Arma 3
[CYTECH] Dynamic Underground Map
Axios.exe  [developer] Mar 1, 2022 @ 12:59am
Cytech Questions
Please ask your question here about anything to do with the project.
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Showing 16-30 of 42 comments
Luxu Mar 13, 2022 @ 4:21pm 
Is there a tactical map of this... well, map, somewhere? Would be -very- useful when planning milsim OPs.
Axios.exe  [developer] Mar 14, 2022 @ 1:35pm 
Originally posted by RetardationStation:
This map is utterly sick, however...

me and some friends are having performance issues in MP. Lots of stuttering even with the view distance turned right down. Also tried running it in a dedicated server and the server cant seem to handle it. Any settings we can tweak or other fixes to overcome this issue?

Can't stress enough how much i want to be able to work with this map beyond a very laggy exploration :(
This is already being worked on, hopefully this will be released soon, however we cannot give an exact date as it is requiring a lot of work at the moment.
Silent Mar 21, 2022 @ 2:10pm 
Awesome map so far. Does it currently support AI pathing?

I was testing some stuff out and noticed that squads had trouble maneuvering through it.
Axios.exe  [developer] Mar 23, 2022 @ 8:56am 
Originally posted by Silent:
Awesome map so far. Does it currently support AI pathing?

I was testing some stuff out and noticed that squads had trouble manoeuvring through it.
We have supported AI to the best of our ability without making our mod incompatible with other AI mods. Just some basic rules that should help.

Use frequent way-points if possible the AI with struggle to navigate to way-points over 100/200m away.

Try and avoid idling the AI they will always want to form up into a formation and this will cause a lot of AI to break in some areas.

If non of these work and the AI get stuck in a certain place, please report it to our discord or steam bugs with the required format.
is there a way to turn off all the lights in the facility?
SpookeyWookey Mar 25, 2022 @ 9:24am 
First of, amazing work. Just... pooof, mind blown.

I'm making a mission for my arma group, but I've run into a few problems.

1) I can't seem to get the AI to open elevator door (Land_Cyt_ElevatorDoor_1). AI will just walk through them.

2) Also, some automatic doors won't open when AI goes through them, they will just walk right through the door.

3) I can't get the placed doors (same elevatordoor_1 for example) to open with "animate". I can lock them and unlock them, but I can't get them to open on trigger. I tried both
"door_1_rot" and "door_1_move", neither made the door open. I was thinking of just opening the doors for AI, so they don't "Casper" us :)

Any pointers? If that's just "ArmA things", cool, I'll just think of something else!
Last edited by SpookeyWookey; Mar 25, 2022 @ 9:26am
Axios.exe  [developer] Mar 27, 2022 @ 7:18am 
Originally posted by zBIGMAN!:
is there a way to turn off all the lights in the facility?
A feature for controlling percentage of all lights is coming in the next update.
Axios.exe  [developer] Mar 27, 2022 @ 7:19am 
Originally posted by Mr T-bag:
First of, amazing work. Just... pooof, mind blown.

I'm making a mission for my arma group, but I've run into a few problems.

1) I can't seem to get the AI to open elevator door (Land_Cyt_ElevatorDoor_1). AI will just walk through them.

2) Also, some automatic doors won't open when AI goes through them, they will just walk right through the door.

3) I can't get the placed doors (same elevatordoor_1 for example) to open with "animate". I can lock them and unlock them, but I can't get them to open on trigger. I tried both
"door_1_rot" and "door_1_move", neither made the door open. I was thinking of just opening the doors for AI, so they don't "Casper" us :)

Any pointers? If that's just "ArmA things", cool, I'll just think of something else!

I think I know what the issue is. We will look into. Maybe not for next update but one after.
PaprikaChile Apr 9, 2022 @ 5:24pm 
How exactly does the Ai pathing items work? I'm a bit confused about how we use them.
Axios.exe  [developer] Apr 13, 2022 @ 5:43pm 
Originally posted by PaprikaChile:
How exactly does the Ai pathing items work? I'm a bit confused about how we use them.
They are more intended for terrain functions and development. However, rule of thump use them in areas where it is less than 3m^2 like tight corridors and or raised above the terrain like on raised platforms. Think of them like guide rails for AI that can and will ignore them. But they are not like train tracks with the AI being fixed on a path. There is a lot more other rules for using them but maybe that should help.
Viper Apr 17, 2022 @ 1:20am 
Does 70726F6F6620 have any message in it or was it just random gibberish?
Hatred's Games Apr 18, 2022 @ 6:29am 
I pull up this map in the editor and it's just an empty flat map. Did I miss something?
Fish  [developer] Apr 19, 2022 @ 1:52pm 
Originally posted by Hatred's Games:
I pull up this map in the editor and it's just an empty flat map. Did I miss something?
Press m
Ripliner Apr 19, 2022 @ 2:51pm 
Im trying to create a small custom mission for a friend group of mine, and im intrested in piggybacking on some of the triggers you guys currently have in the map. Hit a switch that opens a door and an alarm goes off, that sort of thing. Maybe i just missed it but how would i go about doing this, and/or removing select pieces of the map, so like for example i want my group to insert in the garage tunnel entrance, but there is stuff blocking it, so id want to remove one of the barracades so they could get through. Great map though, cant wait to see how it improves.
Axios.exe  [developer] Apr 21, 2022 @ 2:41pm 
Originally posted by Hatred's Games:
I pull up this map in the editor and it's just an empty flat map. Did I miss something?
Open you map and completed terrain so far is in the top left. The facility will expand with time.
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