• ARMA 2 ; ARMA 2: Operation Arrowhead V.3
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[IMG]http://rocketdock.com/images/screenshots/arma2logo.png[/IMG] [B]What makes ARMA 2 so special?[/B] While many other games present a similar Call of Duty or Battlefield inspired experience year after year, ArmA 2 truly stands out from its counterparts which have been immediately favourited by the average, and rather naive, first-person shooter gamer. In ARMA 2, you may be in command of your army, your section, your trusted and honoured squad, and the deadliest weapon on the battlefield - yourself. ARMA 2 takes a fresh and niche look on the first person genre with its focus on the battlefield and its connection, as a whole, with the player. In an environment where players are able to create new missions to play on, pitting player against player or player against computer controlled opponent, adding the component to keep the game fresh for as long as the community lives on. Each mission is a new and fresh experience, with the players all being able to choose their rules within mission guidelines and classifications. But, the way ARMA 2 makes these missions entertaining is by pinning them on some of the largest fully playable areas in the FPS genre. The scale of ARMA 2 allows players to engage other units in combat in ranges unparallelled in the average FPS game; no longer being restricted to 200 meter firefights, players are able to engage others within ranges of 1000 meters, 2000 meters, and even 5000 meters with the proper equipment. This equipment is, moddable by the community as well. Starting the game off with its large selection of cars, trucks, armored vehicles, airplanes, and helicopters for players to engage in. Players are not left to die simply by these war machines, because infantry combat is where ARMA 2 surpasses all other games. With proper windage, distance, and penetrative simulation, ARMA 2 allows rifleman to engage each other at long range with realistic and amazing results. Bringing weapons like the Javelin, M95 Barrett, Dragunov, and even silenced weaponry like the Bizon-SD leaves playing ARMA 2 to being a unique experience every time you play, with missions permitting. As our community grows, so will the game, and when the game grows we all benefit! [B]We have a Steam Community page, look us up![/B] With active mappers and administrative personnel alike, our group is able to provide hours of entertainment with hosted events during weekdays and especiallyweekends. With home-grown mission efforts being made to expand our community we seek to bring any new players to fight alongside us in the fields of Chernarus, Taksitan, or wherever we wage war. Remember, [B]you need ARMA 2 and ARMA 2 Operation Arrowhead (Combined Operations) to play with us![/B] Be sure to also join our Teamspeak, information within the group page, to actively communicate with us doing battle. [URL="http://steamcommunity.com/groups/FPARMA"]Click here to be directed to our Steam Community Page[/URL] [B]Facepunch ARMA 2 Squad XML[/B] Thanks to Rautapalli, we have our very own Squad XML that many of our members use. Easily become recognized with our group and use this PHP application to join the squad. Once you've entered, you should place the proper squad.xml link in your player profile in-game. [URL="http://fpsquad.rautapalli.com/"]Click this link to be taken to the FPARMA2's Squad XML provided by Rautapalli[/URL] [B] How to play on our server (a few clicks here and there) [/B]Thanks to the support of ProfanWolf we have our own dedicated server. However, it's not just connect and play. We have several modifications we use and our own mod repository we use to keep ourselves updated with the best and most relevant mods which cater to our needs. We use ACRE so this requires you to have Teamspeak 3 installed for the best possible ArmA 2 experience on our server. We will most likely not let you play without ACRE because it screws game balance and secrecy completely. There are several versions of Teamspeak 3 which don't work with ACRE so be extremely careful and [I]never[/I] update anything without our permission. Due to a short attention span of the average Facepuncher, please refer to the next few lists as a guide to how to join our server and have super-fun-time with us. [img]http://cache.www.gametracker.com/server_info/5.9.104.79:9987/b_560_95_1.png[/img] [U]Teamspeak 3 Server Adress[/U] fellowsgame.net [U]Requirements for when we play[/U] First make sure you have Teamspeak 3 version 3.0.8.1 [U]Six Updater Autoconfig Page[/U] [URL]http://vps.fellowsgame.net/arma2/profan.html[/URL] [U]Armarize[/U][U] (optional replacement for Six Updater)[/U] 2nd47 and many others prefer to use Armarize due to Six's GUI not being as user-friendly as one would hope. Consult someone who uses Armarize for help on how to set it up, it will really speed things along. "It's like Six but not terrible." -Simkas; "It's totally better than six." -FunnyGamer. Stick to sixupdater for now as with the autoconfig url, you can just click the preset and update everything.