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Video games => ArmA => ArmA2 => Topic started by: Art Blade on June 25, 2009, 01:05:56 AM

Title: Latest Content
Post by: Art Blade on June 25, 2009, 01:05:56 AM
Here you can post news, advertise missions or vids you created, inform about mods, patches, just "latest content" :)

Here's the link to the download section (http://openworldgames.org/owg/forums/index.php?action=downloads;cat=7) of ArmA2 (Missions etc)
Title: Re: Latest Content
Post by: PZ on July 23, 2009, 03:05:14 PM
I did a scan of the keyboard layout card from the game
[smg id=1079]

But you'd be better off going to the original to see the fullsize.
Click here (http://openworldgames.org/owg/forums/index.php?action=mgallery;sa=item;id=1079)
Title: Re: Latest Content
Post by: RedRaven on July 28, 2009, 03:16:20 AM
 If you like your Merc look from FC2 then check these out

http://www.armaholic.com/page.php?id=6471

Really nice set of Merc and Black-Ops guys with a variety of equipment. All w@&k fine so its a good simple mod to try if your not experienced in the use of Addons & Mods.
Just follow simple installation instructions and check them out in the Armoury section.
Title: Re: Latest Content
Post by: JRD on July 28, 2009, 07:27:48 AM
So much to check... so little time  :(
Title: Re: Latest Content
Post by: RedRaven on July 28, 2009, 09:20:15 AM
indeed, alot of people who have done ARMA 1 mods are re-doing them to worl with ARMA2, and there are a few dedicated souls out there who have created forces and vehicles to represent their county ( canadian, french, norwegian, australian the list goes on - sadly no one has done the AS90 used by the UK, but there are also mods taking it a few steps futher ie - Naval warfare, historical battles and so on, )
The range and scope of what can be done seems to have no real limits that cant be overcome. It is possible to change Time, Place and Factions completely, or at least will be when A2 has had things from A1 and more finished off.
What a GREAT game engine :-X
Title: Re: Latest Content
Post by: JRD on July 28, 2009, 09:27:26 AM
One thing is for sure... when I'm through playing the campaign... I want to create a few missions (will take time for sure) to be played as Chedakis or CDF or any of the guerrillas...

The objective? Fight the invasor!  ;D

I love those Battlefield games where you can play either sides of the war... great fun!  ;)
Title: Re: Latest Content
Post by: RedRaven on July 28, 2009, 09:33:21 AM
hell yeah, makes it at least twice as interesting. thats partly why alot of people still play table top games, a few years back some folks were claiming PC/Console games were going to kill them off but they as popular as ever if not more, People love choices.
Title: Re: Latest Content
Post by: RedRaven on July 29, 2009, 03:15:15 AM
OH HELL, its found us  :D

[smg id=1102]


Somehow dont think the "evil cousin" liked hearing about my vengence rampage ! ! ???
Title: Re: Latest Content
Post by: PZ on July 29, 2009, 08:20:42 AM
lol, did you look around for the merc that is coming out of that thing?  ;D
Title: Re: Latest Content
Post by: RedRaven on July 29, 2009, 08:24:37 AM
no i didnt , i legged quick sharp, might of been bigger than me!!! Lol
Title: Re: Latest Content
Post by: JRD on July 29, 2009, 10:58:16 AM
Quote from: dke58 on July 29, 2009, 03:15:15 AM
OH HELL, its found us  :D

[smg id=1102]


Somehow dont think the "evil cousin" liked hearing about my vengence rampage ! ! ???

Holly crap... SUNDAT... SUN - DAT... DATSUN...

It took me HOURS to figure what you were talking about...  :P :-[


That's it... I'm through with the office for the rest of the day... off to the nearest pub...  ;D ;D ;D
Title: Re: Latest Content
Post by: Art Blade on July 29, 2009, 01:48:08 PM
hehe, enjoy :) I first thought "sundaY" where the "Y" looked strange, then ahhh, "scrabble"! and figured it out too.

Nice find, anyway :)  :-X
Title: Re: Latest Content
Post by: RedRaven on July 29, 2009, 05:11:06 PM
its in vehicle list as "Pick-Up (Tube frame) [CIV]"
was checking it out i armoury incase it was anything like a dune buggy, but its a giggle for free :)
Title: Re: Latest Content
Post by: PZ on August 02, 2009, 09:19:14 AM
Just added an article on how to use the debug console with an example of changing your primary weapon to the Cheytac sniper rifle and starting God mode.

Debug console article (http://openworldgames.org/owg/forums/index.php?action=articles;sa=view;article=25)
Title: Re: Latest Content
Post by: Art Blade on August 02, 2009, 09:28:08 AM
just reading there, and I noticed it just reads "the mod" - I think it would be cool to repeat the link to that mod inside the article, since there might be readers that don't have the back-link to this topic, or the mod respectively. Or, put in a back-link to here? :)

Nice article :) Glad it's there, once I get those mods, I'm going to read it again :) thanks  :-X
Title: Re: Latest Content
Post by: PZ on August 02, 2009, 12:26:00 PM
That's a good idea  :-X
Title: Re: Latest Content
Post by: PZ on August 04, 2009, 11:04:55 PM
Just added a new article - ARMA2 Command Line parameters.  There are several parameters that are quite interesting, particularly one for Vista users - you can force the usage of XP (useful because ARMA2 in XP can use dual graphics processors), specify the amount of RAM, and even the number of cores your machine possesses for the ultimate in performance.

