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Tonci87

ArmA II: Operation Arrowhead discussion thread

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Well... FLIR is pretty much solely for night ops.

wrong ... can be used on distances up to tens of km in day / night / bad weather in any earth location ...

it lot depends on generation of the TI sensors, the optics, the digital processing device and software ...

todays best systems are even capable realtime combine TI,NV and normal sensors into single output for operator...

there are even experimental devices which sports ultra-violet sensor as addition to the ones above ...

result nowhere to hide unless you find way how bend light and prevent radiation emissions ...

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TBH I haven't learned anything about them since 1998. So, TIL about FLIR.

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wrong ... can be used on distances up to tens of km in day / night / bad weather in any earth location ...

it lot depends on generation of the TI sensors, the optics, the digital processing device and software ...

todays best systems are even capable realtime combine TI,NV and normal sensors into single output for operator...

there are even experimental devices which sports ultra-violet sensor as addition to the ones above ...

result nowhere to hide unless you find way how bend light and prevent radiation emissions ...

And here is a real life example:

2ibyblv.jpg

Our sensors are starting to look more and more like in the Ghost in the Shell movie. If you haven't watched that movie I recommend you do. Even thought it's animated.

Sorry for the off-topic. I just wanted to show people what the future of NV/IR looks like. :greetings:

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Thanks for that, scary stuff. Impressive though.

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It's the second version of the Editor module that makes civilians appear in villages and cities.

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http://www.tvtech.it/video/680/arma-ii-operation-arrowhead-videoarticolo

6td01d.jpg

In this video they show the entire Armory list for the OPFOR side. I took the time to note it down.

Weapons

AK-74

AK-74 & GP-25

AK-74 GL Kobra

AKM

AKS

AKS-74

AKS-74 GOSHAWK

AKS-74 Kobra

AKS-74 NSPU

AKS-74 PSO

AKS-74U

FGM-148 Javelin

FIM-92F Stinger

FN FAL

FN FAL ANPVS4

G36A (Camo)

G36C (Camo)

G36C SD (Camo)

G36K (Camo)

Glock 17

Igla 9K38

IR Strobe

KSVK

Lee Enfield

M107

M107 TWS

M110 NV Scope

M110 TI Scope

M136 Launcher

M14 AIM

M16A2

M16A2 M203

M1911

M24 Desert

M240 Scope

M249 SAW

M249 Scope

M249 TIS

M32

M47

M4A1

M4A3 ACOG GL

M4A3 CCO

M60E4

M67 Frag Grenade

M79

M9

M9 Silenced

MAAWS

Makarov PM

Makarov Silenced

Metis AT-11

Mk13

Mk16 CCO SD

Mk16 CQC

Mk16 CQC Holo

Mk16 EGLM Holo

Mk16 EGLM RCO

Mk16 EGLM TWS

Mk16 Holo

Mk16 Mk4CQ/T

Mk17 CCO

Mk17 CCO SD

Mk17 EGLM RCO

Mk17 Sniper

Mk17 Sniper SD

Mk17 TWS SD

Mk48 Desert

PKM

Revolver

Revolver gold

RGO Frag Grenade

RGO Frag Grenade

RPG-7 Launcher

RPG18

RPK

Sa vz.58P

Sa vz.58V

Sa vz.58V ACOG

Sa vz.58V CCO

Sa vz.61

Satchel Charges

Smoke Grenade

Smoke Grenade (Blue)

Smoke Grenade (Green)

Smoke Grenade (Orange)

Smoke Grenade (Purple)

Smoke Grenade (Red)

Smoke Grenade (Yellow)

Stone

Strela-2 9K32

SVD Desert

SVD Dragunov

SVD NSPU

UZI

UZI SD

Infantry

AA Specialist [Takistani Army]

AA Specialist [Takistani Milita]

Asst. AT Rifleman

Asst. Machinegunner

AT Specialist

Automatic Rifleman [Takistani Army]

Automatic Rifleman [Takistani Milita]

Aziz [Takistani Army]

Bonesetter [Takistani Milita]

Commander

Crewman

Engineer

Grenadier

Machinegunner [Takistani Army]

Machinegunner [Takistani Milita]

Medic

Militiaman (AK-74 GL)

Militiaman (AK-74)

Militiaman (FN-FAL)

Militiaman (Lee Enfield)

Militiaman (RPG ammo)

Militiaman (RPG-7)

Officer

Pilot

Rifleman (backpack)

Rifleman (RPG-18)

Rifleman (RPG-7)

Rifleman

Sniper (KSVK)

Sniper [Takistani Army]

Sniper [Takistani Milita]

Special Machinegunner

Special Soldier

Special Team Leader

Spotter

Squad Leader

Team Leader

Warlord

Car

9P117 SCUD B

BM-21 Grad

BRDM-2 (ATGM)

BRDM-2

Military Offroad MG [Takistani Army]

Military Offroad MG [Takistani Milita]

Military Offroad SPG9 [Takistani Army]

Military Offroad SPG9 [Takistani Militia]