(If you're not keen on using six, the required mods are: [QUOTE=Cuel;37939727] Modline (we're really close to max letters in a shortcut!! no more mods 4 u) -nosplash -world=empty -skipIntro -mod=@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@JayArma2Lib_new;@ACRE;@bracer;@MBG_buildings3;@MBG_Celle2;@namalsk;@opx_objects;@mb_objects;@CLAfghan;@mad_build;@mad_resh;servermods/@FP [/QUOTE] @FP is not apart of the official SU network, it will still be downloaded by six-updater. If you're not using SU you can download it from here : [code] [URL="http://vps.fellowsgame.net/arma2/DL/@FP_v1_and_v2_to_v3.rar"]@FP (v1 or v2) to v3[/URL] [URL="http://vps.fellowsgame.net/arma2/DL/@FP_v3.rar"]Full @FP v3 download[/URL] (as usual, if you use the above links they go into your OA root-directory, so remove servermods\ from the modline) [/code] Server also has keys for @Blastcore_Visuals, @ACEX_SM, @JSRS, @sakulightfx, and @DC If you have UAC on for Windows, make sure you're running TS3 and ARMA2 as administrator. Also make sure that you run the ACE Clippi tool (can be found in @ACE folder) and select the correct profile that you use in ARMA 2. For minimal headache, just turn off UAC in windows. Feel free to contact 2nd47, Cuel, Rautapalli, or anyone else with extensive script and mission editing knowledge to assist you in creating your mission and giving the group one more excuse to play this awesome game. Regardless, if you're looking to make missions then please use this template to assist you even if you don't want to use the group layout/vehicles and other stuff given within it. This will ensure you use the proper modules and functions that the server is compatible with. Direct any questions to the aforementioned mission editors. [URL]https://dl.dropbox.com/u/14106901/FP_template_V2.rar[/URL] Look around in the scripts if you have any trouble, most of them are commented. [B]The dedicated the server is run on the cost of 85 € per month, so donations are appreciated and accepted. Keep the Facepunch ArmA 2 spirit alive and keep the community awesome.[/B] [B]Paypal Email: [EMAIL="robinhubner_21@hotmail.com"]robinhubner_21@hotmail.com[/EMAIL][/B] [IMG]http://niggaupload.com/images/AwRlr.png[/IMG] poster provided by community member Micsi
If only I could see the number of hours Ive played. Damn retail copies.
I've logged somewhere around 370 hours in ARMA 2 and at least 100 hours in ARMA 2 Operation Arrowhead so far. Just goes to show how entertaining and replayable the game is. I need Cuel to show us his numbers, he has an amount easily beating anyone elses.
[url]http://www.facepunch.com/threads/1160422[/url] Bit late :v: No need to spread it out so much, the thread just dies down then.
[QUOTE=Profanwolf;34498828][url]http://www.facepunch.com/threads/1160422[/url] Bit late :v: No need to spread it out so much, the thread just dies down then.[/QUOTE] But mine looks so much nicer and I'm an admin on the group :( Next time if a thread dies it should probably be remade with the same title as it had and not a new title.
Calling it "Bohemia Interactive MilSim Megathread" is unnecessary anyway imo. I doubt anyone here really plays OFP anymore, and even that was re-released as Arma: Cold War Assault anyway, so you may as well call it the ARMA/ARMA 2 thread.
[QUOTE=RautaPalli;34499046]Calling it "Bohemia Interactive MilSim Megathread" is unnecessary anyway imo. I doubt anyone here really plays OFP anymore, and even that was re-released as Arma: Cold War Assault anyway, so you may as well call it the ARMA/ARMA 2 thread.[/QUOTE] Well, I think an aggregate thread is better, [b]considering how the community is smaller in general for the game it doesn't make sense to spread it out.[/b] Also arma 3 is coming out, soon, so arma1/2 might encourage people to make a new thread for ArmA 3. An aggregate thread is better in that regard. [b]I decided to be the OP since I tend to get the latest information on ArmA 3 the earliest.[/b] Spreading the thread out is better, since dedicated threads seem to die faster. See the MoW megathread vs. the MoW:AS thread the megathread was posted in much more frequently during it's lifetime than a dedicated MoW:AS thread, although both were used for the same purpose. Also there was some VBS talk in the other thread, so I would say that again, an umbrella thread would be better.
