enad 11 Posted June 24, 2010 AWESOME shots rommel. You're a lucky bastard!! Though, I'm still confused as to how this new mod management system is going to work. I can't wait for OA! 5 MOAR DAYS! Share this post Link to post Share on other sites
Fox '09 14 Posted June 24, 2010 OA day 5 more! @ enad, I think it detects all @XXX files in your a2oa folder Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 24, 2010 I wonder when we can expect updated documentation for OA. I know there's got to be a few new scripting comnands for example, and new modules, functions, etc... Quick question though if any devs are reading and willing to answer: Can we query a unit/vehicle's current setting for their weapon zero? Share this post Link to post Share on other sites
sparks50 0 Posted June 24, 2010 (edited) Rommel: still no horizontal recoil in first person on the infantry weapons right(like in Armed Assault)? I wont complain though: the WIN is obvious. Edited June 24, 2010 by sparks50 Share this post Link to post Share on other sites
Pauldarrington 9 Posted June 24, 2010 @ Enad What the mod management system does is it detects mods that have been placed into your root folder and adds them to the addon management list, once in game you can click on what mod you want to run with OA without the hassle of fiddling around with your shortcut targetline Hope that helps Share this post Link to post Share on other sites
sparks50 0 Posted June 24, 2010 (edited) Rommel: still no horizontal recoil in first person on the infantry weapons right(like in Armed Assault)? I wont complain though: the WIN is obvious. Another question: does the mods you load automaticly enable in the list, or do you have to turn them on every time you start the game? Edited June 24, 2010 by sparks50 Share this post Link to post Share on other sites
Rommel 2 Posted June 24, 2010 Rommel: still no horizontal recoil in first person on the infantry weapons right(like in Armed Assault)? Horizontal recoil exists. Very obviously. ;) Share this post Link to post Share on other sites
Wolfstriked 11 Posted June 24, 2010 (edited) Reflex sights=check metal shooting out from explosions=check screen shake from weapon fire=check GL sight=check Just all in all a kool looking addition to my addiction.Thanks BIS! ---------- Post added at 01:38 PM ---------- Previous post was at 01:35 PM ---------- Horizontal recoil exists. Very obviously. ;) It doesn't look so in videos.He means kickback if you didn't know that..... Edited June 24, 2010 by Wolfstriked Share this post Link to post Share on other sites
Fox '09 14 Posted June 24, 2010 Horizontal recoil exists. Very obviously. ;) http://dev-heaven.net/issues/4401 he means this.. Share this post Link to post Share on other sites
Rommel 2 Posted June 24, 2010 (edited) Ah ok, wrong axis. Obviously that exists partially, but not even a fifth of the extent as it is in A1. Agreed something that should have been re-incorporated. EDIT: It would appear it has to do with the torso changes in A2, in which the torso could previously not be bent, it is therefore separate from the recoil action of the weapon being fired. Edited June 24, 2010 by Rommel Share this post Link to post Share on other sites
le_culto 0 Posted June 24, 2010 Thanks for the screens ! http://img52.imageshack.us/img52/6792/arma2oa2010062412180132y.png What is the "Czech Vest Pouch" ? Share this post Link to post Share on other sites
NoRailgunner 0 Posted June 24, 2010 Just wonder if those lasers are everytime on or if they can be switched off by player/AI? Does the AI still use AT ammo vs one single soldier? Are the trees still a good cover against grenades or better asking - is the foliage still made of teflon? How good or bad AI drives in columns/convoys - is it worth to send them out to supply/reinforce troops on their own? Share this post Link to post Share on other sites
andromedagalaxe 10 Posted June 24, 2010 @ Enad What the mod management system does is it detects mods that have been placed into your root folder and adds them to the addon management list, once in game you can click on what mod you want to run with OA without the hassle of fiddling around with your shortcut targetlineHope that helps This FTW ...!!! Rommel, your pics are great. keep them coming if you can. This has me pretty excited for next week, Share this post Link to post Share on other sites
thesun 14 Posted June 24, 2010 Thanks for the screens !http://img52.imageshack.us/img52/6792/arma2oa2010062412180132y.png What is the "Czech Vest Pouch" ? It's a medium sized pouch that can be attached to the back of tactical vest/plate carrier so it can be used as a smaller rucksack. You can see it here: screenshot Share this post Link to post Share on other sites
m1n1d0u 29 Posted June 24, 2010 i ask rommel some screenshoots of the czech vest pouch =) tactical vest ? *__* Share this post Link to post Share on other sites
