Austin

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Everything posted by Austin

  1. Austin

    Napf Island A3

    Napf Island A3 by Momo | Ported by ANixon Description: This is a ported version of the Napf Island for Arma 2: OA by #momo#. After 2.5 years of work, I finally finished my Napf Island. It is a terrain for Arma2 OA that is 20.4km on 20.4km in size. While the norh part is rather flat and is the home of most of the big cities, the south is dominated by mountains, forests and wilderness. The map is based on real elevation data from a region in Switzerland, but the towns, roads and forests are highly fictionalized. Some Background: - The terrain for my Napf-Island was made based on real DEM-Data with a 30m on 30m grid. The mountain "Napf" in reality is located in Switzerland (long/lat in Real World: +47°0/+7°56'). In the real world, the south shore of my island is formed by the Lake of Brienz ("Brienzersee") and the Lake of Thun ("Thunersee"). - However, I squeezed about 100km on 100km of real terrain into a 25km on 25km map and I also smoothed the terrain. My Napf is not the real Napf in many aspects: I placed towns and roads where I thought they made sence, not always on real places. The names of the towns and hills are a mix of faction and fiction, as indeed is the whole island. - The work for this island started approximatly in August, 2011. However, I was busy bitching with Visitor3 for more than a month. Still, the work behind the island is insane. The town of Chatzbach, for example, took me one day and one night in a row (I worked on Chatzbach 17 hours straight). I dont think I will finish the Island: Arma3 is on the horizon. - However, I intend to end the island to the point where the main Ring Road (Chatzbach->Münchenstein->Muttenz->Lenzburg->Lausen) and the terrain surrounding the road is complete. This would also include building the main town and an airport. Features: - Two big citys, 3 airfields, a lot of medium sized towns - Several small islands off the main land, one of them houses a big military base - A massive Water Dam with an electrical grid emerging from there - Diverse landscape from the flat north with agriculture and bigger towns down to the high mountains of the south - Tested in Multiplayer without serious bugs Installation: To install the Napf Island A3 you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3. Included files: napf.pbo kpfs_waysigns.pbo aif_napfobjects.pbo mbg_generic_african_buildings.pbo mbg_killhouses.pbo mbg_buildings_3.pbo mbg_buildings_2.pbo Roads2.pbo Ponds.pbo Downloadable via - Steam Workshop: - Download Armaholic: - Go to Armaholic! A3Launcher: - Download Napf Server Files (Outdated for version 1.56): - Download Credits & Thanks: - My Clanmate Flattermann who became more and more a co-author - Hotzenplotz from URR-Clan for his help with Visitor and Photoshop - AngryInsects-Team for Beta-Testing and moral support (visit www.angryinsects.de) - All clans and mods who played the Beta-Version, which motivated me to go on with the project - Mondkalb for his buildings - Bushlurker and others for many helpful posts in the Editing-Section of the bi-Forums - shezan74 for WorldTools - Marseille77 for the GermanWaysigns Addon. - BIS for making Arma2 ANixon's Port Section: Agreements with momo: As long the updated Arma 3 version is free to use in Arma 3 and not mod specific it is ok to edit/update it for Arma 3 and Momo retains rights as it original creator. Map must be released to the public and not kept private. Hello thevisad I have no Skype, so I contact you this way. It's better for me to write it down anyway because somehow my written English is better than my spoken. I thought about your request for the napf source file and about co-working on the island. The concerns I have all boil down to one point, which is the question of how open the map will be for the standard Arma-Community. As long as I can claim full authorship, this question is for me to decide. To make it short: I want the map to stay open for the "old" Arma-Community, meaning everybody who wants to make a single- or multiplayer-mission on it is free to do so, as long as it is not a Dayz-Mod or something very similar. Warfares, Deathmatches, Roleplay-Missions like "Chernarus Life" or PvP- or Coop-Events with a military focus are all free to use the island. This also applies for Arma3 if the map can be used there. If you can agree to this condition I could agree to give out the Source Files and discuss a cooperation. About the islands of Suhrenfeld and Pfeffikon: Exactly these two islands are not made by me, but by my clanmate Flattermann. He would be willing to modify them so maybe it would be best to give your ideas for them to him. We would still need one or more buidlings for the scientiftc part of the installation. There would be one already existing that maybe would be cool but I have to check it out: Some Background on port: In no way do I claim to of made this map. All credits for original content creators are above! The work I did was nothing compared to theirs and I hope you think of them when you think of napf. Thanks Public Discord: https://discord.gg/0VORQ6nh91IM5BtT Donate to help future development.
  2. Shift + P(Arma 3 DLC Purchase Menu) Kicks player.
  3. Austin

    Tanoa Screenshots - Add yours

    Illuminati Confirmed
  4. Austin

    Tanoa Discussion

    its just a troll comment
  5. Austin

    APEX Tanoa map??

    Or maybe just 3 hours https://forums.bistudio.com/topic/140837-development-branch-changelog/page-40#entry3037051
  6. Austin

    APEX Tanoa map??

