Fennistil 10 Posted May 29, 2014 All those awesome features also do work in coop mode too right? Share this post Link to post Share on other sites
mad rabbit 0 Posted May 31, 2014 As the title of the thread details, TacBF is primarily a PvP modification. A few communities have modified TacBF for co-op purposes but this is not supported by our team. So in-short, no ...not really. Share this post Link to post Share on other sites
Fennistil 10 Posted June 2, 2014 Alright. However I think some parts of the mod would work very well in COOP too. :) Share this post Link to post Share on other sites
dr_eyeball 16 Posted July 8, 2014 Developer Diary #003 [7/07/2014] Here are a few words from various TacBF Team Members, regarding the current TacBF development progress and other related topics. It contains information, screenshots, videos and links. It's rather lengthy (well actually, just Mad Rabbit's section, but anyway), so each section has been placed inside a spoiler. Or view it in full on tacticalbattlefield.net. Topics: GuntherMissions Servers Community Fast-ropes Task Force Radio [*]Leon Missions TacBF Signatures [*]Adanteh Website Medical System Squad Management / UI Waypoint system / Map click options [*]mad rabbit TacBF YouTube channel & gameplay videos Localization Diver Role Mission-based Faction Support Official TacBF Addons zoneObjectsdestructible objectives S&D game mode improvements future game modes [*]Dr. Eyeball Roles dialog upgrade TacBF for Arma 2/ACE2 Overview of the upcoming coding changes Road-map for TacBF v3.9, 3.10 and 3.11 Gunther Whilst preparing to get married in real-life, I have also been spread thin working on multiple projects within TacBF . While I do not have any official announcements on when you can expect these just keep in mind these are all on the works Missions Missions, this one is pretty straight forward. I have been making new missions, updating, tweaking, reviving, and freshening up old missions. This is in an attempt to prevent things from going so bland. I recently just updated all of my missions to switch to the darker (more balanced) UK uniforms so that BLUFOR doesn't have such a distinct disadvantage when it comes to camouflage and terrain. I have also been working on dynamic mission scaling. Which will allow small missions to adapt to medium missions and so fourth when player counts climb. Lastly, I have been working on a set of Aggressors and MP map missions to add the setting of Takistan/Zargabad and Taliban forces to the mix. Servers Server(s), have been working hard on the migration and shopping for servers in the UK and this still an ongoing process but will not be a direct effect of gameplay. Merely a better ping for EU players NOTE: The US server will be up for a short period of time. I have set up a donation post and once we get the alternate version of the website up we will have a more advanced donation system set up where we can get assistance from the community. Community Public Relations, this is the biggest task that I as well as the rest of the community should be doing to help the TacBF cause. The more you help us spread the word and participate in events. The larger the community can expand and turn into fun action packed games every night. Community Liaisons: To help with this task, we've recruited 3 veteran TacBF players to act as 'Community Liaisons': Mazak, Alan and Adrian Solstheim. These guys will be helping out with event organization, server administration, forum moderation initially, and then whatever else they feel like working-on that would also benefit the TacBF development. For example, you're all probably already familiar with "Mazak's Mid-week Madness" events. So please appreciate that they (and the rest of the TacBF team) do this on volunteer basis and make them feel welcome! Fast-ropes Fast-ropes are now past the testing phases and will be worked into the mod. For a default the fast rope's length will be set at 39m so be careful! Task Force Radio Task Force Radio is now accepted on the server allowing dual channels for communication. Players may continue to use their own Teamspeaks as they will please or they can join the TacBF Official Teamspeak at tacbf.ts3dns.com. Leon Missions: We currently have ~50 missions available for TacBF spread across the three game modes (A&S, A&D, S&D), which we are currently in the process of reviewing to improve the server rotation i.e. moving away form the infantry only 'skirmish' missions. Besides the usual updating, tweaking and redoing of my share of missions and missions from others that I maintain after almost every play session, I occasionally try some experimental concepts to help seed the server such as the jet only Dogfight and the underwater based Treasure Hunt. TacBF Signatures: A some of you might already know, I'm somewhat of a resident 