ARMA2 Command Line parameters article (http://openworldgames.org/owg/forums/index.php?action=articles;sa=view;article=28)
Title: Re: Latest Content
Post by: RedRaven on August 06, 2009, 03:00:53 AM
hi all. patch 1.03 is available from ARMAHLOIC/BIS FORUMS

http://forums.bistudio.com/showthread.php?t=82751
thats where i went for it, pretty big list of improvements ;D
Title: Re: Latest Content
Post by: PZ on August 06, 2009, 06:37:59 AM
Fantastic news - I've been waiting for this patch because some of the guys making mods were going to fix some problems when it was released  :-X

EDIT: Why is it that other software publishers can't get their patches out this efficiently?  ;)
Title: Re: Latest Content
Post by: RedRaven on August 06, 2009, 07:02:57 AM
because they are too busy choosing which bits of their next release to F$£k with so that it wont w@&k properly (thats what i reckon anyhow) Or maybe coming up with new "repeats" of old things to try and fleece more cash from young kids.....
Title: Re: Latest Content
Post by: JRD on August 06, 2009, 07:08:38 AM
EXCELLENT...
From the STEAM page

Engine

    * New: Functions getPosATL and setPosATL to allow controlling position relative to terrain.
    * New: command line option -showScriptErrors introduced to show errors in scripts on-screen
    * New: Direct analogue throttle and brake for airplanes now available.
    * New: More flexible configuration of Flares in the config (brightness, size)
    * New: Mission name (with * indicated unsaved w@&k) displayed in the mission editor
    * New: Keyboard shortcuts in the mission editor
    * Improved: better handling of gravitation for shots (esp. for grenades)
    * Improved: Building destruction
    * Improved: Better airplane HUD visibility both night and day
    * Optimization: Reduced frame stutter near map borders.
    * Hotfix: Players are forced to reconnect after MP Load on server.
    * Fixed: no particles effect when hit object with destructNo
    * Fixed: grenade could destroy a building just by impact
    * Fixed: grenades may explode only on the final impact
    * Fixed: when a grenade bounces on a ship deck, the proper particle effects is shown now
    * Fixed: missiles should pass through vegetation
    * Fixed: Player connected to loaded game was sometimes frozen.
    * Fixed: Game crashed when launched on a system with more then 8 CPUs/cores.
    * Fixed: Possible crash with laser designator active.
    * Fixed: Sometimes crew of a close vehicle was visible through the vehicle.
    * Fixed: Infinite looping of commands 'Stop' in radio.
    * Fixed: Leaning 'limits' do not w@&k in TrackIR.
    * Fixed: Clients were often endlessly stuck in 'Receiving...' window after MP Load.
    * Fixed: Rainbow could be visible even with sun below horizon.
    * Fixed: 3D Editor - civilian and resistance units did not w@&k correctly
    * Fixed: Sea surface was not rendered in NE area out of map.
    * Fixed: Terrain surface was sometimes using wrong parallax map.
    * Fixed: Grenade could sometimes destroy a building just by impact
    * Fixed: Radio messages sometimes echoed
    * Fixed: Team switch did not w@&k when player died
    * Fixed: Reduced AI detecting slowly moving enemy vehicles by ear.
    * Fixed: Prevent killed AI units reporting who killed them.
    * Fixed: After respawn in MP, player's tasks, diary content and skills are transferred to the new entity
    * Fixed: Leaning 'limits' did not w@&k with TrackIR
    * Fixed: MP client frozen in Receiving... screen sometimes
    * Fixed: Problems with saving and loading games in cooperative campaign


Missions

    * Fixes and improvements in most of the campaign missions (Into the Storm, Harvest Red, Bitter Chill, Manhattan, Badlands, Dogs of War)
    * Improved: autosave logic to not save when it was not safe
    * Improved: Eye for an Eye in Scenarios


Modules

    * Fixed: Warfare fast travel on clients was not using logistic values
    * Fixed: Warfare money sending
    * Fixed: Warfare HQ multiple reports
    * Fixed: First-Aid: Action module caused healing scripts to run twice
    * Fixed: Supply drop not ending (wrong vehicle class)
    * New: First-Aid modules w@&k with respawn
    * New: First-Aid ability to stop healing
    * New: Added ability to add Support Requests that do not expire.
    * Improved: First-Aid modules more robust and faster
    * Improved: Better support for side Resistance in SOM / ACM.


