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Invasion 1944 - DDay 2.0

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We love the Invasion 1944 and have some great historical missions made.

Join us at nzarma.co.nz port 9987 on ts3.

Ths missions sound great I'll try and hop in sometime!

is there a german flag(swaztika) in this mod?

Currently no but you can create any flag you want and apply it to any of the flag objects ingame with the following code in its init and a flag image in the mission folder:

flagname setFlagTexture "flag.jpg";

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Hello PAC How big must the image.jpg be ?i try whit sevreral images of different sizes 200x200 ? flagname means you name the flagobject ? flagname setflagtexture "flag.jpg" and flag.jpg is the name of the jpg? THX in advance

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Hello PAC How big must the image.jpg be ?i try whit sevreral images of different sizes 200x200 ? flagname means you name the flagobject ? flagname setflagtexture "flag.jpg" and flag.jpg is the name of the jpg? THX in advance

Look here.

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Just a reminder; the 97thRR Public Coop Event is going down this saturday, check it out here!

If im free from my girl ill be there! (hopefully)

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Hi INV44 Team,

your mod is really good and i love them to play it but this little big problem(I will not complain really) but the aiming system needs definitely to be revised.

RG has released his True mod and his FOV addon is really great and realistic.

I wouldn't say that was realistic, at least not when applied to a 1940's weapon?

All you can really do is find a compromise that works best with the engine. You can get what you want already, use the Zoom Out (Toggle) key control, to increase your FOV.

Edited by UNN

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@I44 Omaha II Public Event draws near!

http://www.97thrr.org/index.php?pageid=home

I see you are playing the COOPs, these have been played to death and the AI suck, couldnt you host that MP C&H FFS_Frontline'43@I44 that i saw on your site, that would be much better as there is a definite lack of MP missions for this mod and they need to be promoted when new ones are released.

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I see you are playing the COOPs, these have been played to death and the AI suck

You should find the AI is a bit more of a challenge with the new versions of the missions that 97th are hosting, their skill levels have all been cranked right up, obviously its still ARMA2 / DAC AI but I found them a lot more engaging in my tests, laying down supressing fire and flanking around my position. These mission updates will be getting a public release alongside a few other missions (a few of which are TVT) hopefully on sunday if I get time between other projects to finish them up.

The 4 coop missions that have been updated so far have the following changes, and maybe a few I forgot to mention...

All missions:

-Added wounding module to increase damage output

-Players can get wounded and become incapacitated and start to bleed out, a medic must heal them to stop the bleeding.

-Playing can bleed from the norrin script as well, this needs bandaging, sometimes you can get both norrin bleeding and incapacitated. Here you can sometimes self bandage but still need a medic to stop the wounded bleeding.

-On death players enter the unconcious state and can be revived by medics or respawn at spawn zones.

-DAC squad size and AI tweaked for more interesting combat.

D-Day:

-Norrin updated to latest version should fix sync issues some players have.

-MG skill increased.

D+1:

-Vehicles now respawn (varying times for each vehicle type)

-Armor respawns on the spot it was destroyed and must be repaired/refueled

-Ammo trucks can deploy ammo crates every 5mins

-Mortars should respawn if destroyed

Aloft:

-increased to 32 players

-switched spawn point ammo crates to MP crates so more equipment available

-changed in-game date to 11th june for a moon to improve lighting & ai

Paras:

-increased to 32 players

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Yup we'll be doing it all! Starting with COOP and moving to PVP

Excellent, cheers :)

Could you confirm the time the session will start for UK players please ?

Edited by bazeye

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The 97thRR will be kicking off the 97thRR Omaha Coop Evening once again on DECEMBER 4TH, 2010 STARTING AT 6PM EST (11:00 GMT) We will be starting with the COOP mission Aloft, then we will be hitting the beaches of D-Day, followed by D-Day+1 and the rest of the I44 dev missions with some surprise community. Enlist today!

There you go

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Hi INV44 Team,

your mod is really good and i love them to play it but this little big problem(I will not complain really) but the aiming system needs definitely to be revised.

I hate the iron sights too, but if you use US weapons in I44, try the legendary BAR (Browning Automatic Rifle) that fires a .30-06 round. It is awesome. Set it to auto and use short bursts. It will not disappoint.

Edited by MissionCreep

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I see you are playing the COOPs, these have been played to death and the AI suck, couldnt you host that MP C&H FFS_Frontline'43@I44 that i saw on your site, that would be much better as there is a definite lack of MP missions for this mod and they need to be promoted when new ones are released.

Some new TVT/PVP and CTF missions will be released with the next I44 update so stay tuned.

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Regarding the updated version of I44 and the fixed Omaha map, is there a weapon rest function on the horizon as a lack of it is the fly in the ointment for me with this otherwise superb mod.

I say this because on the Omaha map there is no natural high ground so the multi storey buildings are the highest points on the map and therefore tactically important as they were in real life, but without the ability to rest heavy machine guns on the window ledges these weapons lose their main function and the multi storey buildings lose some of their tactical importance, that of providing supressing fire from long range and a raised weapons platform.

Given the closed in nature of the bocage and the limited LOS the heavy machine gun deployed in a two or three storey building would dominate the battlefield as it should.

Also ive noticed its possible to break through bocage with light vehicles, could this be fixed so only tanks can do this, that would also change the tactics to more realistically represent that particular theatre although i am aware that the only tanks that could cut through the bocage were the ones with special teeth attached but they arent modelled in this mod, could be an idea to do that in the future then even standard tanks would have to stick to the roads and natural openings which would impact on attack routes and defensive setups and would add an extra touch of realism IMO )

Edited by bazeye

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Regarding the updated version of I44 and the fixed Omaha map

There seems to be a little confusion here so I'll try to clear that up now... I had hoped to release an updated mission pack with fixes alongside the updated Omaha island as a patch to the existing I44 release. There were no other updates to the mod itself to be included as we can't spend time supporting the ArmA2 release and work on the CO release as well, it had to be one or the other due to our extremely small team and CO was chosen as the focus.