'Graphic Designer' for TacBF and am responsible for the header and the logo you see at the top of our forums. In-line with this role I've also recently made a batch of TacBF forum signatures. So if you wish to show your support for TacBF outside of these forums, feel free to use one of these signatures to help us advertise the mod. The more players that know about the mod, the more that will play, and the more intense combined arms combat we can hopefully start to see! Adanteh Website As you might've noticed we had another website up for a while, but that was pulled offline due to some issues. An alternative version of that will be up soonâ„¢. If you have any suggestions for the website, let us know. Better yet, if you can help, send me (Adanteh) a PM. Medical System You might've noticed some changes in the medic system as well. The current gameplay changes aren't major, but they should help smoothing some annoyances out, like the double animations. The ability to cancel medic actions (Crouched only) is now included, by pressing one of the movement keys and the double animations are removed. You can now also bandage yourself while in prone. Changes that effect the gameplay more are in the works. We expect a lot of people will welcome those changes, although it might be a bit of difference at the start. With a bit of luck those will be included in the next release and we'd love to hear see your reactions on it. Squad Management / UI Another thing myself and Dr. Eyeball have been working as well, which for myself has been more of a general learning experience in working with the absurd ArmA UI system, is the updated squad management interface. Don't expect this to make it into the mod any time soon, but it's still being worked on every now and then, mostly as a test on what's possible. This learning experience should translate itself into other upcoming menus and screens you'll be seeing more of soon. 0LJ7gNnxVCs Waypoint system / Map Click Menu System Next up is communication and squad coordination. TacBF is really centered around team-play, which often works quite well when you see clan-groups roaming around, but not everyone is part of a clan and proper coordination often proves to be quite the struggle there. I'm making changes to the map click options, to make setting, editing and deleting waypoints easier, plus working out the spotting and request functions a bit more. This will be designed around a new menu which you can see in the video. e5hcPg818Xs mad rabbit TacBF YouTube channel & gameplay videos We've setup an official TacBF YouTube channel for the some of the videos above as part this current and future development diaries. As Dr. Eyeball will discuss, we're also getting close to our next milestone hope to start making some tutorial videos which will also be added to this channel. So be sure to subscribe to keep updated! Lastly, we've created the following YouTube playlist containing the 50+ gameplay videos from the TacBF player community. If you have TacBF YouTube video that we're not listed in this playlist, please let us know in the TacBF video & screenshot thread as we'd be happy to add to the playlist. Localization I've completed the integration of the 1st round of translations for TacBF, which included the translation of 310 text/phrases into at least 5 different languages. This was a continuation of Gearz's initial extraction that focused primarily on the the cargo and medic systems, as demonstrated in the following screenshots. Whilst this 1st round equated to greater than 3000 lines of code, approx. 70% of the TacBF mod still requires translation by conservative estimates, with the Portuguese and Czech languages yet to be started (EDIT: Gunther has nearly finished catching-up the Portuguese translation in just 2 weeks!). You can reviw more specific stats here and what's involved in this localization process in this thread with the example in only demonstrating 3 of the 310 text/phrases localized: Cargo system: Medic system: I'm in the process of starting to extract text/phrases for the 2nd round of translations which will be focused primarily on the squad management, spotting and waypoint dialogs. The preparation of this 2nd round may take some time and also keep in-mind that we are constantly editing/moving code within the mod and the text/phrases associated with that code, which adds to the difficulty of this task. But we've also learned some valuable lessons as a team from this 1st round, that should make this process a lot more efficient in the future. Contributors: For now, the TacBF team would like to thank the following people for their hard work with this localization 1st round, and hope for their assistance or the assistance of other bi-lingual people for the 2nd round: Gearz - organization of team and extraction of text/phrases for 