Data

    * Fixed: Invisible driver in UAZ (MG and GL)
    * Fixed: AI soldiers were able to hear extremely well
    * Fixed: various minor problems on buildings
    * Fixed: rocks destruction effect changed
    * Fixed: penetrability of some vegetation
    * Fixed: collision geometry of A_BuildingWIP
    * Fixed: react FSM core conversations
    * Fixed: cargo animations in LAV25
    * Fixed: indicators in Ka52 when using NVG
    * Fixed: cargo animations in BTR
    * Fixed: Warfare keypoint on Chernarus

Hopefully now I can call an artillery strike... even though my other Rambo me did those Chedakis bastards all by himself... still, I want to see how it plays >:D
Title: Re: Latest Content
Post by: Art Blade on August 06, 2009, 09:28:50 AM
Quote* Fixed: Prevent killed AI units reporting who killed them.

LOL
Title: Re: Latest Content
Post by: JRD on August 06, 2009, 09:38:09 AM
"* Improved: autosave logic to not save when it was not safe"
is a good one too  ;)
Title: Re: Latest Content
Post by: PZ on August 06, 2009, 09:42:33 AM
This is my favorite one:

* Major AI tweaking and balancing (especially AI infantry can hear much less)

The way I play, I need those guys to be deaf  ;D
Title: Re: Latest Content
Post by: Art Blade on August 06, 2009, 10:01:09 AM
true  ;D same here. Well, we could still try deafening them by sending in an artillery strike... that kaboom should do the trick  ;)
Title: Re: Latest Content
Post by: gvse on August 06, 2009, 12:20:34 PM
I had increased framerate stutter following patch application but did a defragmentation and all is good now.
Title: Re: Latest Content
Post by: RedRaven on August 06, 2009, 02:13:12 PM
yeah, same here, but have also been proper messing about with mods & launchers all day too.
  got a really infuriating problem with addons/launchers at moment.....have tried 4 different launchers and having same results , or lack there of!
- it goes like this -
1>  instal launcher as per instructions
2> first addon is always @CBA  from bohemia studios,
3> have then attempted countless ways/ methods/ combination of such to get the damn thing to run other mods!!!
only way have been able to do so is to copy all .pbo files into addon folder inside the CBA.
  have now reached point where just want to play so they are all in the one folder. have been thru all files One-by-One and all ones playing with at the moment w@&k, as they should. Have any of you guys had Anything similar ? if so how did you crack it cos its not been a fun day  :(
Title: Re: Latest Content
Post by: PZ on August 06, 2009, 02:33:48 PM
Has this happened only after you applied the patch dke?
Title: Re: Latest Content
Post by: RedRaven on August 06, 2009, 07:36:11 PM
no, started day or two ago when tried out a launcher, at first it was just bit annoying as was just testing each mod wanted to look at / use and was doing that 1by1, idea of a launcher is ace, reckon i must just be doing something ever-so slightly wrong, just started to get very frustrated at following instructions and it failing, and of course each persons instructions differ slightly too.
  Basically what i,m trying to do is use the Alpinestars launcher ( link posted by PZ ), then the CBA stuff incase of any file dependancies, then the other half dozen mods i use nearly all time in a list below. Am fine up to and including
C:\Program Files\Bohemia Interactive\ArmA2\@CBA\addons
(thats as described in CBA files) i know the other folders go after that but just cant get it to run the mods unless the files are just in folder without own folder, so i`m missing out on the Listing/switching aspect of the Launcher.
  Hopefully i'm just being King Dunce again, but so as not to start knocking my walls down with my skull - what do i do next, wanting to add AI_dispersion, FPShelper, bb_mercs. cheers guys :-X
Title: Re: Latest Content
Post by: PZ on August 06, 2009, 08:07:31 PM
I like that launcher very much - it allows me to add any of the checked mods, plus it also starts the ARMA1 maps that gvse provided the link to.  Here is how I do any mod (and get it to w@&k in the launcher):One other thing I do is to set the priority of the CBA mod first, then the ai_dispersion, followed by others depending on what I think the priority should be.  From your description, it almost sounds like the CBA mod is being loded after mods that depend on it - resetting the priority should do the trick.
Title: Re: Latest Content
Post by: RedRaven on August 06, 2009, 08:39:19 PM
cool, thats one of the first ways attempted , created folder for the with  @ in frony for th bb mercs nad blackops cos use it in my profile, thatow i actually first noticed things amiss because it could not find mask/goggles/helmet.
  not tried new lands yet as wanted to get this all done right before adding more and bigger files, the only one i did try failed ! says in notepad file needs filesa from A1 aswell as A2  :(
  cheers for the nice & simple step-by-step too. was starting to think of writing one when got it sorted, must of attempted every possible combination of @'s and folder placements.will let you know when got it as it should be ;)
Title: Re: Latest Content
Post by: PZ on August 06, 2009, 08:47:51 PM
It turns out that you don't need any of the ARMA1 files (must be true because I don't have it and the ARMA1 maps w@&k fine).  As far as I can see, all you need is the folder structure exactly as specified in the instrux, and to call it as I mentioned in the last post.  Good luck - I know how these things can go!