However due to the issues we found with Omaha during tests of Jman's Citizen Soldiers map I had hoped to provide some small level of support to the existing I44 players prior to the CO release with a working version of Omaha, alongside a fixed and expanded mission pack to keep you guys busy while we work.

I was hoping that we'd be able to get this release out in time for 97th event this weekend but unfortunately that hasn't been the case. Therefore I sent them the updated missions which at least improves their performance and playability (and mostly unaffected by the Omaha crashing issue). The Omaha map update may come in the next week or so if we can get the files together, the fixes are already done I just need to get them off Jojimbo who's had other commitments to take care of.

is there a weapon rest function on the horizon

UNN has been working on a weapon resting feature that could be used for I44 in the future although I think the intention is to eventually have it usable by any weapon. He's posted a progress video you might have seen but so far it requires each object that a player can rest their weapon on to be edited to include a new named selection where the action can be performed.

We just do not have the kind of manpower to implement such a method anytime soon and some objects we just would not be able to implement it for. So although there is a system in the works, it will be a while coming and definitely won't be released by us in support of the current ArmA2 version of the mod. It will however be implemented into a future CO version.

However! Mission makers can make free use of the script seen in Para's where players are able to pick up, carry, and redeploy the Vickers machinegun on any object (such as MG42's in Citizen Soldiers) these can then be placed in upper floors of buildings or where-ever else the player carries them to. It also means the gunner can have a decent weapon when not manning the gun and still be effective on foot.

In the future we hope to have proper deployment of tripods, bipods etc hopefully with team members in supporting roles to make for a much more realistic and tactical experience, but we all have to be patient for that we are slowly piecing it together its just a matter of time and what the game engine is capable of.

Also ive noticed its possible to break through bocage with light vehicles,

Yeah this is something I'd like to see addressed at some point, whether we could make it possible for only select vehicles to do it, such as a modified Sherman (I think called a 'Rhino') I just don't know but if you smile pretty for Canukausiuka he might be able to make it so. I think official Rhino's came into play around early-mid july alongside specialised infantry tactics to take the hedgerows (I have the pages bookmarked in Citizen Soldiers by Stephen Ambrose - well worth the read if you haven't already!). Seeing similar types of gameplay evolving out of our units would be great to see ingame but we'll have to see what limitations the ArmA2 engine presents with regards to nature objects and what can knock them down.

Hope that clears things up! Hopefully we'll have some news on the CO update in the coming week, I just need to find the time between working on things to gather up a few pictures and videos of the teams recent efforts. Keep the suggestions rolling in though! While anyone actually wanting to help implement these new things should get in touch! We're always looking to expand our team!

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UNN has been working on a weapon resting feature that could be used for I44 in the future although I think the intention is to eventually have it usable by any weapon. He's posted a progress video you might have seen but so far it requires each object that a player can rest their weapon on to be edited to include a new named selection where the action can be performed.

Yes i saw that on you tube, it looked excellent, however it says its a work in progress so i didnt want to mention it until its ready and i hoped you had someone working on a version as well, but now youve said that you are going to implement that version for the CO release im now very happy :) <------ see.

Edited by bazeye

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I just got INV 44 after finally buying ArmA II and OA through steam, well hats off it looks and sounds awesome it just runs terrible for me I think my Dual core is letting me down alot, anyway nice mod guys well done can't wait to play with a decent CPU!

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Really glad to hear that progress is being made on the CO release. I was getting worried by the lack of news but didn't want to get jumped on by the "HOW DARE YOU ASK SOMEONE FOR NEWS ON THEIR MOD YOU CALL OF DUTY FANBOI!" people. :D

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I just got INV 44 after finally buying ArmA II and OA through steam, well hats off it looks and sounds awesome it just runs terrible for me I think my Dual core is letting me down alot, anyway nice mod guys well done can't wait to play with a decent CPU!

Thanks glad you're enjoying it so far! I'm sure with some settings tweaking you'll be able to get your machine running the mod a bit better until you can upgrade by which time you'll hopefully have the CO version to play with!

Really glad to hear that progress is being made on the CO release. I was getting worried by the lack of news but didn't want to get jumped on by the "HOW DARE YOU ASK SOMEONE FOR NEWS ON THEIR MOD YOU CALL OF DUTY FANBOI!" people.

Heh yeah our news posts have been lacking recently, but generally its been a good sign this time as a fair portion of the team have been beavering away behind closed doors. I think you'll all be pretty pleased with the stuff we've got coming for CO and future releases! Keep your eyes peeled for news updates!

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Remember about the i44 event tonight btw guys.

The 97thRR and MAG are joint hosting it and the main event will kick off 10PM (GMT) but MAG will be starting at 7PM with some small missions to wet your appetite for the main missions.

Our TS3 I.P is 109.70.148.39 and port is 9987

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emember about the i44 event tonight btw guys.

The 97thRR and MAG are joint hosting it and the main event will kick off 10PM (GMT) but MAG will be starting at 7PM with some small missions to wet your appetite for the main missions.

Our TS3 I.P is 109.70.148.39 and port is 9987

Yep, the 97thRR will be kicking off the main event at 6PM EST, server info is ts3.97thrr.org port 9987 for teamspeak and port 2340

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Just a reminder ^ this is starting now. Looking forward to seeing y'all there!

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