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ArmA II: Operation Arrowhead discussion thread

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I'm very confused as to why BIS has made this standalone and not just a normal expansion pack?? I'd much rather have everything put into one. Also, I hope to god ACE takes out it's own strykers, desert Humvees, little birds, etc. so I don't end up having two of everything.

I'm pretty sure they will, as they added the BIS AH-64D after the v1.05 patch.

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I'm very confused as to why BIS has made this standalone and not just a normal expansion pack?? I'd much rather have everything put into one. Also, I hope to god ACE takes out it's own strykers, desert Humvees, little birds, etc. so I don't end up having two of everything.
This is a Addon!!! Why does noone read the descriptions....!

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The deal with that module is, that you can generate random towns, so that nobody has the advantage of "knowing the map" in multiplayer games. It deems me that with OA will come the resurrection of the good old deathmatch and team deathmatch matches.

Wonderful indeed, and since this allow OA to be integrated into vanilla arma2, wonder whether it will allow random town generation for Chernarus based landscape/buildings. hmmm...

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Nice!

So, some questions:

-Will it be a Stand Alone game, will I need the original ArmA 2 game to play it?

-How much will it cost?

-Some gameplay improvements like in ACE2 mod?

-Which troops will be added? In a video, we can see Dutchs... What about other European armies?

-More animations to come?

-Will the editor be as easy as in ArmA2?

-More faces for the player's profile?

-Baclavas for the profile?

-Will this expension have a TRUE AC-130?

-On the screenshost, we can see US 82nd Airborne (I think). Will there be some US Marines?

-A campaign playing Takistanis? It could be cool for everyone, playing like a Taliban, hided in the mountains, in the fear of a bombardment.

-In the trailer, at 0:55, I think I see a VPS Panhard, a vehicle used by French Troops. French troops in ArmA2 OA?

That's it!

Thanks for reading.

And, I didn't read all the pages of the topic (about 312...) so maybe you've already tell something...

Thanks!

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-Will it be a Stand Alone game, will I need the original ArmA 2 game to play it?

Standalone. You don't need the original.

-How much will it cost?

According to BIS, as much as an expansion "usually costs". Not the price of a full game.

-Some gameplay improvements like in ACE2 mod?

There are a bunch of engine improvements, at the very least.

-Which troops will be added? In a video, we can see Dutchs... What about other European armies?

German, Czech.

-More animations to come?

Surely.

-Will the editor be as easy as in ArmA2?

It will be the same.

-More faces for the player's profile?

Quite probably.

-Baclavas for the profile?

Unknown.

-Will this expension have a TRUE AC-130?

Unknown.

-On the screenshost, we can see US 82nd Airborne (I think). Will there be some US Marines?

Still unconfirmed, but it would seem so.

-A campaign playing Takistanis? It could be cool for everyone, playing like a Taliban, hided in the mountains, in the fear of a bombardment.

Probably not in the campaign, but there may be such missions. And people can always make them.

-In the trailer, at 0:55, I think I see a VPS Panhard, a vehicle used by French Troops. French troops in ArmA2 OA?

Unconfirmed.

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Looking at the town generator video for like a 100th time I found myself a teeny tiny bit disappointed by virtually no improvements in the editor UI. I have worked with it since OFP but I still don't understand why everytime I want to change a unit's gear I need to type a number of script rows of "addWeapon" or "addMagazine" or go to bikipedia for help everytime I need to set up a module. Why there can't be a dialogue window similar to the "Intel" one (weather, fog, date, time, etc) with sliders, combo boxes, option buttons and checkboxes to edit the necessary values?

Don't get me wrong, I'm fine with the editor as it is but improvemets are always welcome... and also I must be getting lazier :p

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Looking at the town generator video for like a 100th time I found myself a teeny tiny bit disappointed by virtually no improvements in the editor UI. I have worked with it since OFP but I still don't understand why everytime I want to change a unit's gear I need to type a number of script rows of "addWeapon" or "addMagazine" or go to bikipedia for help everytime I need to set up a module. Why there can't be a dialogue window similar to the "Intel" one (weather, fog, date, time, etc) with sliders, combo boxes, option buttons and checkboxes to edit the necessary values?

Don't get me wrong, I'm fine with the editor as it is but improvemets are always welcome... and also I must be getting lazier :p

Just use the weapon/crate generator.... forgot what it's called now. Then you can just call one scipt within the character instead of adding them all by hand.

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Just use the weapon/crate generator.... forgot what it's called now. Then you can just call one scipt within the character instead of adding them all by hand.

Problem is that gear added by script isn't visible in the briefing, only if you have typed it all into the init field. A "loadout editor" button would have been a very welcome addition, especially if you could have predefined kits etc.

Well it works as it is, and I suppose there are more pressing issues.

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A simple loadout editor would indeed be welcome. Is there a feature request ticket for this on the CIT?

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^^ some and some not. Ofcourse we cant know now wich will work and wich wont. But most should work out of the box i guess.

EDIT: For example ACE will make their mod work after they get their hands on OA. But it needs to be adapted first.

EDIT2: Agreed on the loadout thing. Everytime i do these things in my missions i have to alt+tab to copy/paste lines. And most of the times i have to go online to get what i need in terms of classnames etc. I do love that we can do this, but an easier way would be very welcomed. New guys to ARMA have a hard time with this in the beginning.

