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#16 Posted at 2011-06-12 13:22        
     
# VIPER[CWW] : Yep the map require Arma 2, as it uses Arma 2 buildings as well as OA ones.

Oh right, thanks for the very rapid confirmation.
I've got the original ARMA2 in disk version - should I install that again or would I be better going for ARMA2:CO?

Many thanks again for all your help - apologies for asking such silly questions!


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#17 Posted at 2011-06-12 14:31        
     
^
Uninstall ArmA II:Operation Arrowhead.
(Re)install ArmA II, (re)install ArmA II:Operation Arrowhead.
Net result is ArmA II:Combined Operations...and nothing -save for patching- else is required.
____
Apologies OP.


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#18 Posted at 2011-06-12 18:09        
     
I have always disliked Takistan and Zargabad because they seemed to try to be Afghanistan style but were never really accurate and realistic enough. This map, on the other hand, looks exactly like Afghanistan. I absolutely love it. Running through the poppy fields towards a Taliban mortar position with a Bradley behind you and your squad at your side is just awesome. It feels so realistic. Especially when you throw some IED's around the map ;-) I am in the process of making a couple of Co-op and PVP missions for it now.

I hope that any map you (hopefully) make in the future will be made with such detail and precision. Thank you for your effort, anyone who downloads this will love it. *DRINK*


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#19 Posted at 2011-06-13 01:05        
     
Wow!

Had to do a little bit of fiddling around and running a file called "_runA2CO.cmd", but once I've done that - words fail me.

This is the map that I've been waiting for since Armed Assault 1!!

Thank you very much for bringing this to the community - keep up the good work.

Martin


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#20 Posted at 2011-06-13 02:48        
     
Looks great mate, will check it out tonight!

Greater in battle than the man who would conquer a thousand men with a thousand men,
is he who would conquer just one himself.- Buddha

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#21 Posted at 2011-06-13 11:04        
     
Thanks for this nice map dude!

Btw, are Opx's addons up for grabs these days? ;-)


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#22 Posted at 2011-06-13 12:42        
     
it crashes for me says rendering buffer to small mostly by the poppy fields

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#23 Posted at 2011-06-13 14:00        
     
# konrad1 : it crashes for me says rendering buffer to small mostly by the poppy fields

It is very likely that its because too many poppys yes! ive just had the same crash problem...
Though we are working on a fix with a better poppy plant that should fix this problem and also improve fps.

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#24 Posted at 2011-06-13 23:54        
     
Wow, one of the best maps I've played on. Amazing work.


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#25 Posted at 2011-06-14 00:39        
     
Amazing map,very realistic thanks for your work.Looks great in the fading light with traser rounds flying about.


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#26 Posted at 2011-06-15 00:48        
     
Thanks all for you comments and I am glad you like it I tried to make it as real as the game and models would let me shame I could not have got a 5 meter ditch as some are to wide but maybe on the next map.

There is still a lot I am not happy with so bits will change and a lot of clutter to still go in and custom signs I will add over time to give a more lived in feel also would like to make some building models of my own to suit the map more.

We have been testing this map for a month now with no major errors 30 in the server at times with just normal disconnects from battle eye.

So ill keep an eye out and if to many report back about this out of memory error ill reduce the poppie and fill with another plant type but i think you still need a good machine to run it on as the models are many on this 1.

A pvp insurgency or base defence and attack would be good for this map as there is so many ambush and choke points plus all the compound's I've set up for attacks from terry.


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#27 Posted at 2011-06-15 01:22        
     
Runs fine on my machine,i7920 gtx460 3gb ram.


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#28 Posted at 2011-06-15 01:30        
     
Hey smokedog, while making my mission this evening I discovered when hovering above ground at 150m every tree on the map sways as if hit by the pushed down air from the rotor, have you experienced this before?


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#29 Posted at 2011-06-16 13:49        
     
Making missions with AI is quite difficult for me as they keep getting stuck at the walls then wander about looking for a way out.


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#30 Posted at 2011-06-19 00:36        
     
# Blackbird : Making missions with AI is quite difficult for me as they keep getting stuck at the walls then wander about looking for a way out.

I found that too, it just needs a few walls deleting and replacing with the small sand berms or bigger gaps making so the AI can path in and out of the fields. It probably needs an entry on every side of each field so the AI can pick a path through.

I must say though its a wonderful map, with the AI problem sorted out it'll be perfect.