PacX 10 Posted June 24, 2010 Just wonder if those lasers are everytime on or if they can be switched off by player/AI?Does the AI still use AT ammo vs one single soldier? Are the trees still a good cover against grenades or better asking - is the foliage still made of teflon? How good or bad AI drives in columns/convoys - is it worth to send them out to supply/reinforce troops on their own? Of course it can be switched off. Share this post Link to post Share on other sites
NoRailgunner 0 Posted June 24, 2010 PacX - source, link and does the AI switch it off on their own? Share this post Link to post Share on other sites
Alex72 1 Posted June 24, 2010 They can be switched off and on. You can also tell the AI to do the same through the command interface (actions "6"). Same with mounted flashlights. Share this post Link to post Share on other sites
NoRailgunner 0 Posted June 24, 2010 So they're on or off by default? And is it possible to order a AI group to switch on/off laser once or do I have to order this one-by-one? :) Btw are the OFP commands back to order AI directly to "use weapon" eg AT/AA/handgun/laserdesignator or do we still have to roll dice and hope on AI combat skills? Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 24, 2010 @Rommel, couple of questions that may be hard to answer with images :) 1) Any words about the "stealth/quiet voice set"? Is it on par with OFP DR, which was I must say about its only immersive feature? 2) If you remove ItemRadio from unit, will unit now properly say every word, instead of only a few? "2, target that man at 12 o clock" remains the same as "voice" (not "radio"), instead of just hearing "target". 3) Any radio backpacks available? I couldn't see any obvious ones in the backpack list, but damn I like what I see :) 4) OA supposedly use 32 voices now versus 16 in Arma2. Are you able to get this difference? Does OA have stereo, or is that how they doubled to 32 sources? Considering how Arma2 had 16 mono I mean... 5) Funny how I haven't seen anyone notice this, but OA maps finally have correct coordinate system (zero at bottom left increasing counting upwards, instead of top left increasing counting downwards). Is this mapfix also present if you load up Chernarus or Utes? 6) How does the lighting engine work? I see some "ambient lighting" going on in some dusk/dawn settings, but I'm not sure if there is a moon present causing it or if it is (finally) atmospheric glow causing ambient lighting. Feel free to copy & paste questions on your site, and answer them there, I'll be watching :) The new sights came as a really nice surprise to me, I've never heard about these before. Share this post Link to post Share on other sites
Gryphonheart 10 Posted June 24, 2010 Any info where the game will be available in Reichenberg(Liberec)? (I still prefer stone shops before the electronic ways..) ;) So there will be really czech units in main campaign? Lovely! I hope in most of the MP maps (like Berzerk), czech units will be available to choose, too! Share this post Link to post Share on other sites
jtmedina 10 Posted June 24, 2010 Is there any benchmark out there showing better framerate compared to ARMA 2?. Share this post Link to post Share on other sites
PacX 10 Posted June 24, 2010 (edited) PacX - source, link and does the AI switch it off on their own? The source is the couple dusin of videos and pictures where there is no laser enabled :p Edited June 24, 2010 by PacX Share this post Link to post Share on other sites
cole 0 Posted June 24, 2010 Any info where the game will be available in Reichenberg(Liberec)? (I still prefer stone shops before the electronic ways..) ;) Wrong place for your question, should've been posted here: http://forums.bistudio.com/showthread.php?t=100089&page=35 But I'm going to answer it anyways: GAME (JRC) should have it, there are two (1, 2) stone shops in Liberec. ;) Share this post Link to post Share on other sites
Adjutant 10 Posted June 24, 2010 It would be better for the hitpoints system for armor to be scrapped in favour of a binary system where depending on where the tank is hit, it is either completely disabled, or certain functionalities are lost, or it does not take any damage at all. For example a T-55s turret and frontal hull can never be penetrated by lighter RPGs, but areas on the sides of the hull and on the back take only shot to cause complete destruction. You can also disable the driver's viewing prisms if you cannot flank it to attack the weak spots, but the driver himself remains alive and needs to turn out to be able to see again. By positioning yourself on high hills or rooftops you can also expose the weak armor on the top of the turret and the engine compartment etc. I just think it would be closer to the spirit of Arma if we had this. Share this post Link to post Share on other sites