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t0m

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Posts posted by t0m


  1. The airfields and fobs use a zone protector algorithm to prevent griefing (at least that's the plan)

    And shots fired in these ares should hit in front of you and cause no damage. The one that's in currently is rather basic and once we've finished working on the internal version of the map which is far more advanced (has Mando/ACE and other mods, additions etc) it'll be udated with the new algorithm by Goschie.


  2. TAKISTAN RUMBLE



    (Requires Combined OPs)



    Hmx6n8OOwIg

    Over at ArmA: Theatre of War we've grown tired at fighting along pre designated zones and lines that the map makers decided for us. We wanted to decide where to fight and how to defend that position. So we began working on dynamic game modes, our first released one being Takistan RUMBLE. Takistan Rumble is our public release of AToW's own in house map, Takistan Fortification.

    The only limitations within our game mode over where you fight are:

    • The size of the zones.
    • The number of flags in play

    If you have a small community and you want to fight over a smaller area? Make the zones smaller. You can even make more than one if you wish to focus the fighting around certain points. The number of flags also adjusts dynamically depending on the number or players on the server.

    And hey, if you want to fight over the whole map, you can do that. Just make the zones that big.

    How it works

    Each team starts out with one hundred tickets.

    There will be two distinct zones on the map, one red and one blue

    The aim of the map is to gain tickets and stop the enemy doing the same. You can achieve these goals with one of two ways:

    • Killing the enemy – With each team death (Not counting disconnects) the enemy loses a ticket
    • Planting your flag in the enemy zone – This results in a steady ticket gain as long as that flag is up.
    • Taking the enemy flag zone - Having a holding majority in the zone for 2minutes will send the enemy flag back to their base.

    105wpyx.jpg

    Around 2km out from the AO, each side has a FOB. This FOB contains respawnable CSW (The only CSW that will respawn on the map), some unarmed and armed transport. As well as the heavier equipment; tanks and IFVs.

    Further out from the AO each side has an airfield which is where the non-respawnable CSW are located, rearm boxes and fortification crates. At the Airfield are transport containers which can be airlifted by helicopters, as well as a variety of vehicles for troop resupply.

    Fortifying

    R3F Logistics & Arty script is also included in the map. This allows for each team to fortify their flag by taking CSW such as TOW, M2 etc to their flag position to aid in the defence and to rearm friendlies.

    There are also wooden crates at each airfield. When deployed on the ground, these crates allow the squad leaders of each team to build fortifications from a drop down menu. Squad Leaders can ONLY build within a 100m radius of this box.

    This allows each team to build up around their flag when the box is placed near it. This can turn a grass area, mountain top or even a remote warehouse into a heavily fortified position. The building times of each fortification varies from around 120sec to 20sec. However this time can be decreased by having team members nearby the building squad leader.

    Not only does this system allow for teams to build up their flag, but inventive squads will use this system to their advantage by:-

    • Setting up fortified choke points along the road.
    • Setting up OPs to monitor the enemy's main supply route.
    • Setting up a fire base for artillery or even an AA outpost.

    This is a game mode which rewards the team with the best team work and coordination. On the community servers that have kindly helped to test it out with us, the feedback has been good.

    Vehicle List



    BLUFOR

    HMMWV M2/MK19

    STRYKER*

    M1A1*

    M2A2*

    UH-60M

    UH-60M MEV

    OPFOR

    UAZ AGS

    Military Off-road & M2

    BTR-60

    T90

    BMP-2

    Mi-8

    Mi-8 MEV

    *FLIR disabled for all vehicles

    Download Link

    Armaholic mirror:

    - Takistan Rumble! TvT-54 (@)

    http://www.mediafire.com/?wrfsz5g4upbt4ju

    Credits

    Goschie: Scripts, Mission Designer

    Hooves: Mission Designer, Testing

    Spyder: Briefing, Testing

    Pirin: Briefing, Hints

    t0m: Testing

    Dragon: Testing

    Thanks to AToW members that tested and all the communities that stepped up to help.

    Many thanks to R3F for their artillery & logistics script.

    And lastly thanks to all the scripters out there that helped us along.

    If there are any issues with the map, please post below and I will relay the info to the developers.

    Also please note that until the R3F arty is fixed with 1.54, the OA stock arty computer is in.

    __________________


  3. Awesome mod Madbull, thanks for doing it.

    We're thinking about using it in our tourney and I was wondering:

    Instead of using the fire computer base, is it possible to make the computer UI acessible via a scroll menu command? Or a maybe so a having a designated backpack equipped would give said scroll menu option?

    Sorry if it's been asked. Cheers for the help.


