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Thread: MBG_Killhouses

  1.   Click here to go to the next Developer post in this thread.   #1

    MBG_Killhouses

    RELEASED!







    MBG_Killhouses adds 7 new walkable buildings. These buildings are purpose-built to suit Arma2: This means floors, doorways, rooms and the overall collision-model have been adjusted to cope well with the current collision-detection. Here is a quick overview of all the building's features:

    • 5 killhouses
    • 1 Shoothouse
    • 1 Big Warehouse
    • Fully usable in both the Editor and Visitor3/4
    • Highly precise editor-icons for easy alignment
    • Averaging 100 positions per building
    • Several wall-segments (Straight parts, corners, doors, gates, 3m height an 0.8m height.
    • MP-Synchronized door/gate sounds
    • Breachable doors and wall-segments


    Classnames:
    Spoiler:


    CREDITS AND THANKS:

    Thanks to:
    • Toadball for providing me with a generous amount of blueprints.
    • DaveP, Friznit AND da12thMonkey for providing me with a tremendous amount of reference pictures
    • Volunteer Commando Battalion
    • Task Force 86
    • =UKTF= Tactical Realism Clan


    One or more textures on this 3D-model[s] have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information.

    DISCLAIMER:

    This addon is not related in any way to Bohemia Interactive Studios or Bohemia Interactive Simulations. You may ONLY use this addon in Arma2: Combined Operations, Arma2 and Arma2 Operation Arrowhead.

    DOWNLOAD:
    MBG_Killhouses @mondkalb.org (43.8mb)
    MBG_Killhouses @armaholic.com
    MBG_Killhouses @armedassault.info




    Initial WIP announcement:
    Spoiler:
    Last edited by Mondkalb; Sep 10 2011 at 17:00.

  2. #2
    Your Spot on from what I remember training with at San Luis Obispo, Fort Polk, and Camp Bullis. They were center block construction with wooden doors. The only thing that is not presented was the sewer system.

  3. #3
    This is actually pretty cool.
    United as one, divided by zero.

  4. #4
    awesome

  5. #5
    Would be good if you can add backyards, compounds, small alleyways and some bigger buildings perhaps with basement + rofftop terrace. Ah and don't forget to add a connection/entrance between a few buildings - something that will keep players stressed while clearing rooms.
    Btw is it possible to add some working + switchable ceiling lights/lamp into certain rooms/hallways?

  6. #6
    First Lieutenant PuFu's Avatar
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    thumbs up:
    Spoiler:

    Spoiler:

  7. #7
    Quote Originally Posted by Mondkalb View Post
    Oh noes, not ANOTHER building addon...

    .
    Can never have too many buiding addons. Especialy ones with the MBG prefix

    Thank you.
    Spoiler:


  8. #8
    Staff Sergeant
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    Sounds awesome, Ravenshield environments for ARMA; perfect place to use ACE's teargas and gasmasks!

    Obvious question from someone a mission designer who has no idea about map making; please add lots of AI waypoints (even per room), for both support of random building positions, as well as the various building patrol scripts out there. Assuming you do this in the map making phase!

    And please ensure that AI cannot accidentally walk off the roof, as is known to happen with certain OA buildings: AI using any kind of urban or building patrol script will eventually suicide of the roof, which is very frustrating!

    Looks awesome!

  9. #9
    Nice project, thumbs up! breaching will be awesome


    Quote Originally Posted by Mondkalb View Post
    If you have ideas about how the killhouse-cities should be laid out, and what other buildings besides my killhouses should be used, and what the entire terrain should look like, this is the thread to let me know.

    To sum up all this: Now is wish-hour. You tell me your wish, and I'll see what I can do to this addon project.
    Something like moutmckenna map in AA:3 would be nice - it´s quite well balanced for pvp aswell.

    REALISM! No, fuck that, FIRE THE LASER!

  10. #10
    Staff Sergeant jens198's Avatar
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    Quote Originally Posted by Mondkalb View Post
    ...as the intention for this project is not to give island makers new toys, ...
    WHAT!!! Those houses are exactly what I need to make my Ft. Benning and Ft. Irwin maps perfect. Really looking forward to these beauties.

    Jens

    BTW: If you need images of MOUT areas/houses I can provide you a bunch of images of the buildings from the McKenna Urban Training Site.

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