One characteristic of the v1.03 patch is handy - alt-F4 works to get out of the game.  never worked before on my system.
Title: Re: Latest Content
Post by: RedRaven on August 06, 2009, 10:30:17 PM
going to slap myself,,,,, realised that on some of them was not putting files in a folder named Addons ! ! ! sorry bout that. so now each mods string is as follows - C:\Program Files\Bohemia Interactive\ArmA2\@guns\addons\guns.pbo


   thats just an example. so far my preferred handful are working as expected. still got a few files i've pulled down that dont w@&k but looks like thats for different reasons. mostlty A1 mods etc.

  just fingers crossed that the UK forces bundle i've finally got works ok
Title: Re: Latest Content
Post by: PZ on August 06, 2009, 10:32:53 PM
Cool - once you have the pattern down, then they all w@&k the same way.  Also, the launcher takes care of the housekeeping automatically as long as you have @ as the first character of the folder name, and that you have the .pbo in an "addons" folder beneath.  Unfortunately some of the ARMA1 mods don't w@&k because of the way they were scripted, but some w@&k just as well as if they were designed for ARMA2.  Th Fedain campaign is a good example.  It is kind of cool to see a campaign other than Harvest Red
Title: Re: Latest Content
Post by: RedRaven on August 07, 2009, 12:24:27 AM
its all groovy again :-X , cheers. knew it would be something simple and silly thatd i/d missed. Can get on with making some vids now!
still have couple of wierdness episodes with 1 or 2 mods, wish jad recorded latest - had put a mod in that gives 2 WWII Opal wagons and 2 kubelwagons.all well done 3d models, stared ga :-X me up, it showed the zooming in on the land where the car was spawning, then all of a sudden i;m a basic civi woman on the Aircraft carrier !?! Good job had Lost Key active, was able to teleport onto the land and summon up one of each vehicle to play with, the big wagons just made me think of Indiana Jones,
Title: Re: Latest Content
Post by: RedRaven on August 07, 2009, 08:04:32 AM
Spoke to soon!!!!!  oh well, binned it all. disk clean & defrag then fresh instal, driver update and straight onto patch 3 it is....
  first stop, armoury (got to start it all again). looked at basic list and could not make up my mind so went for Crashed UH1.  but the system had other ideas, so it turned me into Sportswoman and stuck me on the Aircraft carrier.....  Wasted half hour looking round it - There is Nothing at all, and then tried to dive off the end only to die on contact with the water :(
  so either having no player profile OR picking a crashed Helicopter gave me chance to be a lonely tranny for half hour..... So now i need big fast gun and Large Hard Tank therapy ! Back to the Killing Fields it is ;D
Title: Re: Latest Content
Post by: PZ on August 07, 2009, 08:37:43 AM
Glad that you sorted it out, but it's too bad that you had to clean off your drive.  I did a funny one with the Lost Key yesterday - assembled myself a squad of hookers.  They behaved like a proper unit - obeyed orders and all.  Brave unit they were, being unarmed and running into battle right by my side.  ;D
Title: Re: Latest Content
Post by: JRD on August 07, 2009, 08:43:33 AM
Quote from: PZ on August 07, 2009, 08:37:43 AM
assembled myself a squad of hookers.  They behaved like a proper unit - obeyed orders and all. 

Err... what orders specifically?  ;D ;D

Oh, the bachelor life!!!   ;D ;D ;D ;D
Title: Re: Latest Content
Post by: PZ on August 07, 2009, 09:00:39 AM
rofl!  ;D ;D ;D
I'm at my PC reading/posting, just fixed myself a latte with a bit of Bailey's Irish Cream, and am also texting with my wife.  Sounds goofy, but we just exchanged pictures of each other sipping coffee in our respective places.  yes indeed.... the bachelor life!  :-X
Title: Re: Latest Content
Post by: Art Blade on August 07, 2009, 09:54:56 AM
PZ, PZ, tsk tsk tsk  ;D

try if your hookers know how to drive a vehicle... I wanted one of those civilian chicas as my personal chauffeur but the bihatch didn't enter the driver's seat! (Or shall I say thank you to the devs, considering how male AI drivers "drive"...)  ;)
Title: Re: Latest Content
Post by: JRD on August 07, 2009, 09:57:00 AM
If a hooker is picking you up and driving you on a date.... who's paying who?  ::)
Title: Re: Latest Content
Post by: Art Blade on August 07, 2009, 10:05:27 AM
you need to find out yourself  ;)
Title: Re: Latest Content
Post by: JRD on August 07, 2009, 10:44:38 AM
She pays for the dinner and I pay for her services... we call it even  ;)
Not a bad deal at all  ;D ;D ;D
Title: Re: Latest Content
Post by: RedRaven on August 07, 2009, 11:42:24 AM
the one i found just sat in the back of the truck looking mardy !
  also a mod called UK_BRITISH_FORCES_PACK_V1.0 doesnt w@&k at all  :( :'(  it looked so promising too with 12 land rovers, 8 harriers, troops and weapons. so tonight will be playing in different colours M1A1 after kicking out the other crew members and putting them to death,  might ,ake a squad of Assassin-Priests and Teachers too as they look comical sprinting across a warzone   
Title: Re: Latest Content
Post by: RedRaven on August 07, 2009, 11:43:35 AM
oh yeah your not paying a Pro for any sort of service or company. you pay them to Leave ! :-X
Title: Re: Latest Content
Post by: JRD on August 07, 2009, 11:48:30 AM
Quote from: dke58 on August 07, 2009, 11:43:35 AM
oh yeah your not paying a Pro for any sort of service or company. you pay them to Leave ! :-X