  4. Sunday evening USMC forces pushed forwards toward their Ukrainian held port at sector 'Delta'. USMC forward elements quickly retook ground along the coast side before airborne elements began dropping in to the port itself.



    Intense house to house fighting raged as control of the port continuously switched hands. However Ukrainian AAA combined with sniper support managed to hold off the town for the day.

    Over two weeks of intense fighting, Ukrainian ground forces managed to hold off USMC elements from retaking their key port of Elektrovadosk. Having secured the port, Ukrainian ground forces quickly overrun the USMC forward elements holding 'Foxtrot'.

    With the port secure and supply route open from noth, Ukrainian ground elements have began to push forward on sector 'Charlie'.

    hrcyes.jpg

    //// We will be using Operation Arrowhead for our next campaign! \\\\

    Stay tuned for vehicle lists, the war for Takistan is on.


  5. Campaign Map Updates:

    Late Sunday afternoon, Ukranian forces launched a full scale airborne assualt against the US-held town of Kabanino. Ukranian forces managed to quickly secure the town, holding it off from US counter attacks.



    However US AAA operating in the area managed to succesffuly stall further Ukranian drops in the AO, preventing their forces from redeploying to the west and taking hold of the US HQ in sector Golf.

    Having held the Ukranian forces out of Golf with a solid defense, USMC forces have begun a immediate counter attack eastward, their sights trained upon the Ukranian's main airfield at Hotel.

    C5B5.jpg

    Late Saturday night USMC Special forces under of the cover of darkness pushed into the Ukrainian Army's main airfield at 'Hotel', these US forces quickly captured the airfield and secured it until Marine Batallion infantry caught up.

    This suprise attack disorientated the Ukranian forces all the way up to Sunday afternoon and allowed USMC elements to sweep across the field at 'Hotel'. However Ukranian airborne elements were quick to resupply the front, allowing Ukranian Mechanized infantry to resecure the zone.

    But this victory was short lived as USMC elements counter attacked, driving the Ukranians out of their foothold and securing the zone. With the largest Chernarussian airport under their control, US forces have turned their focus to 'Delta', aiming to recapture their supply port and reestablish their main route of supply.

    C5B6.jpg


  6. Campaign updates:



    USMC forces have launched a full scale

    ground assault against the Ukrainian 8th Army in area callsigned

    HOTEL.

    c2b1s.jpg

    ----------------------------

    After a heated battle, the Ukranian 8th Army Corps were able to hold "Hotel" from the USMC's frontal assault.

    The 8th Army corps General quickly retalliated to the attack, moving troops forward towards key USMC costal defenses at "Echo"

    c5b2.jpg

    ----------------------------

    Fierce fighting raged for three hours last night at "Echo" as the US fought off Ukrainian attacks for two and three quarter hours. However in the dying minutes, the Ukranian forces launched a desperate push into US territory.

    These forces managed to break the US line, allowing ground elements to secure a foothold in US territory. It seems likely that the Ukranian forces will continue their push along the Chernarusian coastline, their sights set firmly on the US held supply port of Elektrozavodsk in zone "Delta"

    C5B3.jpg

    ----------------------------

    After the Initial Ukranian assault, 72nd Mechanized forces managed to creat a foothold within the city of Elektrozavodsk callsign Echo. However US Marine Batallion forces quickly launched a counter attack against the Ukranian forces, driving them from their positions. The Ukranian commander once again had his men push, this time ensuring they secured the town.

    The USMC forces held the Ukranians off at the East side of Elektrodavosk's industrial district until eventually being dealt a devastating blow to their supply lines by the Ukranian 95th Air Mobile. Siezing the initiative the Ukranians overwhelmed the US forces, taking the heart of Elektrozavodsk.

    With a large US port now under their control, the Ukranian forces have now turned their sights Northward with Mechanized forces already moving on Marine positions at sector Golf.

    C5B4.jpg


  7. Description

    ArmA: Theatre of War is an ArmA 2 community dedicated to providing a large, persistent, multiplayer Player versus Player campaign. The campaign is fought on a mix of terrain, ranging from urban towns to dense forests, all on the Chernarus land mass.

    After a successful first campaign in ArmA 2 with the Marines winning and team numbers constantly growing, the battle lines are being drawn for the new campaign. There will be a new area of operation, new sides and we are currently investigating the use of ACE, being overseen by our UN Member, {UN} ViperMaul, one of the ACE2 Project Managers.

    Battles

    Battles are fought across the 8km linked objective system and forward spawning mean that the combat is always focused. Infantry rarely have to wait for a transport, and there is always action to be had just over the horizon! This system designed by in house mapmakers and scripters, creating a dynamic front line to the campaign, allowing for intense platoon sized fire fights while still retaining the tactical element. The map simply isn't another AAS rip-off, we assure you it's unlike anything you've played before.

