====== ArmA 3 Road Shape Mapview Size ====== [[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]] **Mapview road shape sizes by Ice.** AIpathOffset does control in game map size of roads. Here's pic of 8 roads {{ https://pmc.editing.wiki/images/ArmA-3-Road-Shape-Mapview-Size.jpg }} And the config I used. class RoadTypesLibrary { class Road0001 { width = 10; mainStrTex = "ca\roads_e\roads\data\path_tak_ca.paa"; // lowercase! mainTerTex = "ca\roads_e\roads\data\path_tak_end_ca.paa"; mainMat = "ca\roads_e\roads\data\path_tak.rvmat"; map = "main road"; AIpathOffset = 0; }; class Road0002 { width = 10; mainStrTex = "ca\roads_e\roads\data\path_tak_ca.paa"; // lowercase! mainTerTex = "ca\roads_e\roads\data\path_tak_end_ca.paa"; mainMat = "ca\roads_e\roads\data\path_tak.rvmat"; map = "main road"; AIpathOffset = 2; }; class Road0003 { width = 10; mainStrTex = "ca\roads_e\roads\data\path_tak_ca.paa"; // lowercase! mainTerTex = "ca\roads_e\roads\data\path_tak_end_ca.paa"; mainMat = "ca\roads_e\roads\data\path_tak.rvmat"; map = "main road"; AIpathOffset = 4; }; class Road0004 { width = 10; mainStrTex = "ca\roads_e\roads\data\path_tak_ca.paa"; // lowercase! mainTerTex = "ca\roads_e\roads\data\path_tak_end_ca.paa"; mainMat = "ca\roads_e\roads\data\path_tak.rvmat"; map = "main road"; AIpathOffset = 6; }; class Road0005 { width = 10; mainStrTex = "ca\roads_e\roads\data\path_tak_ca.paa"; // lowercase! mainTerTex = "ca\roads_e\roads\data\path_tak_end_ca.paa"; mainMat = "ca\roads_e\roads\data\path_tak.rvmat"; map = "main road"; AIpathOffset = 8; }; class Road0006 { width = 10; mainStrTex = "ca\roads_e\roads\data\path_tak_ca.paa"; // lowercase! mainTerTex = "ca\roads_e\roads\data\path_tak_end_ca.paa"; mainMat = "ca\roads_e\roads\data\path_tak.rvmat"; map = "main road"; AIpathOffset = 10; }; class Road0007 { width = 10; mainStrTex = "ca\roads_e\roads\data\path_tak_ca.paa"; // lowercase! mainTerTex = "ca\roads_e\roads\data\path_tak_end_ca.paa"; mainMat = "ca\roads_e\roads\data\path_tak.rvmat"; map = "main road"; AIpathOffset = 20; }; class Road0008 { width = 10; mainStrTex = "ca\roads_e\roads\data\path_tak_ca.paa"; // lowercase! mainTerTex = "ca\roads_e\roads\data\path_tak_end_ca.paa"; mainMat = "ca\roads_e\roads\data\path_tak.rvmat"; map = "main road"; AIpathOffset = 40; }; }; Once you get past 6 it seems to turn the orange "main road" white so width is road texture width, an AIpathOffset is in game map width + plus where they drive An to make matters worse, AIpathOffset = 5 would make AI drive middle of a 10 width road. But it also makes you in game map road a thin line.