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Jewelry Alternative Design


lukee

Jew Design  

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  1. 1. Jew Design

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    • This design but change some stuff (reply below)
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There is 2 back gates, 1 main gate, 1 opening, and 1 van spot (which is kinda useless) for the main compound.

fed events are one of the biggest points of content on the server, so clearly they should be prioritized when it comes to their design.
This design is made to decrease the amount of non-infantry fights that occur, there are spots where vehicles can not reach but are the main points needed to push the event, resulting in less cancer fog. Also there is no gay sniper hill that overpowers anyone on the roof of the jewelry

Overview

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image.png

Callouts (give ideas for other things that should be a callout or if some things should be changed)

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callotsjew.png



Camera angles for screenshots

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cameraangles.png

Angle A

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image.png


Angle B

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Angle C

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Angle D

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Angle E

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Angle F

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 / / / / / / / /

Code for terrain adjustment (marker names can be changed if needed):

Spoiler
private _fnc_flattenTerrain = { params ["_start", "_a", "_b", "_h"]; private _newPositions = []; for "_xStep" from 0 to _a do { for "_yStep" from 0 to _b do { private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; _newHeight set [2, _h]; _newPositions pushBack _newHeight; }; }; _newPositions; }; private _desiredTerrainHeight = 50; private _positionsAndHeights = [getPosWorld MARKER_4, 10, 10, _desiredTerrainHeight] call _fnc_flattenTerrain; setTerrainHeight [_positionsAndHeights, false]; private _fnc_flattenTerrain = { params ["_start", "_a", "_b", "_h"]; private _newPositions = []; for "_xStep" from 0 to _a do { for "_yStep" from 0 to _b do { private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; _newHeight set [2, _h]; _newPositions pushBack _newHeight; }; }; _newPositions; }; private _desiredTerrainHeight = 50; private _positionsAndHeights = [getPosWorld MARKER_1, 45, 45, _desiredTerrainHeight] call _fnc_flattenTerrain; setTerrainHeight [_positionsAndHeights, false];
private _fnc_flattenTerrain = { params ["_start", "_a", "_b", "_h"]; private _newPositions = []; for "_xStep" from 0 to _a do { for "_yStep" from 0 to _b do { private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; _newHeight set [2, _h]; _newPositions pushBack _newHeight; }; }; _newPositions; }; private _desiredTerrainHeight = 45; private _positionsAndHeights = [getPosWorld MARKER_2, 35, 20, _desiredTerrainHeight] call _fnc_flattenTerrain; private _fnc_flattenTerrain = { params ["_start", "_a", "_b", "_h"]; private _newPositions = []; for "_xStep" from 0 to _a do { for "_yStep" from 0 to _b do { private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; _newHeight set [2, _h]; _newPositions pushBack _newHeight; }; }; _newPositions; }; private _desiredTerrainHeight = 50; private _positionsAndHeights = [getPosWorld MARKER_1, 45, 45, _desiredTerrainHeight] call _fnc_flattenTerrain; setTerrainHeight [_positionsAndHeights, false];
private _fnc_flattenTerrain = { params ["_start", "_a", "_b", "_h"]; private _newPositions = []; for "_xStep" from 0 to _a do { for "_yStep" from 0 to _b do { private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; _newHeight set [2, _h]; _newPositions pushBack _newHeight; }; }; _newPositions; }; private _desiredTerrainHeight = 45; private _positionsAndHeights = [getPosWorld MARKER_2, 35, 35, _desiredTerrainHeight] call _fnc_flattenTerrain; setTerrainHeight [_positionsAndHeights, false];
private _fnc_flattenTerrain = { params ["_start", "_a", "_b", "_h"]; private _newPositions = []; for "_xStep" from 0 to _a do { for "_yStep" from 0 to _b do { private _newHeight = _start vectorAdd [_xStep, _yStep, 0]; _newHeight set [2, _h]; _newPositions pushBack _newHeight; }; }; _newPositions; }; private _desiredTerrainHeight = 50; private _positionsAndHeights = [getPosWorld MARKER_3, 60, 50, _desiredTerrainHeight] call _fnc_flattenTerrain; setTerrainHeight [_positionsAndHeights, false];

 

Terrain Adjustment (buildings removed):

Spoiler

image.png

 

Edited by lukee
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32 minutes ago, Austin M said:

Its a genuine question/concern. Calm down pal.

No it’s not, the only past design I’ve made where people “fell through the ground” was the shitty oil rig… not anything else so saying “past suggestions” which refers to multiple cases where that’s happened is just retarded, and your fps will only drop if ur pc is fucking shit so unless ur pc is shit don’t worry about it

/|/|0T4RD likes this
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55 minutes ago, lukee said:

No it’s not, the only past design I’ve made where people “fell through the ground” was the shitty oil rig… not anything else so saying “past suggestions” which refers to multiple cases where that’s happened is just retarded, and your fps will only drop if ur pc is fucking shit so unless ur pc is shit don’t worry about it

well said Luke very articulate and descriptive 👌could not have said it better

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