1st round Alonso [bW] - Spanish translations El Calvi [VK] - Spanish translations MisTyK - French translations Jhonny - Italian translations CharlieTwoFive - German translations Hammer - Polish translations Bulych - Russian translations Viktorych - Russian translations exe74rus - Russian translations Gunther.S - Portuguese translations mad rabbit - integration of translations into mod and debugging Diver Role The ability to travel underwater as another vector of approach has been a welcome addition in ArmA3, but has yet to be truly capitalized on by the TacBF mod and potentially the ArmA modding community as a whole. It's also been of interest to me as a way of increasing content within the TacBF mod, especially given that this high quality content is already present within ArmA3 'vanilla' in the form of boats, submarines, wetsuits, re-breathers, sea mines, underwater rifles and cavitating ammunition. Whilst boats and seas mines were able and have been included in TacBF since the start of open beta (v3.1), I have been pestering the team for months to include diving equipment into the mod ...and they now think I have an unhealthy obsession with water! We finally reached a consensus, and I was able to introduce the Diver role into TacBF v3.8.1 for use in all missions. Indeed, one of the first missions I even made 'Baywatch' and a recent mission I made with an aim to make the S&D game mode more suitable for lower player numbers 'Anchorage', we're always designed with water being a prominent vector of transport ...adding to the teams suspicions of my unhealthy obsession with water... Mission-based Faction Support We're also interested in increasing content within the mod as a whole! Dr. Eyeball and myself (to a lesser degree), have been introducing the ability to specify new factions, kits and possible roles within the mission itself. In other words, mission makers should soon be able to make TacBF missions using their favourite user made ArmA3 addon, without the need for any updates to the TacBF mod core itself. This compatibility will initially only allow for the inclusion of basic faction assets (e.g. units, rifles, vehicles, etc.), in comparison to a more integrated incorporation for more involved addons e.g. Task Force Radio: addon detection, channel listing in squad management and HUD display of transmitting player name as incorporated into TacBF v3.6. As with all new features, this 'Mission-based Faction Support' will need to be pioneered and tested by the TacBF team first. Gunther, Leon and myself will hopefully be making some missions utilising some of our favourite islands and factions in the near future before we're able to consider helping the wider community. Here are some examples of what we've been considering, but feel free to recommend some of your favourites in our 'suggested TacBF addons' forum section: Islands Takistan (A3MP) Zargabad (A3MP) N'Ziwasogo Island (jungle terrain) [*]Factions Russia USA China Insurgents Official TacBF Addons: We're also assessing addons for 'official' use with TacBF. This 'official' designation differs from the previously discussed 'support' or compatibility in that we hope to include these addons as part of the standard TacBF distribution. This not only enhances the gameplay within the TacBF mod by incorporating content from the excellent ArmA3 modding community, but it also allows our small team to focus on the core mod mechanics and gameplay. In particular, in some cases it may be suitable to replace 'vanilla' ArmA3 assets with more optimal ones from a user made addons, such as to incorporate darker uniforms for the NATO faction to improve PvP balancing as has been discussed in this thread by players and is currently being surveyed here by the TacBF team. There is of course overlap with the previously discussed 'mission-based faction support' with this 'official' status in that regularly used configs from missions will be targeted for incorporation into the TacBF mod core. However if an addon is well-received by the TacBF community during initial trials, and crucially if the original author is willing, we'll be looking to incorporate these 'official' addons into the TacBF mod core itself, as has already been done for TMR weapon resting by Taosenai. ZoneObjects - destructible objectives, future game modes & S&D game mode improvements: I've made the following video on what we mean by 'zoneObjects' in TacBF, and how they will help with immediate improvements to the S&D game mode and the development of future game modes. If you're pretty familar with 'zone' capture in TacBF, feel free to click on the following link to skip ahead: o_jPOcWilD8 However I have also explained this development and it's impact below to the TacBF mod below in text form, with links to certain points in this video. The future of zoneObject