Huaahuahuahuahuahuaa  :-X
Title: Re: Latest Content
Post by: PZ on August 07, 2009, 12:59:22 PM
I found a WWII mega pack with vehicles, buildings, etc, and even a mission set in Germany.  The developers had a video that looked great - unfortunately a couple of mods are evidently looking for a particular version of ARMA1 - v1.08 so it too won't load  :'(
Title: Re: Latest Content
Post by: RedRaven on August 07, 2009, 03:12:27 PM
reading your last post was a proper case of

smile - Bigger Smile - UBER GRINNER -  Frown - sniffle

would so so love a WWII edition of ARMA, so long as its t same high standard. sadly have only found the Opal Truck & Kubelwagon one, give me few mins and will send you where it s from as got NO memory cells this week :(
Title: Re: Latest Content
Post by: PZ on August 07, 2009, 03:32:23 PM
You'll love this one then.  There is an ARMA1 mod called Invasion 1944 which basically changes the entire game into a WWII simulation.  The good news is that the developers are planning to port it to ARMA2. 

Quote I44_John :
We (Invasion 1944) have some people that got the German release version of ArmA2. So someone decided to put the addons in ArmA2 to see how it would w@&k out. All of the files were put in unedited. There are some issues, like (hidden) selections not working anymore, the ODOL model format may have changed (ODOL models of the soldiers didn't w@&k, only MLODs), some sounds are screwed up, but all in all the straight-forward port seems to have gone through with a minimal amount of problems.

Here are a couple of interesting links:

Invasion 1944 (http://www.armaholic.com/page.php?id=5767)

The project (http://invasion1944.info/)

Preview video (http://www.armaholic.com/page.php?id=5754)
Title: Re: Latest Content
Post by: RedRaven on August 07, 2009, 04:28:44 PM
O momma ! going hunting for that shortly, can see it now  - - -  Panzers + Tigers, cheers for letting me know, had not come across any reference to it any where yet, seen a few Nam style bits but Nam sucks.

[smg id=1132]
cant recall which of the two sites they are from, but good fun.  oh BTW, that library PDF you found is brilliant :-X 

EDIT: I fixed the post so the media would show.
Title: Re: Latest Content
Post by: PZ on August 07, 2009, 05:51:47 PM
You might like this map then - it works in ARMA2.  :-X

From the author: SchmalfeldenHV (Heavy Vegetation) - Undergrowth at forest edges provides excellent concealment. Expect lower FPS.

Schmalfelden is a map based on actual terrain in Germany, created using a military 1:50,000 scale topographic map and a Google Earth image of the area. I selected this area for recreating realistic engagements in a European environment which might typically described as "good tank country", terrain which Soviet Forces would have sought to exploit with their tank and mechanized infantry forces had the Cold War ever gone "hot". Another reason I selected this area was because unlike most of Germany, the farming communities in this area are very small - most towns usually are at least a square kilometer or two. Hopefully the small size of the built up areas will help the ArmA AI.


Download link (http://www.armaholic.com/page.php?id=3303)

Here's another WWII mod video
[smg id=1134 type=av]
Title: Re: Latest Content
Post by: RedRaven on August 07, 2009, 06:50:31 PM
oh boy dont you just know it ! my modem is gonna get pretty hot again. :-X
Title: Re: Latest Content
Post by: PZ on August 07, 2009, 07:24:21 PM
If you download Schmalfelden extra high vegetation, there is also a mission I just found.  It is an ARMA1 mission but it loads in ARMA2.  You'll receive a couple of errors (a loading pic, a texture, and an item that allows voting for a commander) none of which seem to make a big difference because you can still play the mission if you click past those. 

There is an interesting commander map that you can access by rolling your mouse wheel and choosing Options.  Once you start the mission, you can watch while your base is being built right before your eyes - kind of cool.  The object is to capture each of the towns, and you have dozens of units on your side.

It is fun to use Lost Key and fly a helicopter over the world - be careful though, the enemy use rockets  ;)

There are 3 versions of Schmalfelden map, low, high, and extra high vegetation density.  The author says that you need a strong machine to run extra high, but I'm not experiencing anything more than with Chernarus.  Really good considering the dozens of things occurring.