Edited by Alex72

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great news! hope it is worldwide release (DON'T FORGET AUSTRALIA/NZ pls)

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great news! hope it is worldwide release (DON'T FORGET AUSTRALIA/NZ pls)

There's always digital download, which is how I purchased my copy of ArmA: Queen's Gambit.

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Long time ago in Arma 1 times when Queens Gambit was released we buyed full version ARMA GOLD.

Alot of players are still stuck in ArmA 1 for one reson: not a good PC;now with OA for ARMA 2 we want to buy full Arma2 game(including OA)...will be nice an ArmA 2 GOLD edition released with/in the same period with OA .

sry for my bad english

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I noticed a few news sites list that a UH-1H is included, I thought they were adding a UH-1N, or was I mistaken?

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Waiting for the next teaser/trailer which hopefully show some AI improvements or new features too...

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What will be good about the town generator is I would imagine the module has some internal perimeters much like the ones in Arma2. I guess setting size and distance (radius), orientation etc.

I have a sneaking feeling we may be seeing vanilla AI and to be honest im not expecting improvements on that. I hope so but to be disappointed and not purchase on something I truly think will be a bonus than a sure thing, I wont let it get in the way, otherwise your setting yourself up to be disappointed.

I will purchase this becuase of the content and also becuase of what A2 modders can do with it anyway.

As long as GL4/patrol scripts/ACE run nice with it and some scripting to generate random town spawns on mission load, we have dynamic patrols & town locations which cant be bad. Im also guessing performance (apart from adding more AI into the mix) will be good with FPS on maps.

Seeing as I like to play SP as small SF units taking out patrols then this will be perfect :bounce3:. Just kicking back with my team and using vehicles to patrol and GL4 scripts to call in whats needed, using sat data and drone for location spotting of random created patrols and towns ... cant think of anything else out that will match that, superior AI or not really.

---------- Post added at 10:28 AM ---------- Previous post was at 10:18 AM ----------

What will be good about the town generator is I would imagine the module has some internal perimeters much like the ones in Arma2. I guess setting size and distance (radius), orientation etc.

I have a sneaking feeling we may be seeing vanilla AI and to be honest im not expecting improvements on that. I hope so but to be disappointing and not purchase on something I truly think will be a bonus I wont let it get in the way.

I will purchase this becuase of the content and also becuase of what A2 modder can do with it anyway.

As long as GL4/patrol scripts/ACE run nice with it and some scripting to generate random town spawns on mission load, we have dynamic patrols & town locations which cant be bad. Im also guessing performance (apart from adding more AI into the mix) will be good with FPS on maps.

Seeing as I like top play SP as small SF units taking out patrols then this will be perfect :bounce3:.

Edited by mrcash2009

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I noticed a few news sites list that a UH-1H is included, I thought they were adding a UH-1N, or was I mistaken?

I wouldn't know the difference but here is the screenshot of it if that helps.

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What will be good about the town generator is I would imagine the module has some internal perimeters much like the ones in Arma2. I guess setting size and distance (radius), orientation etc.

I have a sneaking feeling we may be seeing vanilla AI and to be honest im not expecting improvements on that. I hope so but to be disappointed and not purchase on something I truly think will be a bonus than a sure thing, I wont let it get in the way, otherwise your setting yourself up to be disappointed.

I will purchase this becuase of the content and also becuase of what A2 modders can do with it anyway.

As long as GL4/patrol scripts/ACE run nice with it and some scripting to generate random town spawns on mission load, we have dynamic patrols & town locations which cant be bad. Im also guessing performance (apart from adding more AI into the mix) will be good with FPS on maps.

Seeing as I like to play SP as small SF units taking out patrols then this will be perfect :bounce3:. Just kicking back with my team and using vehicles to patrol and GL4 scripts to call in whats needed, using sat data and drone for location spotting of random created patrols and towns ... cant think of anything else out that will match that, superior AI or not really.

---------- Post added at 10:28 AM ---------- Previous post was at 10:18 AM ----------

What will be good about the town generator is I would imagine the module has some internal perimeters much like the ones in Arma2. I guess setting size and distance (radius), orientation etc.

I have a sneaking feeling we may be seeing vanilla AI and to be honest im not expecting improvements on that. I hope so but to be disappointing and not purchase on something I truly think will be a bonus I wont let it get in the way.

I will purchase this becuase of the content and also becuase of what A2 modder can do with it anyway.

As long as GL4/patrol scripts/ACE run nice with it and some scripting to generate random town spawns on mission load, we have dynamic patrols & town locations which cant be bad. Im also guessing performance (apart from adding more AI into the mix) will be good with FPS on maps.

Seeing as I like top play SP as small SF units taking out patrols then this will be perfect :bounce3:.

Yea, there are many good addons out there. Too many...I like to play it Vanilla without many Mods[none] cause there are allways comblibication problems with addons and mods and you force people to download many stuff, which makes the missions you create less attractive.

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Yea, there are many good addons out there. Too many...I like to play it Vanilla without many Mods[none] cause there are allways comblibication problems with addons and mods and you force people to download many stuff, which makes the missions you create less attractive.

Agreed, I don't know about most people, but I'm not going to download a huge list of addons just to play one single mission.

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