development in TacBF will be staged as follows: 1st stage goals - destruction=near complete but still requires proper zone handling across all game modes 2nd stage goals - randomization=randomizing object locations for each mission e.g. hiding TEs 3rd stage goals - placement=zone control based on object placement e.g. shipping container delivery, VIP escort ZoneObjects - Destructible Objectives is a gameplay element that Dr. Eyeball has always envisioned for the mod and that I subsequently began development on prior to TacBF v3.8.1, with some of the early code making it into that release. In fact, destructible objectives have existed in TacBF even prior to open beta (TacBF v3.1) in the form of tunnel entrances (TEs). When we think about a destructible objective, we really think about an object within a certain zone that a team has to destroy e.g. buildings, radars, electrical transformers, etc., as opposed to the usual placement of friendly players within that zone area for a capture.As part of my involvement in the development of this initial concept by Dr. Eyeball, I've tried to expand on this idea to allow for within a zone e.g. 3 electrical transformers at a power station, and allow a mission maker to specify how many of these that a team is required to destroy to capture an objective e.g. destroy 2 of the 3 electrical transformers=objective complete. Most of this development is complete and I'll be focusing on the handling of these the rules/conditions for destruction of these objects across the different game mode as the 1st stage goal of the zoneObject development. For example: making a zoneObject indestructible if the zone is no currently capturable (on the battlefront), intuitive markers to signify when the zoneObject can be destroyed and how many need to be destroyed, determining how to handle zoneObjects in a two-way game mode such as 'Advance & Secure', etc.ZoneObjects - S&D gamemode improvements Two of the problems identified with the 'Search & Destroy' (S&D) game mode is that currently only 1 x TE can be placed within a zone to enable the resistance to spawn there, and the location of these TEs are marked on the map for the BLUFOR side as well as the resistance side. As such, these single TEs quickly become precisely targeted by the BLUFOR side and easily disabled, making the resistance side reliant on subsequent hideout (HO) placements. A simple solution to this problem is disable the display of the TE location markers for the BLUFOR side and allow for multiple TE zoneObjects per zone e.g. 3 x TEs in the cemetery zone in the Anchorage mission. Whilst this will be implemented in future TacBF versions and better replicates a vast Insurgent tunnel network that we are trying to replicate in-game, this is not a complete solution as players on the BLUFOR side would eventually learn the location of all these TEs on successive mission play-throughs and still precisely target these locations. Therefore a is needed to balance this precise targeting by BLUFOR players. As such the 2nd stage in the zoneObject development will be to allow for the randomized activation of a subset of pre-placed zoneObjects. For example, 10 x TEs placed in a town with only a randomized 4 of these 10 TEs being active per mission. Combined with the previously discussed increased zoneObject per zone destruction requirement, hiding the TE markers for the BLUFOR side and randomization of the TE locations, we envision immediate improvements to the S&D game mode from this development.ZoneObjects - Future Game modes This upcoming development introduces the ability to make objective capture based on the destruction of a specified subset of objects within a zone, and the randomization of their position for each mission, thus increasing the possibilities for current A&D, A&S and S&D game modes. Indeed if the S&D game mode was to represent counter-insurgency, then the defence of an building zoneObject to represent an embassy would be an interesting representation of a insurgency game modes with the BLUFOR side being the defenders and the resistance being the aggressors. If we expand this development further, we could also start to think about capture of an objective or even the activation of an firebase (FB) being based upon not only the destruction, but the as will be the focus of the 3rd stage of the zoneObject development. For example, this could include the transport of a designated shipping container into a certain zone to activate a FB or mark the completion of an objective as part of a new 'convoy' game mode. Indeed the zoneObject doesn't necessarily have to be inanimate, but could also be a friendly player that requires safe escort in a new VIP 'escort' game mode. Dr. Eyeball Roles dialog upgrade: The Roles Dialog has been updated to include a kit preview panel. The panel also serves