[QUOTE=HellSoldier;34498812]I've logged somewhere around 370 hours in ARMA 2 and at least 100 hours in ARMA 2 Operation Arrowhead so far. Just goes to show how entertaining and replayable the game is. I need Cuel to show us his numbers, he has an amount easily beating anyone elses.[/QUOTE] It's funny, I have almost the exact same hours logged for both of those games.
I figured I was going to make the thread seeing as I was the most active administrator at the time but if you think you're so high and might OK you can be high and mighty but I still like this thread better.
Maybe some of you guys are good at scripting and can help me out. I'm trying to create a mission where i'm part of a small foreign team imbedded with some of the Takistani rebels fighting off a Takistani Army invasion of a mountain village. I wanted to have a few tanks roll in that you have to take out, while the Takistani rebels worry about the soldiers. I was wanting to have the tanks stop outside of the village and blast a few buildings into nothing, so it's got the immersion of you narrowly avoiding being in a blown out building, but i'm not sure how to go about doing this. I assume it will involve scripts or at the very least some sort of forced targetting. It would also be cool if i could set up a few Army MG teams to just spray MG fire into the buildings around you to give you the sense that you're under fire. I've found the perfect village with a steep mountain and lots of buildings, with the Army forces coming towards you from the canyon floor which gives your heavily outnumbered forces at least one advantage, i just can't figure out how to force the tanks to use their main guns on the buildings. Thanks in advance if anyone knows how to accomplish this.
[QUOTE=HellSoldier;34500420]I figured I was going to make the thread seeing as I was the most active administrator at the time but if you think you're so high and might OK you can be high and mighty but I still like this thread better.[/QUOTE] you're the admin for the ArmA2 group, however I think that a more general thread is better as so not to fragment the community. If this was a Arma1/2/3 thread made by you I would report mine to be locked.
[QUOTE=trotskygrad;34500522]you're the admin for the ArmA2 group, however I think that a more general thread is better as so not to fragment the community. If this was a Arma1/2/3 thread made by you I would report mine to be locked.[/QUOTE] I can just have it renamed, though it's not like we're here for the Facepunch community for ARMA 1 so there'd be no point and, when the time comes, we'll move on to ARMA 3 anyways.
Clocked 26 or so hours in OA since I got it last month, about time to download the original Arma II, Harriers, fuck yes.
[QUOTE=DeathDoom;34500408]It's funny, I have almost the exact same hours logged for both of those games.[/QUOTE] I probably have 300+ in ArmA, even though it says 1 minute played on Steam, because I bought it retail on the day it came out, then rebought it with combined ops when it was on Steam sale.
[QUOTE=HellSoldier;34502584]I can just have it renamed, though it's not like we're here for the Facepunch community for ARMA 1 so there'd be no point and, when the time comes, we'll move on to ARMA 3 anyways.[/QUOTE] rename the thread and update the OP accordingly and I'll call mine in.
Did anyone video or otherwise record the GGD/IFAP games?
ArmA3 better support Kinect PC
[QUOTE=MalwareBites;34507604]ArmA3 better support Kinect PC[/QUOTE] Your leg got shot, fall to the ground now or you wont be able to move as you are immobile. Nope, thought of what it would take for them to add it in; just means it will take longer to release the game.
I feel like I've been neglecting you people. Prepare for a nice series of games on friday, saturday, maybe sunday. I'll see if I can get KDF on the roll and see if I can get a permanent bi-weekly event going between us two.