    Battles take place on Sunday 1700GMT and last three hours in total.

    The Mod

    Our very own in house mod team are constantly changing and updating the ATOW mod. We've recently implemented the use of YomaAddonsync to allow our players to update and install the ATOW mod without any hassle at all.

    Members of ATOW be they Recruits or Generals are free to submit mod suggestions and discuss them on the forums. We also have our own feature request and bug reporting tool, similar to that of dev-heaven, though housed totally within the AToW website and for the AToW mod alone.

    As stated we are currently investigating the use of the mammoth, award winning ArmA 2 mod, ACE. We also make use of many other smaller mods produced by Arma's excellent community which we believe aids the gameplay of the tourney.

    Resource System

    Holding on to objectives gives each army Resources in the forms of Man Power, Fuel and Ammo. These are counted up as the armies hold possession of the objectives. At the end of the battle the amount of resources is tallied up, and each teams Commander uses these resources to purchase equipment for the next battle.

    Armor Dominance?

    The inventive resource system forces the side commanders to think carefully about what vehicles should be spawned. While armour implemented right can have a devastating effect, the limited supply of resources makes sure mechanized commanders think carefully about their choices on the battlefield. Coupled with the urban, hilly and wooded terrain of the campaign area, this stops armor dominating the battlefield. We also have a dedicated balance team who's sole job is to make sure that the weapons and equipment stay balanced.

    The Sides

    There are two main sides in Theatre of War. The 1st Marine Expeditionary Force and the Ukranian 8th Army Corps. These two sides are the fighting forces, each with their own uniforms, vehicles and weaponry. They're the guys on the ground battling it out for map dominance. Each side has its own ranks (based on the ranks of their real life armies), promotion system, and sections. These are as follows;

    us_greatseal.pngru_coatofarms.png

    1st Marine Expediationary Force

    1st Marine Batallion

    1st Marine Force Recon

    1st Tank Batallion

    160th SOR

    Ukranian 8th Army Corps

    72nd Guard Mechanized Brigade

    1st Guards Armored Brigade

    95th Airmobile Brigade

    3rd Army Aviation Brigade

    There is a 3rd side by way of the UN. These guys are the tournament referees, an impartial 3rd party, there to make sure that the teams abide by the Theatre of War rules and that the battles stay fair.

    ACE Testing

    Currently we're testing ACE out for use in our second ARMA2 campaign, our 5th campaign of all time. We're tweaking ACE and our mod to make sure the game is perfectly balanced for when C2 starts. Want to help test? Sign up and join a side.

    How to get started?

    1 *Go to http://www.arma-tow.com and register on the forums

    2 *Join an army. There are two routes for this

    -Be Randomly assigned. You can do this by clicking on the green box that should appear at the top of the forums. If you cannot see the box, please use this link

    -You may choose your own side by way of a $5 dollar donation. Simply donate to the Theatre of War cause and post the relevant information here

    -(Don't worry, if at any time you wish to switch armies, you may do so free of charge between tours, regardless of the route you joined your army by.

    3 *Register for the Theatre of War Teamspeak which you can do here

    4 *Hop on and we'll get you sorted! If no one is available on Teamspeak, feel free to PM a member or leave a message on the forums.

    NOTE: Members may be on TS3, you will be able to check on the ATOW front page. If that is the case, simply click the TS3 header once registered to join the server.

    Tourney Vids, Pictures etc

    Ukraine TS on Battle Day

    A bit understaffed but we still kick ass.

    k9buq.png

    Promo

    Here's a promo vid from our 1st Arma 2 Campaign (5th of all time)

    http://vimeo.com/8448231

    8:42+ contains some info on the tourney itself.

    95th vs AAVP

    95th on a slow day

    (Map blurred due to being tactic heavy ;) )

    72nd Mechanized SQD1 & 2 HALO insertion

    http://www.youtube.com/watch?v=KCkpO_8AmhU

    JLt.Celery (Promoted) doing what he does best

    Lt.Hooves of the 3rd Aviation Brigade running hot drops

    http://www.youtube.com/watch?v=xjYgqREkay8

    India A2 Insertion - P.O.V. from Sgt.Super64

    http://www.youtube.com/watch?v=HGzOx_GCRgg


  8. I've searched through the ACE threads a fair few times and although finding similar posts, haven't found one with an issue like mine.

    Basically I'm having extreme trouble trying to get the interaction menu to work. I've tried rebinding it in the userconfig file many times, reinstalled ace, changed my keyboard layout to US. I have no idea why it isn't working

    Anyone able to help at all?

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