Author: McKeewa
Author Website: http://team-cjtf101.fr Requirements: No addons required Version: 1.14.0717 Signed: No Short description: Add new item to your 2D editor |
Description: You can now acces to a lot of objects. Houses, misc items, ruins, Ghost hotel, HMS Proteus, etc ... ! Installation: Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:/Program Files/Steam/Steamapps/Common/ArmA 3/ 64-Bit - C:/Program Files (x86)/Steam/Steamapps/Common/ArmA 3/ After extraction it should look like this: Steam/Steamapps/Common/ArmA 3/@your_mod_folder_name You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this: mydocuments\Arma3 Alpha\@your_mod_folder_name\ mydocuments\Arma3 Alpha\@your_mod_folder_name\ mydocuments\Arma3 Alpha\@your_mod_folder_name\ Place the "userconfig" folder into your game install folder, usually: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3". You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name For using multiple mods you would then do so like this: -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5 Note: You can also use -nosplash to get rid of the splash art and intro videos. And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters! When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods. Included files: 101_editor.pbo Usage: Under several vanilla classes located in "Empty" side and Behind Vanilla names: - Structures (Commercial) - Structures (Cultural) - Structures (Fences) - Structures (Industrial) - Structures (Infrastructures) - Structures (Military) - Structures (Slums) - Structures (Town) - Structures (Transport) - Structures (Village) - Structures (Walls) - Objects (Sea) - and more... PROTIP : use this setVectorUp [0,0,1]; in the INIT textfield of your item to make it perfectly vertical PROTIP2 : To get a damaged building, add a this setdamage x in the INIT textfield of your house, where x is a value from 0 to 1. Notes: The mod is still under dev and will receive updates frequently. Don't be afraid, classnames will note change, only location in the editor could be modified (backward compatible). You can post here: -new classname or infos (like "look the yellow house in 045 174") -bugs -improvements -suggestions Credits & thanks: - Titibond - BlackViperGaming - A big THX to Dren for the structure of this addon - BOOtsy here - Antihelios.de - McKeewa Changelog: v1.14.0717 - Fix of some minor errors in .rpt - Adding of the template mission by BlackViperGaming v1.14.0601 - Adding of some objects and karting content. v1.14.0426 - Adding of some objects that was missing or new (Burger Stand, Device, basketball court etc..) 2014-04-20 - was missing some little stuff like the Proteus and some other new stuff from the previous update (with ghost hotel etc...) 2014-03-27 - Rewriting of all the mod. - Fixing of several bugs and coding issues. - Lot of things boring to write here. - New stuff v01/12 - Lamps fix. v24/9 - New military buildings (dome, towers, research, medevac...) - New civilians buildings - New houses - New lamps (under +civ) - Castle added (+civ and +walls) - Several fixes v1.1 - New Ruins - New Item - New Damaged House - More Misc display name Forum topic: - BI forums Enable javascript to be able to download from Armaholic please!
Tags: Editor
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This mod works great. I am able to spawn several building, structures, etc. and the military buildings are compatible with the in-game site modules so they can be filled automatically. This is a great mod!
Awesome mod. Thanks.
This is great for adding even more bases and outpost to Altis [of the many there is already] Thanks heaps!
My only problem with these building mods that give access to existing buildings within the game is that you can't take the mod off then play the mission after placing the structures which is horribly lame as they are already in the game untouched... Unfortunately for me the squad I play in refuses to use any mods... I don't suppose you know how i could use your mod in my missions but allow others to play without the mod and still see the structures? It's mainly for SP missions so I wont be hosting on a dedicated server. Cheers!
Really great mod. But on the version 2014-04-20 is one little problem. There is no "addons"-folder in the "@101_editor"-folder. Without this the mod doesn't work.
Very nice mod.
Is it possible, for the next release, to activate the collision system between the HMS Proteus and other vehicles ?
Actually, there is only the entities between Proteus available.
Using a diver can permit to swim through the Proteus but using a SDV permit it.
Thanks a lot !
EDIT : For the Proteus, that's not a problem with the object, it's link to the fact that when attach it to an object to keep it underwater. Solved by using enableSimulation.
Has this been rendered inoperable by the new Eden Editor?
Total comments : 8, displayed on page: 8