ffs 10 Posted June 17, 2010 (edited) See several new screenshots from the Russian version of A2:OA: http://games.1c.ru/arma2_oa/?type=gallery&page=1 http://games.1c.ru/arma2_oa/?type=gallery&page=2 http://games.1c.ru/arma2_oa/?type=gallery&page=3 AN/PEQ HUD Edited June 17, 2010 by ffs typo/lol Share this post Link to post Share on other sites
cossack8559 10 Posted June 17, 2010 I see that the tank in one of the screen shots left track marks... http://games.1c.ru/arma2_oa/gallery/arma2_oa11.jpg Share this post Link to post Share on other sites
SEALVI 10 Posted June 17, 2010 US Army=Sex I'm glad BIS created appealing ACU camo. Share this post Link to post Share on other sites
nodunit 397 Posted June 17, 2010 (edited) Glad to see the green was toned down in the longbow cockpit, also dark colors seem to work better than they do in A2..SSAO at work I imagine. Blackhawk is curious in that it doesn't have any shaders on the glass, experimental something I wonder? My only complaint is that the M1A1 still doesn't have a loader section, otherwise it all looks great, for some reason the lighting strikes me as being more natural and the SSAO and more varied terrain does look damn sexy from distance, Chernarus had great terrain but against Takistan it looks a bit flat. Edited June 17, 2010 by NodUnit Share this post Link to post Share on other sites
Flash Thunder 10 Posted June 17, 2010 they must be using a low object detail setting because you can see LOW lod at close distance (tires being triangular) etc but yeah the SSAO on the distant terrain looks nice, the mountains look more epic than in arma 2. wish the mountains could be bigger and have some sweet textures like these http://xbox360media.ign.com/xbox360/image/article/848/848248/just-cause-2-20080129091530064.jpg Im probably wrong though, havent seen the mountain ranges on takistan as I know of. ACU texture looks nice. cant wait to get ahold of the demo and try everything on Highest settings! Share this post Link to post Share on other sites
AnimalMother92 10 Posted June 17, 2010 Man, those US Army units look awesome. The wait is killing me! Share this post Link to post Share on other sites
enad 11 Posted June 17, 2010 I'm glad BIS created appealing ACU camo. hehe BIS. :rolleyes: But the ACU looks freaking great. :D The wait is killing me! Why isn't the demo out!?!? Share this post Link to post Share on other sites
someboy 0 Posted June 17, 2010 These units seem to be floating in the air... http://games.1c.ru/arma2_oa/gallery/arma2_oa7.jpg Anyway pics look great :) Share this post Link to post Share on other sites
Steakslim 1 Posted June 17, 2010 These units seem to be floating in the air...http://games.1c.ru/arma2_oa/gallery/arma2_oa7.jpg Anyway pics look great :) Might have something to do with the object quality. Check out some of the buildings and vehicles further back. You see floating tin roofs. Share this post Link to post Share on other sites
MrStregatto 31 Posted June 17, 2010 uhm clock? http://games.1c.ru/arma2_oa/gallery/arma2_oa23.jpg :D Share this post Link to post Share on other sites
jonneymendoza 10 Posted June 17, 2010 whats that? looks like that crap game medal of honor Share this post Link to post Share on other sites
Richey79 10 Posted June 17, 2010 uhm clock?http://games.1c.ru/arma2_oa/gallery/arma2_oa23.jpg :D The clock needs to make a return, and that looks like a good way to implement it. Well spotted. Share this post Link to post Share on other sites
Killerwatt 0 Posted June 17, 2010 The clock needs to make a return, and that looks like a good way to implement it. I agree on both counts. Share this post Link to post Share on other sites
m1n1d0u 29 Posted June 17, 2010 i think it's for know where is the 12 o'clock for leader (at your 6 one man...) Share this post Link to post Share on other sites
Undeceived 392 Posted June 17, 2010 Wow, that looks good (the clock)! I hope that it is like it was in OFP! Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 17, 2010 Would be nice if its more to the side though, oh well, im glad its back. :) Share this post Link to post Share on other sites
Mad-h 0 Posted June 17, 2010 uhm clock?http://games.1c.ru/arma2_oa/gallery/arma2_oa23.jpg :D And the enemy inside the control tower? Ai uses buildings? :D Share this post Link to post Share on other sites
jw custom 56 Posted June 17, 2010 And the enemy inside the control tower? Ai uses buildings? :D Of course AI can use buildings, just like in ArmA 2.... through scripting. Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 17, 2010 Of course AI can use buildings, just like in ArmA 2.... through scripting. Scripting scripting... It needs 1 line to tell them to enter a building. :p Share this post Link to post Share on other sites
Mad-h 0 Posted June 17, 2010 Of course AI can use buildings, just like in ArmA 2.... through scripting. I have to admit i never seen ai inside buildings in the campaign of arma 2, except that sniper dude in chernogorsk (well i never seen him though, he was always killed before i could spot him). And many people was complaining about the ai won't use buildings in oa. As far as bis scripts them to use buildings in the campaign i'm a happy man. Share this post Link to post Share on other sites
Alwarren 2767 Posted June 17, 2010 Scripting scripting...It needs 1 line to tell them to enter a building. :p It actually works without scripting, if you place a unit's waypoint directly on an enterable building (i.e. snap it onto "House"), you'll get an additional combo box in the Waypoint settings dialog where you can chose what position in the house to occupy. So putting snipers or ambushes into buildings doesn't even require scripting :) Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 17, 2010 (edited) It actually works without scripting, if you place a unit's waypoint directly on an enterable building (i.e. snap it onto "House"), you'll get an additional combo box in the Waypoint settings dialog where you can chose what position in the house to occupy. So putting snipers or ambushes into buildings doesn't even require scripting :) True, though i prefer to setpos them myself if i place them directly in the building anway, that way you arent bound to the buildingposses. Also, i have a half finished script which makes ACM AI (Or any for that matter, though i made it with ACM in mind) sometimes randomly choose a building to occupy, but its uses are pretty mission specific, and they still only rarely use building interiors during combat. (They prefer to storm out and engage, as usual :p ) Edited June 17, 2010 by NeMeSiS Share this post Link to post Share on other sites
Mad-h 0 Posted June 17, 2010 True, though i prefer to setpos them myself if i place them directly in the building anway, that way you arent bound to the buildingposses.Also, i have a half finished script which makes ACM AI (Or any for that matter, though i made it with ACM in mind) sometimes randomly choose a building to occupy, but its uses are pretty mission specific, and they still only rarely use building interiors during combat. (They prefer to storm out and engage, as usual :p ) Hey, could you please let me take a look at your script? I got an algorithm in mind since this ai-uses-buildings-or-not discussion appeared, i was about to write a script. But i'm really a starter, so i could use some examples. But if it's classified i can understand that. :D Well sorry for being offtopic... Share this post Link to post Share on other sites
NoRailgunner 0 Posted June 17, 2010 Just curious if BIS designers have thought of making M-ATV and other mine-resistant vehicle variants? Coming in different camouflage eg desert/woodland/winter(snow) could be useful for other islands/scenarios. As for US soldiers BDU - i hope we will see someday that Multicam is replacing the fugly ACU too. :p Share this post Link to post Share on other sites