to allow a variety of preset loadouts to be predefined and previewed. For example, the Engineer Role might have kits for: "AP Mines", "AT Mines", "Mortar"; the AT Role might have kits for: "AT Rockets", "HE Rockets". You can still adjust your gear via the Armament dialog, but isn't necessary for everyone. TacBF for Arma 2/ACE2: Some groups have expressed an interest to play TacBF for Arma 2 with ACE rather than Arma 3, for now. There are many good reasons for using Arma 2 and hopefully it will act as the bridge to play TacBF on Arma 3 later on, once it becomes more extensive with completed and stable 3rd party faction & terrain addons. Overview of the upcoming coding changes: The TacBF Team is still hard at work and this time we are delving deeper into the core concepts and functionality of the game and overhauling the behaviour of some of these important areas. We are getting close to reaching our next milestone (after several months of work). I estimate our next update will be around the end of July (but could easily change). Mission updates, however, are still constantly on-going on a weekly basis. Some of these are being overhauled too to find the right balance matching the expected TacBF style of game play. After the next few updates, I feel the mod together with the ongoing mission changes, should finally reach the level everyone would expect from the mod and reach a stable core platform, rules, settings and mission adjustments. As mentioned earlier, we have completed around 350 tasks so far overall in the project, but still have about 250+ remaining in total, which is constantly growing. Only about 100 of these tasks are part of our focus for the next few updates, so it's not as bad as it sounds. So after that, we will finally be switching from a core development mode to more of a features addition mode which will bring in some unique and creative concepts and by then, the project will probably be coming out of Beta stage. Plans for update v3.9: rework missions to find the right balance matching the expected TacBF style of game play. (Leon, Gunther, TacBF Team) implemented language localisation. (Mad Rabbit, with translations done by the TacBF community. This will take several updates to complete.) total overhaul of the Rally Point system (rules, usage, dialogs, more) (Mad Rabbit) add destructible objectives feature, (providing new game play possibilities) (Mad Rabbit) design and implement medic system overhaul. (This might overlap into v3.10) (Adanteh) implement new map markers system. (Adanteh) add updated Roles dialog with kit previews and multiple kit presets fix saved gear system modify gear system to use new scopes usage standard fix TFAR compatibility with latest release fix annoying/important bugs Plans for update v3.10: Finish off medic system overhaul (started in v3.9) (Adanteh) implement new map click menu system. (Adanteh) new S&D rule changes & tweaks (reset/add tickets per cache found) fix S&D multiple cache bug (sometimes more than 2 appear) Add new S&D vehicle spawn rules for Civ/Res vehicles, dependent on local presence of HO's/caches/TE's. Introduce some standard 3rd party addons (islands & factions/gear), with missions. Plans for update v3.11: Release TacBF for Arma 2 (with CBA & ACE2 dependency). Finalise/tweak new features from last 2 updates. Possibly come out of Beta mode. Future update: Possibly: a standalone mission-only version of TacBF, without addon requirements. Possibly: begin work on alternate game modes. Mad Rabbit has already hinted on this above. Some changes might be just an extension to existing game modes or the core features, others will totally rewrite the rules for new unique game modes. Special thanks to Mad Rabbit for preparing this update. Share this post Link to post Share on other sites
Atkins.A 10 Posted July 10, 2014 Good to hear some news from TacBF team! Keep up the good work. Share this post Link to post Share on other sites
KeyCat 131 Posted July 10, 2014 Thanks for the heads-up Eyeball, looks like you guys been busy adding lots of new stuff. Must fix my summer heat issue so I can join MP events again... /KC Share this post Link to post Share on other sites
l337acc 15 Posted July 19, 2014 Bumping for good measure. I have a new video, but I can't post it on a new account. One thing that I don't like about the medic system is having to switch out of combat stance in order to drag someone. Personally, I feel that's unnecessary given the gravity of the situation (having to press an extra key for something that we would otherwise do naturally). Share this post Link to post Share on other sites
