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ArmA II: Operation Arrowhead discussion thread

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I would say yes to that, but, of course, the sound mods won't replace the sounds for the new weapons. Also, I bet you would need to have both OA and Arma 2 for there not to be errors with the sound mods trying to replace sounds for weapons that don't exist in OA but did in Arma 2. That is, until the sound mod makers start making sound mods for OA.

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http://www.flickr.com/photos/27595678@N06/4536021022/in/set-72157623767204215/

Garmarud - Town in OA = Iranian Town/City

- http://www.traveljournals.net/explore/iran/map/m5077316/garmarud.html

Garmsar - Town in OA = Iranian City

- http://en.wikipedia.org/wiki/Garmsar

Chak Chak - Town/Village in OA = Village in Iran

http://en.wikipedia.org/wiki/Chak_Chak,_Iran

It's probably old old news, but I went through the screenshots again and did some digging. I think they got all of the names (Takistan included) from Iran...

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why so negative' date=' walts?[/quote']

Because he's a troll.

aint that a feature on air vehicles? cant be on soldiers actual guns?

There are thermal scopes available for rifles, they are somewhat large and heavy, so in the real world they'd fatigue your arms quicly. In ArmA land they will obscure a lot of your view when you arent looking through the optic.

There are newer generation scopes which are smaller and lighter, but they arent commonplace on the battlefield yet.

http://en.wikipedia.org/wiki/AN/PAS-13

image042.jpg

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Do you have guys any intels about wether or not bis fix the CQB in OA?

it is the only real issue to me.. (can we climb stairs easily, fight in house, change weapon even if walking etc..)

thank you

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Can we use all the SFX mods from A2 in OA?

I'm gonna say no on this one. Not because they won't, but because we shouldn't get exited thinking they will. I'm sure there's bound to be some conflict trying to use ArmA2 fx mods with OA. They might, but then again like one user mentioned, you may need to have ArmA2 loaded in because OA effects may go by different lines of code and what not that those fx addons rely on.

Anywho just sit back a few weeks after release. Addons will start pouring in from ArmA2 soon enough.

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Will Arma2 sound mods work with Operation Arrowhead?

Short answer: probably not.

Why?

  1. Because most of the content that was "modded" by the sound mod will no longer exist in OA.
  2. There will be new weapons and new vehicles with new sound effects, none of which will be affected by the sound mod.

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Because he's a troll.

There are thermal scopes available for rifles, they are somewhat large and heavy, so in the real world they'd fatigue your arms quicly. In ArmA land they will obscure a lot of your view when you arent looking through the optic.

There are newer generation scopes which are smaller and lighter, but they arent commonplace on the battlefield yet.

http://en.wikipedia.org/wiki/AN/PAS-13

image042.jpg

That could be an issue then. Making spotting enemies easier. :rolleyes:

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That could be an issue then. Making spotting enemies easier. :rolleyes:

You shouldn't quote images ;)

When its done properly (like it is in OA) its not some super-duper "oh look, theres the bad guy" tool. It will help you to spot people, but unlike dragon rising, it will not turn them into super-easy-to-spot glow-in-the-dark targets, whilst the rest of the terrain stays perfectly black.

Check spoiler for dragon rising's fail thermal, which just made all people and vehicles bright white, and the terrain dark black.

OFDR%202009-10-08%2022-46-45-44.jpg

In OA not only will vehicles and people have proper thermal variance across their models (i.e. exposed skin will be hotter than thick clothing or body armour) but there will be a lot of background noise too. The thermal sim from VBS supports differing temperatures across buildings, plants, clutter and everything (just like real world thermal does). Even the time of day will effect how good it is.

Edited by DM

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Yea if you look at some of the configs in the BI tools kit...

From cfgWorlds.hpp

      // Maximum and minimum temperatures (night and day) specified for every month - the game temperatures will vary in those limits // _VBS3_TI
     temperatureDayMax[]  ={ 10,  12,  15, 20, 25, 35, 35, 35, 25, 20,  10,  10};
     temperatureDayMin[]  ={-10, -6, -5, -1,  5,  6,  7, 10,  5,  2, -5, -10};
     temperatureNightMax[]={  5,   6,   8, 10, 13, 18, 26, 25, 15, 13,   8,   4};
     temperatureNightMin[]={-10, -10, -10, -5,  0,  4,  5,  6,  5,  0,  -5, -10};

     // How much we limit the minimum (resp. maximum) temperature during the day (resp. night) if the sky is clear  // _VBS3_TI
     // 0 means no limit (the max and min will stay as stated above), 1 means full limit (the min and max will be equal)
     overcastTemperatureFactor = 0.4;

     // How much can be black and white surfaces heated up on a direct sunlight  // _VBS3_TI
     blackSurfaceTemperatureDelta = 50;
     whiteSurfaceTemperatureDelta = 10;

:dance1: VBS3? :D

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Excellent find, NouberNou! So the thermal imaging is affected by the season, time of day and even the weather. :eek:

I think I just jizzed in my pants.

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I only saw one official wallpaper but I have a bunch of screens here

http://www.flickr.com/photos/27595678@N06/sets/

Some of them are high enough resolution to use as wallpaper.

These are 1920x1200 - http://www.flickr.com/photos/27595678@N06/sets/72157623767204215/detail/

http://www.flickr.com/photos/27595678@N06/4535425759/sizes/o/in/set-72157623767204215/

Oh god, look at this baby! Thats what high performance computers are made for, this realy rocks (wallpaper set up :) ). It also reminds me of the propagation materials regarding hardware tesselation, which is not used in OA I guess. Well, let's buy those i7's and 480's, high polygon count does the job too ;)

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Excellent find, NouberNou! So the thermal imaging is affected by the season, time of day and even the weather. :eek:

I think I just jizzed in my pants.

i jizzed my pants as soon as i saw the trailer yesterday:)

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I think the OA's only slogan should be:

*fap*fap*fap*

=)

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Hopefully An-2 will have a better rudder turn than vanilla A1 C130 :)

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LOL, I've spotted Novigrad on the map of Takistan. Did Bohemia guys go on vacation to Croatia again? ;) not to mention Zargabad is very similiar name to Zagreb =)

Its nice to see that BIS fixed that annoying alpha bugs and fog setting now works flawlessly:

Editing_q2.jpg

Edited by IceBreakr

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* Is there a separate a separate slider for vehicle draw distance as seen in JCOVE Lite?

Not yet. But we plan to add it soon.

Very nice :cool:

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LOL, I've spotted Novigrad on the map of Takistan. Did Bohemia guys go on vacation to Croatia again? ;) not to mention Zargabad is very similiar name to Zagreb =)

It's possible, since a vast majority of czechs going on the vacation go to croatia, for whatever reason I don't understand :P

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The FAQ answers are sort of disappointing, but at least they were honest with us.

However I don't understand why it is difficult for BIS to implement stuff that mods already do flawlessly: Armor system too difficult to make? A team of modders already did that, added wire-guided missiles and added firing modes/self-designation for certain helicopters but somehow BIS can't do it. :(

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There are many no`s in the answers, leaves me a little disappointed, also the fact that there will be Paid DLC is making me sad :(

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yeah, it's almost a sin not to pay guys like RH for their epic addons and mods :) not to say BI

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