    Deleted...
  7. Austin

    Napf Island A3

    Fixed, they will be in the next update after I finish some more things.
  8. Austin

    Napf Island A3

    will try to get this done before next update, wrote it down forsure though.
  9. Austin

    Napf Island A3

    only thing I changed was the school house and road blocks so I have no clue besides those two objects. NOTE: I uploaded a fix last night for AIA that Fixed Black Skys and also Fixed Stars/moon on both cup/aia.
  10. Austin

    Napf Island A3

    Doesn't work on AIA but Cup Core works fine, trying to figure it out atm.
  11. Austin

    Napf Island A3

    Update is out please test and send me results
  12. Austin

    Napf Island A3

    They don't support napf so I don't believe it will do anything. Update for Napf is close to done.
  13. Austin

    Napf Island A3

    Was going to upload tonight but its taking a while to merge the updated version to winter so I am going to head off to bed and upload sometime later today. Will look into the issue blaez.
  14. Austin

    Napf Island A3

    If you are a server owner and want regular updates on what is happening with the map discord is where I post anything related to the updates pending on napf! https://discord.gg/0VORQ6nh91IM5BtT to join.
  15. Austin

    Napf Island A3

    Yes, working on it now, but no eta. P.S. Already have the lighting fixed but I have to finish some progress I had on other things before I release.
  16. Austin

    BF5!!!!!!

    https://www.youtube.com/watch?v=c7nRTF2SowQ
  17. Austin

    Napf Island A3

    Try putting "napf_schotter_winter","napf_gras1_winter","napf_asfalt_winter","napf_fels_winter","napf_wald1_winter","napf_pflaster_winter","napf_steingras_winter","napf_acker_winter" in surfaces[] = {}; under class CfgExileEnvironment so it looks like this surfaces[] = {"napf_schotter_winter","napf_gras1_winter","napf_asfalt_winter","napf_fels_winter","napf_wald1_winter","napf_pflaster_winter","napf_steingras_winter","napf_acker_winter"};
  18. Austin

    Pack Bike Script

    Every since the release of deploy bike I always thought it was necessary to have a pack bike option that way bikes are cleaned up by players and players have the option to remove/add them again so they aren't left everywhere which in turn clutters the map until a restart. The below script was developed from an old arma 2 script so I don't take credit for creating the script, Only thing I claim is the edits to make it work with exile. This script adds a pack bike option to all bikes on the map. Hope you enjoy! P.S. Thanks GR8 for a hint in the right direction! In Config.cpp search for "class Bikes" should look like the following below class Bikes { targetType = 2; target = "Bicycle"; class Actions { class Flip: ExileAbstractAction { title = "Flip"; condition = "true"; action = "_this call ExileClient_object_vehicle_flip"; }; }; }; Now we need to change that too class Bikes { targetType = 2; target = "Bicycle"; class Actions { class Flip: ExileAbstractAction { title = "Flip"; condition = "true"; action = "_this call ExileClient_object_vehicle_flip"; }; class Pack: ExileAbstractAction { title = "Pack Bike"; condition = "true"; action = "execVM 'Scripts\Bike\Pack_bike.sqf';"; }; }; }; Then we need to make a Pack_Bike.sqf and put the following below into that file. if !((vehicle player) isEqualTo player) exitWith {}; //MAKE SURE WE ARE ON FEET if (typeOf cursorTarget == "Exile_Bike_MountainBike") then { deletevehicle cursorTarget; player playMove "AinvPknlMstpSnonWnonDr_medic3"; player linkItem "ItemRadio"; uiSleep 1; ["Success",["Personal Bike packed! Radio added!"]] call ExileClient_gui_notification_event_addNotification; }; Remember to change "Scripts\Bike\Pack_bike.sqf" to wherever you have put the file in order to have this working. If anyone has questions please comment below (don't message me!!!) that way others that might have the same question can get the answer too. Battleye Filters: Add !"Exile_Bike_MountainBike" to your deletevehicle.txt on the first line.
  19. Austin

    Napf Island A3

    Yeah I have tried it on a few different trees and it works perfectly fine, I will test it some more but I don't see a problem currently. Are you on napf winter? I have only tested default napf.
  20. Austin

    Napf Island A3

    I can confirm that it is working on the napf server I test things on so it must be something on your side. Also the loot problem isn't map side maybe something with the new arma update...
  21. Austin

    Napf Island A3

    New Bikeys/bisigns are uploaded!
  22. Austin

    Napf Island A3

    Crap Brain Fart working on that now! Uploading new key now!
  23. Austin

    Napf Island A3

    New update is out on steam btw Changelog: v1.1 - Added Napf Winter - Added napf_winter_snow_sound - Removed missplaced building in the north (woops :)) - Removed Clutter from Napf Winter - Removed Rock textures from Napf winter as it didn't look right - Fixed Road Blocks that rotated 90 degrees on aia - Fixed Stars/Moon Brightness - Fixed School House - Fixed some roads/crosswalks - Fixed an issue causing clutter not to show up on default napf - Fixed multiple bridges and made them smoother - Fixed Weather on Napf Winter to be more cloudy - Fixed Water on Napf to be a little darker - Fixed some issues with winter Sat_LCO - A lot of other small fixes that are too small to remember.
  24. Austin

    Napf Island A3

    That is a cup issue and hopefully they can fix that soon.