Jump to content
Kalthramis

HQ Submissions Guidelines

Recommended Posts

Kalthramis    58

You can create an FOB and submit it to @Qeus. To submit, upload the mission.sqm to dropbox.com, and post the link here. Please only post in this thread if you are submitting an HQ.

 

HQ build schematics:

  • Must have 3+ entrances
  • Must not be impenetrable, or indefensible
  • No large military cargo towers or Arma 2 assets
  • Do not use destroyed buildings (cleanup script removes them)
  • Include an HQ Building(?)
  • Include some blindspots
  • Cover to hide from tanks
  • Room for large trucks, ex Ammo Hemmet, to enter and move around the FOB
  • Roughly 1.5 by 1.5 medium squares in VR world (see screenshots
  • Avoid using raised objects; generator has some problems placing objects on top of others.
  • Must be able to engage enemies from all directions
  • Don't place ammo, items, vehicles, or AI
  • Not required, but including some lighting is nice
  • Not required, but helipads able to land Ghost Hawks are nice

HQ Examples: 

F4AMEaE.jpg

Problems: Missing lighting

 

XghTGPa.jpg

Best example

 

B0r4URV.jpg

Good example. However, regular buildings sometimes do not settle well on terrain.

 

2FjS30L.jpg

Problems: Not enough blind spots, footprint is a bit too big, not enough tank cover

  • Like 1

Share this post


Link to post
Share on other sites
  • Qeus    198

    Looks good

    I'll work to improve the object generator in general and also to support stacking of objects. Already added a tweak to the server yesterday to allow proper spawning of non-military buildings on non-flat terrain. Will give the system some love to improve the flexibility.

    Also helipad is not a requirement, and/or can be placed outside the HQ walls.

     

    Edited by Qeus

    Share this post


    Link to post
    Share on other sites
    Eazy    16

    About the lighting, the high powered lights makes it difficult to see with NVGs equipped, defending the HQ, cant shoot out either. wondering what yalll think bout replacing them with chemlights,( not yellow tho bcoz they're crazy bright)red would be logical id think, altho relativly dime they'd in theory help preserve NV +opfor colour. Or orient the floodlight outwards to help illuminate advancing troops incase of nightitme defence mission.

    • Like 3

    Share this post


    Link to post
    Share on other sites
    vortex1018    14
    On 4/24/2016 at 7:30 PM, Eazy said:

    About the lighting, the high powered lights makes it difficult to see with NVGs equipped, defending the HQ, cant shoot out either. wondering what yalll think bout replacing them with chemlights,( not yellow tho bcoz they're crazy bright)red would be logical id think, altho relativly dime they'd in theory help preserve NV +opfor colour. Or orient the floodlight outwards to help illuminate advancing troops incase of nightitme defence mission.

    Most def have the lights outwards

     

    Share this post


    Link to post
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

    ×