Download Warfare - Schmalfelden mission (http://www.armaholic.com/page.php?id=4298)
Title: Re: Latest Content
Post by: PZ on August 07, 2009, 10:16:58 PM
The Messerschmitt Bf 109 is considered the finest -- and deadliest -- of all World War II fighter planes.  Yep, that's me flying a BF-109 over the beautiful mountains of Sahrani.
[smg id=1139]
[smg id=1136]
[smg id=1137]
[smg id=1138]
Title: Re: Latest Content
Post by: JRD on August 07, 2009, 11:48:42 PM
WILL YOU STOP IT...??
... I'M TRYING TO LIVE A LIFE HERE...
...
...
...
Juuuuust kidding... bring it on ...  ;D ;D ;D
Title: Re: Latest Content
Post by: PZ on August 07, 2009, 11:58:00 PM
lol, I just got the WW2 vehicles to w@&k:
See this thread (http://openworldgames.org/owg/forums/index.php?topic=894.msg12327#msg12327)
Title: Re: Latest Content
Post by: Art Blade on August 08, 2009, 03:27:56 AM
Of all WWII planes I flew back in the day, I liked Japanese zeros the most. I remember a game AOP, Aces over the Pacific, and it had two zeros, one small unarmoured, and a heavier armoured one. The light zero had unmatched manoeuvrability and climb rate, my choice when I wanted to "free roam" in that game or for any dogfights in the game.
Title: Re: Latest Content
Post by: PZ on August 08, 2009, 12:02:20 PM
This is a basic video tutorial covering how one would create the first group of soldiers and send them on their way.
[smg id=1140 type=av]
Kind of basic, but for those that are new to the game, might be helpful.
Title: Re: Latest Content
Post by: JRD on August 08, 2009, 01:35:42 PM
Kind of basic indeed, but exactly what I need... some basic first steps into creating a mission...
I never made one myself and those tutorial vids are handy for sure.
Keep them coming my friend... thanks a lot  :-X
Title: Re: Latest Content
Post by: RedRaven on August 08, 2009, 05:27:20 PM
  Best of the Best from Back in the Day
USA = P51 GERMANY = STUKKA UK = SUPERMARINE SPITFIRE
  oh, thats all just personal taste BTW, and mostly for aesthetic values. Just noticed they are all small fighters too,    Best of the BIG BOYS USA = B17 GERMANY = HEINKEL 111  UK = HALIFAX
Thinking about all them has given me some nice flash-backs to being a kid and saving up then spending all pocket money to get Airfix kits :)
  cheers for that guys :-X
Title: Re: Latest Content
Post by: PZ on August 09, 2009, 12:49:29 PM
The KingTiger ARMA1 mod works in ARMA2.  We now have a collection of 4 WW2 vehicles to play with.
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Title: Re: Latest Content
Post by: PZ on August 09, 2009, 01:39:13 PM
Sahrani v1.0 JPG Map

I just used the topography cheat to export the vast Sahrani map from the game into a jpg.  The map at 55 mb is almost as large as Chernarus, with great terrain.  There is something for everyone on this map!

Sahrani v1.0 download link (//http://)

Below are a few screen caps of a fly-by movie I did via the cut-scene camera built into ARMA2, and a couple of screen caps of the editor map of parts of the island.  Some of those high fortress-looking areas complete with vineyards remind me of Italy, and might be fun to defend (or attack).
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Title: Re: Latest Content
Post by: PZ on August 10, 2009, 10:45:45 AM
World War II vehicles rumble in ARMA2

I managed to get a movie of the Messerschmitt BF-109, the King Tiger, and the two other vehicles in a short YouTube.

I was also able to script a tank crew to climb aboard, batten down the hatches, and start fighting.  Ir is fascinating to see the old tank devastate the town while slowly thundering along.  I'll try to capture a video of the live battle.
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Title: Re: Latest Content
Post by: PZ on August 10, 2009, 10:49:00 AM
Sahrani in ARMA2 video

I crudely created this camera fly-by of part of the Sahrani map.  Not very good, but it will give you an idea as to how the terrain appears.
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Title: Re: Latest Content
Post by: JRD on August 10, 2009, 11:44:35 AM
Wow... Sahrani looks amazing... great vid PZ... I'll download it as soon as I manage to go back to A2.... I'm stuck, again, due to a script not triggering in a missions I already played but reverted to get a better loadout for the next two missions  :(

I'll tell you what... some bugs are game breaking... very frustrating and is the only complaint I have on A2, but all other tools are so fascinating it can be overlooked (I guess)

The other reason I left A2 aside for a while is FUEL  ;D ;D
Title: Re: Latest Content
Post by: gvse on August 10, 2009, 01:39:05 PM
Some of those villas in Sahrani look like drug-lords' mansions, and I have a feeling they are gonna be raided by a group of spec ops operatives soon ;). In the meantime they are stuck in Chernarus trying to rescue a downed pilot near the village of Krasnostav.
Title: Re: Latest Content
Post by: Art Blade on August 10, 2009, 02:06:30 PM
the village vid, I reckon you used the 3DE - I never managed to get the camera off the ground - how do you move up?
Title: Re: Latest Content
Post by: PZ on August 10, 2009, 04:09:06 PM
@JRD - thanks, but I suck as bad at doing movies as I do with shooting; at least you now know why MP is not such a good thing for me - I'd ruin it for the other guys!  As to the script errors, what are they and in which missions do you get them? (this might be related to a steam download issue)

@gvse - Yes they do, and there is one that is on an extremely steep hillside that is reminiscent of Monte Casino in Italy (remember the movie Devil's Brigade?)  It will be fun to create a mission to defend this one, and the one that looks like a drug lord mansion.  I've only touched the surface of the maps - I've a feeling that there will be much more fun, especially creating a mega-mission that lets you travel to different areas of the map.  Thanks again for finding the link to the download - it is not well published.