mad rabbit 0 Posted July 19, 2014 (edited) Bumping for good measure. I have a new video, but I can't post it on a new account. There you go. :) Nice video, thanks for making it! I've also added this to the new , which is mentioned in my section above and now makes it 51 gameplay videos to date!One thing that I don't like about the medic system is having to switch out of combat stance in order to drag someone. Personally, I feel that's unnecessary given the gravity of the situation (having to press an extra key for something that we would otherwise do naturally). As also discussed in the developer diary #003 above in Eyeball's summary section, the whole team is in the process of major overhauls for the squad rally point, respawn and medic systems. Adanteh and Gunther are heading-up the medic system overhaul, I suggest you post your suggestion in the TacBF forums for those guys to review. Knowing Adanteh though, he's probably already addressed this issue. Edited July 19, 2014 by mad rabbit Share this post Link to post Share on other sites
l337acc 15 Posted July 19, 2014 There you go. :) Nice video, thanks for making it! I've also added this to the new , which is mentioned in my section above and now makes it 51 gameplay videos to date!As also discussed in the developer diary #003 above in Eyeball's summary section, the whole team is in the process of major overhauls for the squad rally point, respawn and medic systems. Adanteh and Gunther are heading-up the medic system overhaul, I suggest you post your suggestion in the TacBF forums for those guys to review. Knowing Adanteh though, he's probably already addressed this issue. Oh nice! A shotgun blast of good news :D I can't believe this mod isn't more popular by now. It's almost criminal. Share this post Link to post Share on other sites
Psilocybe 3 Posted July 20, 2014 As a huge fan of PR a couple years back, i downloaded this but have been yet to find a server, checked the forums and found little, can anyone help me out, i want in on the action! Share this post Link to post Share on other sites
rye1 21 Posted July 20, 2014 Great job Eyeball, Rabbit and the rest of the dev-team. Very much enjoy this mod! Share this post Link to post Share on other sites
l337acc 15 Posted July 20, 2014 Had a blast yesterday. Last few minutes was a rampage. I see BI still haven't fixed the "throwing grenades through windows and other openings" bug. Though, with the ping as high as it is - everyone sounds like they're talking into a tin can and I can't understand most of what is said to me. Also, I think the Pipe Error is when you have the TFR mod enabled but don't have TS running. I couldn't switch grenades or talk over VoN because of it (whatever that pipe error is). Share this post Link to post Share on other sites
St. Jimmy 272 Posted July 20, 2014 Good that you're still going well and trying to improve the mod. The first couple days when the mod was released were awesome. I haven't had time to play some tactical Arma for the whole year but in Fall I'm sure to come back. This mod really needs to be played more. Share this post Link to post Share on other sites
onedigita 17 Posted July 21, 2014 I wish tactical battlefiled would release something similar to AGM, in the sense of keeping everything except there class system so we were not restricted to certain weapons and classes because quite frankly its the most realistic mod with least bugs for everything it offers. It would be a major game changer for every single mission I put out. Share this post Link to post Share on other sites
L3TUC3 32 Posted July 21, 2014 I wish tactical battlefiled would release something similar to AGM, in the sense of keeping everything except there class system so we were not restricted to certain weapons and classes because quite frankly its the most realistic mod with least bugs for everything it offers. It would be a major game changer for every single mission I put out. That's rediculous. You can't have decent pvp without some sort of balance. Everyone would just lame it up with noscope OHK .50s because YOLOSWAG given the opportunity. Classes take care of that tomfoolery. Share this post Link to post Share on other sites
BinaryMan 1 Posted July 21, 2014 That's rediculous. You can't have decent pvp without some sort of balance. Everyone would just lame it up with noscope OHK .50s because YOLOSWAG given the opportunity.Classes take care of that tomfoolery. I think he is talking about an addon specifically for single player use. Share this post Link to post Share on other sites
