Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
First off thanks for the compliment, we will ofcourse continue the work :)
then onto your reports, we have registered them and will take a look, and ofcourse fix it as soon as possible with upcomming updates
I found some miss placed objects (typeOf "Land_House_L_1_EP1") inside terrace at [10550,5462,0].
At [10857,5731,0] on road some trees and bushes.
At [8369,10084,0] and [8374,10070,0] some containers not on ground or false high.
I also created custom house positions for the bunker and cave objects. My scripts automatically fill these bunkers or caves with units.
Now I have noticed a problem, e.g. at bunker 107, the object with the class Land_NT_Bunker_Corridor_Small, is used with 4 unit building positions with me, here there are now 2 placed objects ([2325,4864,10.250] and [2262,4815,4.360]), where the player cannot get into the corridor to perhaps kill the enemy or save civilians in a mission. It would be good if the misplaced objects are removed (if they are used as a boundary please use a wall or something). I found another misplaced object at the KP-40 bunker [11031,1560,47.780].
Keep up the very good work.
Dear developers, I highly recommend that you do something like the SOG Praire Fire CDLC did with one of its maps. Create a module that will actually set "entrances" to underground tunnels that are set separately somewhere on the map. And if these have AI pathing... Oh that would be AWESOME! Anyway... Thank you for this amazing map!
This is the best map ever.
thank you for the intel, we have seen your message on discord as well, and will check it out and fix it asap :)
After some research, I found that the same buildings in the town of Kushkak also have no bullet hit detection, so the AI can see through them.
I'll send you their coordinates below:
[8939,10024.5,0]
[8985.57,9990.78,0]
[9178.79,9982.71,0]
[9318.71,9966.3,0]
[8483.33,1761.98,0]
I hope this helps. I hope this map will be safe to play on.
In the city of Mantiq, there is a two-story building at the coordinates [518.83,9243.38,0]. It has no hit detection and is see-through by the AI.
My squad was shot by the AI and wiped out because they hid in the shadow of this building.
Ctab works fine on other maps, but other GPS-based tools show the correct coordinates on the North Takistan map.
https://youtu.be/BQFnBToGHbg
Are they planning a cave system or is this a mistake?
it would almost ruin the fun of finding it yourself if i would've just told you, but if you really want to know where it is the location is mentioned on our discord
on the discord the question has been asked before so the answer can be found there <3