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#2920981 - 12/16/09 01:30 AM Re: At last - something different [Re: saghen]
VonBarb. Offline
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Originally Posted By: saghen
Isla Duala looks good from the screenshots. Should be good. I miss playing on the Tonal island for OFP.


Word ! That was the best map ever made for a BIS game. The addons and campaigns that went with it were also very good. I had so much fun with them and the OFrP french infantry...
I wish we'd see more Africa-themed mods.

Cheers

Nico
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#2920986 - 12/16/09 01:52 AM Re: At last - something different [Re: saghen]
RSColonel_131st Online   smile
Lifer

Registered: 01/02/01
Posts: 20526
Loc: Vienna, 2nd rock left.
Thanks Fatty, those vehicles should work. I'm not sure we'd need the terrorist vehicle addon since they seem to be mostly reskins of already in-game guerilla 4WDs.

IMHO these would suffice:

USMC Units
Vehicle Pack
FFAA Terrorists

And then any desert island.

This will give the BLUFOR soldiers and motorized transport/fire support, and the OPFOR in their 4WDs or civilian cars. It wouldn't be hard to create a few basic missions with randomly patrolling OPFOR defending a town or geographic key point, maybe a BLUFOR Convoy Defense mission, and the opposite - ambushing an OPFOR convoy.

Admin Edit: Watch the names. It would be offensive to some people. Thanks.

If no replacement pbos are loaded all units should work together, so it will just depend on the mission if you have desert or woodland fights.

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#2921257 - 12/16/09 10:48 AM Re: At last - something different [Re: RSColonel_131st]
adlabs6 Online   smile
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Registered: 11/11/04
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The simplest choice in my view, is to let the players choose replacement skins if they want. Run the map with stock units. We had similar issues of mismatched camo back in the days of ArmA1, when not fighting on the southern part of the island.
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#2921343 - 12/16/09 12:56 PM Re: At last - something different [Re: adlabs6]
RSColonel_131st Online   smile
Lifer

Registered: 01/02/01
Posts: 20526
Loc: Vienna, 2nd rock left.
Uhoh, language police. I'm sure those virtual terrorists or those who associate with them were quite insulted. I mean it's not like a refered to any other arabs or muslims like that.

Good news: If you already have some mission templates with fireteams and everything set up, it's quite easy to convert them over to Desert Marines. I just copy/pasted the groups, then did a find and replace on the mission.sqm. The stock class names all start with USMC_Soldier, the Desert ones with USMC_DESERT_Soldier so you can just replace those two text strings.

Only difference is the normal rifle guy:
USMC_Soldier becomes USMC_Desert_Soldier_Soldier

And Designated Marksman:
USMC_SoldierM_Marksman becomes USMC_Desert_Soldier_Marksman

It saves a lot of editor mouse clicks.

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#2921704 - 12/17/09 06:54 AM Re: At last - something different [Re: RSColonel_131st]
December Offline
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Registered: 08/11/07
Posts: 2445
From the creators of the Terrorist units.
The pbo dependency ffaa_et ("ffaa_et\arma\data\") ("us_soldier_wound2_smdi.paa") located will be fixed in the next version.

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#2922228 - 12/17/09 09:07 PM Re: At last - something different [Re: December]
adlabs6 Online   smile
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Registered: 11/11/04
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Those looking for some fun will find the Kibrul map on the SimHQ server along with a starter mission I am working on. Mission is WIP, bugs may abound.

This map is NOT a requirement for playing on SimHQ at this time, FYI. But for those who want to look around the bend, feel free.
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#2922600 - 12/18/09 03:24 PM Re: At last - something different [Re: adlabs6]
adlabs6 Online   smile
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Anybody that has this map up for testing it out on the SimHQ server between 7 and 8 Eastern?
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#2922606 - 12/18/09 03:39 PM Re: At last - something different [Re: adlabs6]
KlarSnow Online   tunes
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Registered: 10/25/07
Posts: 310
Loc: Kerrville, Texas
Sure! be on in a few

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#2922626 - 12/18/09 04:25 PM Re: At last - something different [Re: KlarSnow]
NoUseForAName Offline
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Loc: Colorado
dl'ing now
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#2922646 - 12/18/09 05:25 PM Re: At last - something different [Re: NoUseForAName]
adlabs6 Online   smile
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Not bad, some polish on that mission and it'll be OK.

The map itself, found one bug. There's a covered storage area at OBJ1, and if hit with sufficient power (even a few rifle rounds can put it over the limit) it goes off like a bomb killing anyone nearby (me). LOL! Plus there is a sandbag at OBJ2 that will suffer a strange rotated damage model.
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