With the ACE2 mod, Sniping is a real art again Most people just take their vector, range the target, and set their elevation to that range and shoot, generally using 2 or 3 rounds, walking them onto target, and estimating the wind using the Wind Meter Yellow/Orange/Red arrow Not me. Here's how I snipe in Arma 2 using ACE2: Range Target, Multiply range by itself to square that number. Call this A Squared. Open the map, find your elevation, find target's elevation. Subtract and find the difference, multiply by itself to square that number. Call this C Squared. Subtract C squared from A Squared, get B Squared. Find the square root of B squared. That is the distance gravity will affect the bullet's drop. The further the range, and higher the difference in elevation, you could be 40 to 70 meters off from the Measured Distance you got with the vector Now I pull up my arrow wind indicator, see it's blowing left or right. Pull out my kestral, calibrate it, find the m/s crosswind. 1 M/s? Look at my range table, all windage settings are for 4m/s, so quarter those values and that's your windage, into the wind, you set your rifle. Now you're good to make your shot The windage setting in this example does not work in real life, only in Arma. If you have a calculator on hand, this can all be done in about 15-20 seconds, especially if you have a spotter with a Kestrel
[QUOTE=TheTalon;34517844]With the ACE2 mod, Sniping is a real art again Most people just take their vector, range the target, and set their elevation to that range and shoot, generally using 2 or 3 rounds, walking them onto target, and estimating the wind using the Wind Meter Yellow/Orange/Red arrow Not me. Here's how I snipe in Arma 2 using ACE2: Range Target, Multiply range by itself to square that number. Call this A Squared. Open the map, find your elevation, find target's elevation. Subtract and find the difference, multiply by itself to square that number. Call this C Squared. Subtract C squared from A Squared, get B Squared. Find the square root of B squared. That is the distance gravity will affect the bullet's drop. The further the range, and higher the difference in elevation, you could be 40 to 70 meters off from the Measured Distance you got with the vector Now I pull up my arrow wind indicator, see it's blowing left or right. Pull out my kestral, calibrate it, find the m/s crosswind. 1 M/s? Look at my range table, all windage settings are for 4m/s, so quarter those values and that's your windage, into the wind, you set your rifle. Now you're good to make your shot The windage setting in this example does not work in real life, only in Arma. If you have a calculator on hand, this can all be done in about 15-20 seconds[/QUOTE] What if they move 50-100 meters in the time it takes to work all that out?
That's where you pay attention, if you know they moved exactly 100m, you can just adjust your elevation accordingly. If you're aiming at targets who are moving all over the damn place then you shouldn't be taking shots anyway, but if you have to, generally you will be working that out for several areas around your target to get the elevation settings, then switch to those settings when you're aiming in that area. Then call to your spotter for a quick windage check and you're good to go Say a village full of baddies. You'll get the correct range for a few spots in the village, and work from that But if you have a SPG Truck sitting some place, with friendlies about to assault it, You can take the gunner out in one shot no problem every time this way and not worry about any guess work a 30m difference in True Distance from Measured Distance doesn't seem like much, and if you're level with your target, you won't have a 30m difference, this is for high elevation differences. At 1000m, the bullet is coming from well above the target. It's why .50 rounds fired from a mile away in the real world split targets in half. Because it hits the top of their head and comes out of their lower back. so that 30m is a huge amount. If you're perfectly level with your target, or close to it, you don't have to bother with any of this shit. It's for high angle shooting You can also use your scope's Mildots to estimate the range and not even use a Vector. (Height of target in Meters, Times 1,000) Divided by Number of Mildots tall target is Say a man is 1.8m tall (They are in Arma), that's 1,800. Divide that by how many Mildots he is tall, let's say 2.3 Mildots. Congraturlations, Your target is 783m away (measured) . <-- Also works in the real world, though depends on the scope. For arma you will multiply by 1,000. I have a video on my youtube channel showing both of these formulas in action, if you can deal with my Fucking Shitty ass Mathwork and mumbly ass
So just like the movie shooter. But what about shooting at a fast moving target in a short amount of time? Like a SUV?
[QUOTE=shian;34521913]So just like the movie shooter. But what about shooting at a fast moving target in a short amount of time? Like a SUV?[/QUOTE] spam and hope you hit. just lead it by as far as it goes in the time for the bullet to go that distance. I usually estimate that by putting fingers on my screen.
Urgh, Chernaus is so slow for me, all that foliage. My poor 220gt can only handle Takistan.
[QUOTE=shian;34521913]So just like the movie shooter. But what about shooting at a fast moving target in a short amount of time? Like a SUV?[/QUOTE] In the movie shooter, they had everything in front of them ranged already, as would a real Scout/Sniper team. You'd just account for wind, and bullet travel time, which you'd have to estimate on the fly where the vehicle would be when the bullet got there. It's literally impossible to shoot a driver in a speeding vehicle at a long distance in the real world
Can Arma2 free players play with Arma2 regular players?
[QUOTE=superstepa;34535100]Can Arma2 free players play with Arma2 regular players?[/QUOTE] Yes.
only if no mods are required i believe
Anyone got news of ArmA 3? because I havent heard a thing, neither has anyone made a Thread on it since last year.
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