons but in either case, better be safe than sorry...
First i hope that you use the latest Version (V1.05) in a mod Folder for inoffical addons.
(We got also no Problems in the ArmA Addon folder, but this is 'a dirty thing' and we does't support that. http://forums.bistudio.com/oldsmileys/whistle.gif )
That must be an error caused of another addon, actually no classes in there are used to modify CfgModels
and no one of our Team have seen this problem when using a mix of Mapfact addons and also some others.
I know that the 1.01EU by Lowfly produce such an error
and of cause some other addons to get additional units/vehicles.
But in the V1.02 i also haven't seen such an Error in combination of any Mapfact addons.
All problems i know are one or two stringtable mistypes, the radioview (since ArmA 1.07)
and the Thing that a Logic called 'server' have to placed also in SP ... http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
This little things would be patched with the next version with a bunch of new features,
but that needs 'some' weeks of time http://forums.bistudio.com/oldsmileys/wink_o.gif
Haven't you forgot any other 'little addons' like unit/vehicle aso. ? http://forums.bistudio.com/oldsmileys/huh.gif
Sorry for abruptly reviving this thread, but seeing as MAP_misc includes a radio (of which I am an avid user), I was wondering if there were any plans to include a redo of the MAP-ruck addon?
Backpacks and rucks add a whole lot to the game (in my humble opinion) and I'm quite missing them in arma at the moment.
Sickboy
Jul 18 2007, 14:57
Sorry for abruptly reviving this thread, but seeing as MAP_misc includes a radio (of which I am an avid user), I was wondering if there were any plans to include a redo of the MAP-ruck addon?
Backpacks and rucks add a whole lot to the game (in my humble opinion) and I'm quite missing them in arma at the moment.
If MapFact is not planning such Addon/Modification I might consider, if I get the permission, to convert their work from OFP with some new ArmA Functionality etc. Altough it might be interesting to see if it can be made more natural, less "hack" than had to be done in OFP.
Smookie
Aug 26 2007, 10:36
Not sure if its only my issue but it seems to me that smoke doesn't really block the AI sight - they still shoot through it very accurately. Whenever I try to cover tank or apc with some smoke, it will always find me and kill me with two first shots from MG (no matter what distance is between me and tank, usually up to 200 metres), even though I am still moving. Got the last version installed.
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