onedigita 17 Posted July 21, 2014 That's rediculous. You can't have decent pvp without some sort of balance. Everyone would just lame it up with noscope OHK .50s because YOLOSWAG given the opportunity.Classes take care of that tomfoolery. Well I'm not thinking in the sense of a pvp mission but my mission im trying to design is a PVPE mission where you combine AI and player elements. That being said you could still restrict which weapons that are available. My plan is to make an Counter Insurgency mission, utilizing there search and destroy game mode with alive. In hopes of creating a tactical realism mission where players could still come in as opfor to throw a major wrench in blufor's day. I see there is the ability for admin to open all weapons and classes which I may try to find a way to still load vas for blufor but restricting what opfor has. Adding in CAF Aggressors coupled with A3MP is already in the works. Dont take what my plan is the wrong way either. I was a fast adopter of tactical battlefield when it first came out and nothing could completely replace my gripe is not enough people play it and I need a way to enjoy it when there are not enough players available. I think this could help cross pollinate players interest in the mod itself. -Roy Share this post Link to post Share on other sites
bumgie 49 Posted July 21, 2014 Hey guys, how is the situation event wise ? Are you still having regular events ? Share this post Link to post Share on other sites
daneplant 5 Posted July 21, 2014 This game mode is the best, my community need a 3rd person option. I know this has been discussed lots of times, but could we edit the files just to accomodate our private community please? If so I will PM you for details, thanks Tango...from [A.S.E] Share this post Link to post Share on other sites
adanteh 58 Posted July 23, 2014 Are you still having regular events ? This weekend we'll be hosting an event using A3MP to play some new Takistan missions. This'll be our first time using A3MP during an event so it would be good. Check more info here! Real organized events are less common right now, mostly because everyone has been really busy, plus to get real organization you need to know what you can expect playernumber-wise. We do however usually rally players to play on friday and saturday night. Once our new version is out, which will have some pretty serious changes the amount of serious events will go up as well. Share this post Link to post Share on other sites
mad rabbit 0 Posted July 25, 2014 (edited) As referred to by Adanteh. We have >20 players signed-up so far. All welcome! :D =============== [TacBF] Official event Operation Dusty Mountain(26/07/2014) Introduction: This weekend will be a unique event that will take place on Saturday at 19:00 GMT. (Time Zone Helper) Please sign up to ensure you have a slot available to you. If you are not on the list and the server is full then you may be kicked off to allow for the signups to connect. This will not be a organized event with JIP's and unorganized alike and if we have CO's willing then we will have CO's. The server cap limit will be set to 100 players. The server will be locked at the beginning of each mission to ensure JIP's don't miss the orders and leave main base early. Once everyone leaves main base the server will be unlocked. The server that will be used is the official TacBF server. This is an event that will finally open up a new campaign and open doors to a wider variety of TacBF experiences. The Highlights of this event will be: the introduction of brand new missions utilization of Task Force Radio mod utilization of the A3MP Map Pack - A3MP or AIA is required! (see below for links) All of this will event will take place in the middle east (simulated :P). Thats right we will be fighting on takistan and zargabad! [*] there will be numerous screenshots and score recording(s) for an AAR to be posted on the forums (to also discuss how you all enjoy(ed) the event). Required Mods:Optional Mods: The Teamspeak to be used for TFR compatability will be tacbf.ts3dns.com Event Organiser: Gunther.S Admin(s) on Duty: Adanteh, mad rabbit Operation Information: Mission/s: Rashman Province Factions: BLUFOR vs FIA Gamemode: Advance and Secure Further Details & Event Sign-up LINK Edited July 25, 2014 by mad rabbit Share this post Link to post Share on other sites
l337acc 15 Posted September 15, 2014 BUMP! After I get done with this upcoming exam, I'll be able to get back on some servers and finally work on a more official trailer. :D Share this post Link to post Share on other sites
St. Jimmy 272 Posted September 16, 2014 Server has been using AiA TP for a while so it's not just vanilla maps only ;) Share this post Link to post Share on other sites
adanteh 58 Posted October 8, 2014 http://www.tacticalbattlefield.net/forum/viewtopic.php?f=37&t=1565#p13555 AiA event this weekend. Got a bunch of missions on Takistan and Zargabad waiting to be played. Share this post Link to post Share on other sites
Atkins.A 10 Posted November 11, 2014 Will we see an installer that includes a launcher and a server browser and mod activator/downloader/installer in the near future for TacBF? Something like this: http://www.thezombieinfection.com/download/BP_Installer.exe Share this post Link to post Share on other sites