@Art - no, I didn;t use the 3D editor - used the built in camera script.  Here is how to do it:The fly keys are as follows:
Title: Re: Latest Content
Post by: Art Blade on August 10, 2009, 04:12:33 PM
thanks a lot, my friend  :) :-X
Title: Re: Latest Content
Post by: PZ on August 10, 2009, 04:14:45 PM
Don't mention it - that's why it's great to exchange ideas in the forum!  :-X
Title: Re: Latest Content
Post by: PZ on August 10, 2009, 06:46:43 PM
Porto Mission

I've been playing with some of the maps from ARMA1, in particular Porto.  This is a small island with a reasonable sized town.  My mission is to clear the town of insurgents and to kill the opposition leader, Igor Spatznaz, a Russian "advisor" to the insurgents.  A surprise to my side (USMC) was that there was an elite unit of spetsnaz soldiers helping the villagers.  The Russians had an old Open troop transport truck and three King Tigers.

I've downloaded several missions from the Armaholic site, but quickly become disinterested because of the time you need to spend in the mission.  That's why I'm building the Porto mission - I can just sit back and watch the drama unfold, just like in a movie.  In fact, there is so much action, it is almost impossible to see it all, particularly because it changes for each play through.

The old WWII German troop transport is filled with soldiers. (I actually used waypoints to get them to load into the truck)
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Title: Re: Latest Content
Post by: JRD on August 10, 2009, 07:43:43 PM
Quote from: PZ on August 10, 2009, 04:09:06 PM
@JRD ... As to the script errors, what are they and in which missions do you get them? (this might be related to a steam download issue)

STEAM seems like a nice tool regarding updates and patches. Don't think it's related to them.

Mission is Bitter Chill (http://openworldgames.org/owg/forums/index.php?topic=906.msg11990#msg11990).
After 17:00 hrs you realise you've been left behind and must reach a NAPA location in order to finish the mssion and  "choose" one branch of the story.

For the next two missions you are left with the same loadout and ammo. I had my rifle, which despite being an excellent gun for mid-range / close quarters combat is quite useless at long range.
I never bothered getting a new weapon at Bitther Chill (thought it would end soon) and couldn't get one in the next mission, so I reverted back on Bitter Chill to get a better weapon.
My problem is: when I reach NAPA... there are some russian / OPFOR dead bodies (one of them had a SVD Dragunov  ;) ) and the NAPA guys that were there last time just don't show up... To make things worse, there are some 15-20 enemies at the hillslope NE of the area... I'm afraid I'll have to clear them before the NAPA guys come out of their holes............. last time I just got there unnoticed and a cutscene took place... not sure what's wrong this time, but seems like trigger fail  :(

Anyway... I have earlier saves and will try again latter this week (if I can put FUEL aside for a while)
Title: Re: Latest Content
Post by: PZ on August 10, 2009, 08:06:15 PM
That does sound like a trigger issue - of course, you could grab the SVD...  ;)
Title: Re: Latest Content
Post by: PZ on August 11, 2009, 01:20:51 AM
Editable Playground Mission: Radio in a chopper attack

What's unique about this mission is that it is not compressed into a final user mission - you can edit it just like any other mission on your computer.

The attached mission contains a single unit (you) on the control tower of a Utes airfield, a AH-1Z chopper, and two crew members.  You watch as the pilot tells the gunner to get in and move south 50 meters (altitude).  They will hold in that spot until you radio them, and they'll go over the hill and destroy a large Russian factory. (The factory has to be hidden or the chopper will attack immediately).

This is a playground mission (ARMA2 v1.03).  Extract the folder to your Documents\Arma2\Missions folder.  If you've done it correctly, in Explorer you should see Documents\Arma 2\missions\RadioChopperAttacks.utes\mission.sqm

Here are things you might try:
When finished playing, double-click each unit, way point, and trigger to see the pattern.  You can repeat this for anything - trucks, fighter jets, tanks, boats, etc.  Your imagination is the only limit.

Download RadioChopperAttack (http://openworldgames.org/owg/forums/index.php?action=downloads;sa=view;down=71)
Title: Re: Latest Content
Post by: PZ on August 11, 2009, 07:50:18 AM
Editable Playground Mission: King Tiger Attack

A King Tiger has found it's way to Utes and has joined our forces, but this one is full of treachery.  After shelling an APC, it turns on a nearby M1A1 and deals it a death blow.  What no one knows is that you are the traitor.  You have instructed the King Tiger to attack those vehicles!

This is an example of expanding your radio control of a unit, in this case, a King Tiger tank.  You will also need the KingTiger mod.  Unzip the editable mission into your Documents\Arma 2\missions folder and then start ARMA2 in the editor mode.  Choose the Utes map and you should see the KingTigerAttack mission.

Check the properties of each of the units, the way points, and the synchronization between the radio trigger and the Destroy way point to see how the commands are done.  This might give you idea on how to create other units, and have even more complex "Destroy" missions.  You can also place units like factories or basically anything that can be destroyed.  Move the objects around to see different perspectives.