Motorcycle

Old bike

Salvage Truck

Supply Truck

SUV

UAZ (AGS-30)

UAZ (DShKM)

UAZ

Ural (Ammunition)

Ural (Fuel)

Ural (Repair)

Ural (ZU-23)

V35

V35 Opca

Armored

BMP-2 (HQ)

BMP-2

BTR-40 [Takistani Milita]

BTR-40 DShKM

BTR-60 [Takistani Army]

M113

M113 Ambulance

T-34

T-55

T-72

ZSU-23 Shilka

Air

An-2

Mi-24D

Mi-8

Su-25

UH-1H

Static

AA IGLA Pod

AGS-30 [Takistani Army]

AGS-30 [Takistani Milita]

D-30 [Takistani Army]

D-30 [Takistani Milita]

DShKM

DShKM Minitripod

KORD

KORD Minitripod

Metis AT-13

MG Nest (PK)

Mine

Mine

Podnos 2B14 [Takistani Army]

Podnos 2B14 [Takistani Milita]

Searchlight [Takistani Army]

Searchlight [Takistani Milita]

SPG-9

ZU-23 [Takistani Army]

ZU-23 [Takistani Milita]

I would have created a new thread, but with so many stickies who would have seen it?

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I'm thinking they renamed it to ALICE2 and SILVIE2 for compatability reasons. So when you load ArmA 2 along side OA, you still have the ALICE1 and SILVIE1 Modules to use for Chernarus...

This ALICE2 module should come in handy for alot of Desert themed maps. Hopefully map makers will add support for it.

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Thanks! Also, what is up with the new modules on there? OA?

@List Guy: Stuff to be excited for

Mk13 (?)

Lee Enfield

AN2

UH-IH

BTR-40

Sa vz.58V ACOG (WHY)

9P117 SCUD B

AKS-74 GOSHAWK

Bonesetter [Takistani Milita] (?)

Aziz [Takistani Army]

AKS-74 NSPU

Revolver gold (OFP WHATS UP)

M60E4

M32 (Game over yea!)

M47 (?)

M14 AIM

SCARs

UZI SD

Stone

M4A3 CCO (Because the A1 just wasn't enough!)

Edited by Walts

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i dont know walts, when you read threads like this you are bound to see spoilers. I came here knowing there might be spoilers, and you should of too

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I am hoping that ALICE2 will have more civs than the old amb civ module. finding civs was like hunting ants in a cornfield. I also hope they are more active.

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Thank you for ruining the release day editor fun for me.

I'm hoping that you're being sarcastic. First off it only lists vehicles for one side. Secondly, you had the option to stop reading. He clearly wrote out above it what was in the quoted section.

Also, the bonesetter could be a medic for that faction. That is the only thing that makes sense to me. Medic or doctor. For the weapons just google them.

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and only 60 percent of the content was in the preview sooooooooooooooooooooooooo

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Well it is to be said that on the internet it can be hard to distinguish sarcasm and joking from anger and seriousness, that is why people tend to use smilies.

For example if someone were to say "You are a jerk" the first thing comming to mind would likely be feeling insulted, however if they wrote it as "You are a jerk :P" the emote indicates a sense of play and or sarcasm..thus.... anyway

Bonesetter....that name alone makes me cringe, did anyone else get flashes of way back when amputee's were handed out left and right?

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It is a strange choice, I thought it would be 2C if anything.

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I am hoping that ALICE2 will have more civs than the old amb civ module. finding civs was like hunting ants in a cornfield. I also hope they are more active.

Totally agree. 100%!

The Civs with the ALICE Module on Chernarus are so scarce. And even when they do show up, all the do is walk around...stand at there doors or stand motionless facing each other with some random dialogue playing.

I hope ALICE2 incorporates some Animations into it so you may see some civilians talking to each other but using hand motions and stuff. So it actually looks like something is going on...It also needs to be alot more dense(Population Wise) for this type of setting...

Watch the newest video to see what I mean. I can only hope that the ALICE2 Module will make civilians do stuff like that. :(

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My A2 folder is 9.5G.Since OA has alot of same code will it install over this 9.5G or will I have a 20G A2:OA install now?Anyone know?

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My A2 folder is 9.5G.Since OA has alot of same code will it install over this 9.5G or will I have a 20G A2:OA install now?Anyone know?

Im guessing it will add another 8-9gb

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I hope that it is something like, each different kind of building generates a different number of civs, and they will walk around and interact and stuff. kind of like in oblivion how they would wander and speak. this isnt anything to do with civ generation, but I also hope they don't just scream and go prone when a battle happens.

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I hope that it is something like, each different kind of building generates a different number of civs, and they will walk around and interact and stuff. kind of like in oblivion how they would wander and speak. this isnt anything to do with civ generation, but I also hope they don't just scream and go prone when a battle happens.

Yeah, but in ArmA 2 they would generally run into the nearest building, I hope they do it in this one. Will be cool also since all the buildings are open.

I know they already have conversations with the ALICE Module, but I want them to have Life like conversations, not just standing, facing each other like statues. I want them to look like they are talking to each other..

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