OFPCAT 0 Posted September 28, 2006 Without question, the graphic effects of Armed Assaults will be very fantastic. Sure anyone who could play it will leave away from the games based on old engine after trying the new game for some time... Share this post Link to post Share on other sites
Winters 1 Posted September 28, 2006 Hopefully it will be easy enough to port phase1 to ArmA without too much effort. Share this post Link to post Share on other sites
OFPCAT 0 Posted September 30, 2006 Just a personal suggestion, please release the current stuff based on OFP right now even if the Mod hasn't been totally completed. I think it doesn't matter... We could fully understand that and appreciate all stuff to be released... So you could fully concentrate on your Phase 2 game to be based on ArmAssault asap... Share this post Link to post Share on other sites
JdB 151 Posted September 30, 2006 Do we HAVE to keep repeating ourselves (Notice the missing "?") "It will be released when it's done" We also said a while ago: "We are aiming for an OFP v1.96 release" OFP v1.96 is still the most current BIS release. Share this post Link to post Share on other sites
Winters 1 Posted September 30, 2006 Send me your best WWII mission ...either a singleplayer or a multiplayer co-op, and it will be tested by the team for inclusion in the mods release. Use only I44 demo units so i can easily convert your mission to use the current units. Good Luck Share this post Link to post Share on other sites
Winters 1 Posted September 30, 2006 I received a few PMs' regarding the missions so i thought i would clarify. Only use I44 demo units/islands/objects and BIS stuff as well. The mission/missions that we like the best are going to be included in the phase 1 release with full credit given to the author/authors. I cannot accept any mission that would require the user to download additional addons for. Share this post Link to post Share on other sites
olemissrebel 0 Posted September 30, 2006 What's the point of having a mission that's not even made on your new island Share this post Link to post Share on other sites
JdB 151 Posted September 30, 2006 What's the point of having a mission that's not even made on your new island We have some MP missions on BIS islands too They're well suited for WW2 era missions as they lack any signs of real technology except for some computers and other small objects. There are 2 tank and 2 selfpropelled gun types available for the german side (you can use the demo Tiger for placeholder). As well as of course the 251 halftrack. Share this post Link to post Share on other sites
Winters 1 Posted September 30, 2006 Because the other islands are fun to play on as well. not every mission (except for the campaign) will be on Oosterbeek. Suppose you wanted to do some mountain fighting? the new island wouldnt work for that, Kolgujev is the island i would use. Or maybe you want to fly around in C47? well the new island doesnt have an airbase because there wasnt one in that area but I44 sicily would allow you to do one. If someone made a mission that wouldnt need to be on a specific island (patrol or mech infantry fight in the open) i can easliy put it on the new island if they wanted me to. Share this post Link to post Share on other sites
OFPCAT 0 Posted October 1, 2006 Winters, not sure whether you've made such commanding type of German APC in the current Mod ? If not, whether could you guys help me to config such vehicle? I made one based on your original demo pack for personal amusement but the cannon installed on the APC couldn't be fired... I have no idea how to fix it... Share this post Link to post Share on other sites
AtStWalker 0 Posted October 1, 2006 but the cannon installed on the APC couldn't be fired... I have no idea how to fix it... Dear OFPCAT i'd show u a trick to fire a PAK from a vehicle on u3 own 3d.. i wish to show it one more time I've use this trick on these vehicles and both can engage soft and armored targets at will 37cm auf FahrGestell Bren Panzerjager Bren 731 [e] i'll glad to help u (if u wish so) Quote[/b] ]#define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class B45_UC { units[] = {"B45_UC_37cm_gray"}; weapons[] = {}; requiredVersion = 1.85; }; }; class CfgModels { class default {}; class Vehicle: default {}; class Car: Vehicle {}; class B45_UC_37cm_gray: car { sectionsInherit="Vehicle"; sections[]={}; }; }; class CfgAmmo { class Default{}; class BulletSingle: Default {}; class ExplosiveBullet: BulletSingle {}; class Bullet30: ExplosiveBullet {}; // 37cm AP class B45_37cmPAK_APammo: Bullet30 { hit=60;indirectHit=10;indirectHitRange=10; minRange=10;minRangeProbab=0.5; midRange=600;midRangeProbab=1; maxRange=900;maxRangeProbab=2; cost=1000; tracerColor[]={0,0,0,0}; tracerColorR[]={0,0,0,0}; }; class Bullet4x23: ExplosiveBullet {}; // 37cm HE class B45_37cmPAK_HEammo: Bullet4x23 { hit=10;indirectHit=60;indirectHitRange=20; minRange=10;minRangeProbab=0.5; midRange=600;midRangeProbab=1; maxRange=900;maxRangeProbab=1; cost=1000; tracerColor[]={0,0,0,0}; tracerColorR[]={0,0,0,0}; }; }; class CfgWeapons { class Default{} class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun12_7: MachineGun7_6 {}; // PAK36 HE class B45pak36HE: MachineGun12_7 { displayName="3.7cm Pak [He]"; displayNameMagazine="3.7cm Sprgr Patr"; shortNameMagazine="3.7cm Sprgr Patr"; ammo="B45_37cmPAK_HEammo"; count=48; reloadTime=8.00; nameSound="shell"; sound[]={"\B45_UC\sounds\37cm_gun.wav",db+500,1}; reloadSound[]={"\B45_UC\sounds\37cm_reload.wav",db+500,1}; canLock=LockNo; multiplier=1; modes[]={"Single"}; class