Preview the mission and watch as the tank crew climbs aboard and makes it's way to the first way point.  It will wait there with engine idling.  Press 0-0-1 (the keyboard shortcuts for activating radio channel alpha) and watch the treachery unfold.  The Tiger will first destroy the APC, then move a little bit away to kill the M1A1.

Oh, one other thing.  The player has quite a few items in it's init box giving him things like the 6P9, a laser designator, binoculars.  See how the init is constructed and consult the references for anything you would like to substitute.

You can do basically anything you like, and you'll see why ARMA2 is called a simulation - you set up the parameters, and then the AI takes over from there.  Do it a few times and it will become easy.  Lots of fun to play with the game's items, give them a task to accomplish, and watch the action unfold.

One of the reasons for these playground missions is to build a library of snippets from which we can construct more complex missions for others to enjoy.  Think of them as mini tutorials on how to accomplish tasks in ARMA2 editing.

Download the King Tiger Playground mission (http://openworldgames.org/owg/forums/index.php?action=downloads;sa=view;down=72)

Armaholic King Tiger Mod download (http://www.armaholic.com/page.php?id=4166)

OWG King Tiger post (http://openworldgames.org/owg/forums/index.php?topic=894.msg12471#msg12471)

EDIT: I captured a 2 minute video of the Tiger Playground Mission. This short clip demonstrates how you can place an empty unit (King Tiger tank in this case) on the map, and instruct 3 crew members to climb aboard. They will move to a way point and wait with engine idling until you send radio signal alpha - that's when the fireworks start - the Tiger kills an APC on the runway, and then turns it's gun on a nearby unsuspecting M1A1, and fires... Cool aspects of the Tiger:  It has that old diesel rumble, and you can hear the servo whine as it spins it's turret.  You can also hear the metalic clang of the breech as the gunner reloads rounds - has a great WW2 feel about it.  While the embedded video is good, you can watch it in larger form at YouTube.
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Title: Re: Latest Content
Post by: PZ on August 11, 2009, 11:51:07 AM
Videos: Porto Seek and Destroy mission

This is the first of 4 parts playing the Porto Arma1 map in ARMA2.  Highlights are:[smg id=1178 type=av]
This is the 2nd of 4 parts playing the Porto Arma1 map in ARMA2. Highlights include:[smg id=1179 type=av]
This is the 3rd of 4 parts playing the Porto Arma1 map in ARMA2. This short clip continues sniper activity and shows a closeup of a King Tiger. The three tigers were all manned by way points and synchronizations, and all three were on search and destroy mission.
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This is the 4th of 4 parts playing the Porto Arma1 map in ARMA2. This might be the best of the 4 videos. Highlights:[smg id=1181 type=av]
Title: Re: Latest Content
Post by: PZ on August 24, 2009, 04:43:41 PM
Aussie on the Armaholic forums is working on porting his island called Australia to ARMA2.  I don't know how ccurate it is, but it sure looks nice.

Australia screen capture (http://www.armaholic.com/pfs.php?m=view&v=4-australia_island_74.jpg)
Title: Re: Latest Content
Post by: PZ on August 24, 2009, 04:47:14 PM
How about nukes for ARMA2?  That's right, bktman at armaholic is working on a nuclear bomb pack for ARMA2.  He also plans to release a SCUD missle launcher.
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Title: Re: Latest Content
Post by: Art Blade on August 24, 2009, 05:01:15 PM
crazy  :o I bet only one side will posess that device... and that won't be the AI  ;)
Title: Re: Latest Content
Post by: PZ on August 24, 2009, 05:09:44 PM
Might be kind of fun to create a mission where the AI did have the nuke, and your job was to intercept the person with the launch code before he reached the missile launch site.  Better wear your glasses  8)
Title: Re: Latest Content
Post by: Art Blade on August 24, 2009, 05:22:53 PM
...and take a bath in some extra-high sun blocker lotion 8)
Title: Re: Latest Content
Post by: JRD on August 24, 2009, 06:19:00 PM
Quote from: PZ on August 24, 2009, 05:09:44 PM
Might be kind of fun to create a mission where the AI did have the nuke, and your job was to intercept the person with the launch code before he reached the missile launch site.  Better wear your glasses  8)

OFP1 was like that... you had to prevent Russians from launching a nuke and when you finnally succeed, you find out they have another one  :o
Title: Re: Latest Content
Post by: Art Blade on July 02, 2010, 09:29:31 PM
Found on STEAM:

QuoteTitle: ARMA II: Operation Arrowhead
Genre: Action, Strategy, Simulation
Developer: Bohemia Interactive
Publisher: Bohemia Interactive
Release Date: 29 Jun 2010
Languages: English, Czech, French, Italian, Spanish

Three years after the conflict in Chernarus, portrayed in the original Arma 2, a new flashpoint explodes in the Green Sea Region. Coalition forces led by the US Army are deployed to Takistan to quickly restore peace and prevent further civilian casualties.
Title: Re: Latest Content
Post by: PZ on July 03, 2010, 05:40:43 AM
As I recall, the setting was more to my liking than Chernarus for me.  The Chernarus countryside was a bit bland for my taste.  This episode might be worth checking out, particularly since the new nvidia drivers have improved the game play so much.