Single { displayName="3.7cm Sprgr Patr"; ammo="B45_37cmPAK_APammo"; multiplier=1; burst=0; dispersion=0.000200; soundContinuous=0; reloadTime=8.0; sound[]={"\B45_UC\sounds\37cm_gun.wav",db+500,1}; ffCount=1; recoil="mgunBurst3"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=600; useAction=0; useActionTitle=""; }; }; class MachineGun30: MachineGun7_6{}; class MachineGun30A10: MachineGun30{}; // PAK36 AP class B45pak36AP: MachineGun30 { displayName="3.7cm Pak [Ap]"; displayNameMagazine="3.7cm Pzgr"; shortNameMagazine="3.7cm Pzgr"; ammo="B45_37cmPAK_APammo"; count=48; reloadTime=8.00; nameSound="heat"; sound[]={"\B45_UC\sounds\37cm_gun.wav",db+500,1}; reloadSound[]={"\B45_UC\sounds\37cm_reload.wav",db+500,1}; canLock=LockNo; multiplier=1; modes[]={"Single"}; class Single { displayName="3.7cm Pzgr"; ammo="B45_37cmPAK_APammo"; multiplier=1; burst=0; dispersion=0.000200; soundContinuous=0; reloadTime=8.0; sound[]={"\B45_UC\sounds\37cm_gun.wav",db+500,1}; ffCount=1; recoil="mgunBurst3"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=600; useAction=0; useActionTitle=""; }; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Jeep : Car {}; class jeepMG: Jeep {}; // 3.7cm auf Fahrgestell Bren(e) class B45_UC_37cm_gray: jeepMG { vehicleClass="(wwIIec) Vehicles"; displayName="3.7cm auf Fahrgestell Bren(e)"; model="\B45_UC\B45_UC_37cm_gray"; [..] weapons[]={ "B45pak36AP","B45pak36HE" }; magazines[]={ "B45pak36AP","B45pak36HE" }; [..] }; }; Share this post Link to post Share on other sites
JdB 151 Posted October 1, 2006 Yep, class it as a machinegun, that's basically it Share this post Link to post Share on other sites
OFPCAT 0 Posted October 1, 2006 Many thanks, AtStWalker, that'll very helpful for me! I think I could even put rockets launcher for the vehicle now... Share this post Link to post Share on other sites
AtStWalker 0 Posted October 1, 2006 nice to heard it OPFCAT Share this post Link to post Share on other sites
belgerot 33 Posted October 6, 2006 So how are things? I hope there has been interest in the mission-making. Share this post Link to post Share on other sites
Winters 1 Posted October 6, 2006 I've received several e-mails expressing intent to make missions. Share this post Link to post Share on other sites
jarvo9 0 Posted October 10, 2006 Was just reading up on the operation and was wondering, will there be any other aircraft, along with the C-47, Horsa and Waco? Such as Tug planes for the gliders like US C-53 Skytrooper,Halifax,Albermarle or Stirling. Also any aircraft from the bombing berfore the operation? The Lancaster and Flying Fortress was used as well as multiple fighter/bomber escorts. Share this post Link to post Share on other sites
JdB 151 Posted October 10, 2006 Making an entire fleet of aircraft for a 3 minute cutscene... (hope you can "guess" the answer from the previous sentence ) Some information about Phase 2 will be revealed in the mini-interview we are having with [ArmedAssaultCenter] (content subject to possible change). For a serious discussion of Invasion 1944, please visit our IRC channel @quakenet #inv44 Share this post Link to post Share on other sites
belgerot 33 Posted October 10, 2006 I'm really excited to hear that Phase 2 will be discussed more, looking forward to that mini-interview. Share this post Link to post Share on other sites
Winters 1 Posted October 11, 2006 Was just reading up on the operation and was wondering, will there be any other aircraft, along with the C-47, Horsa and Waco? Such as Tug planes for the gliders like US C-53 Skytrooper,Halifax,Albermarle or Stirling. Also any aircraft from the bombing berfore the operation? The Lancaster and Flying Fortress was used as well as multiple fighter/bomber escorts. The only planes being included so far are the Dakotas and Gliders used by the 1st Paras'. Since ground combat is the emphasis for the campaign planes were not a priority with the exception of the transports. Share this post Link to post Share on other sites
jarvo9 0 Posted October 11, 2006 That's cool m8, didn't mean to sound greedy. After reading about the operation in detail, it got me wanting to know more about your upcoming release. Â Â So i started my own little mission about Lt. Gen. B.G. Harrocks XXX Corps executing ground operations out of Belgium and meeting stiff resistance before reaching Eindhoven. Share this post Link to post Share on other sites
JdB 151 Posted October 14, 2006 Sled88 has posted the mini-interview on [Armed Assault Center] An alternate way of giving feedback or sending ideas is the Invasion 1944 IRC channel, @Quakenet #inv44 Share this post Link to post Share on other sites
Deathstruck 375 Posted October 15, 2006 1.Good luck 2.Little question:Will be there some WW2 civilians?In interview was only something about dutchs Share this post Link to post Share on other sites
JdB 151 Posted October 15, 2006 2.Little question:Will be there some WW2 civilians?In interview was only something about dutchs Sadly we lack the immense professional gamestudio to recreate Europe entirely during the 2nd world war. We've been making Market Garden, which means that any civilians will be native people from the Netherlands, aka the Dutch. We're using BIS civilians for that. Share this post Link to post Share on other sites
maTu 0 Posted October 15, 2006 For german friends we translated this interview. Here you can read this. Share this post Link to post Share on other sites