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Mitsu_

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Everything posted by Mitsu_

  1. Watch the introduction video Description Arma At War or short AAW is a teamwork oriented Player vs Player Gamemode Modifciation for Arma 3. We, the developers have been working on something very similar for the past year but have decided to work on our project under a different name. Arma At War is an attempt to capture the gameplay elements of the popular games like the Project Reality: Battlefield 2 mod or Squad and deliver them in a separate game mode for ArmA 3. Gameplay, coordination and communication play as big of a role as the openness to modern concepts and influences. While we are trying to make the entry barrier as low as possible, we will still include the depth and complexity the would be expected from a Project Reality version in ArmA 3. The catch phrase 'Easy to learn, hard to master' really shapes the whole project. Core Features Advance And Secure Gamemode [Done] Capture and hold zones in a pre-determined order. Custom User Interface [In Progress] Including Spawn Screens, custom compass etc. High Performance [In Progress] Code is written to ensure high performance gameplay at high server and client frames and fast networking code. Logistics System [In Progress] Assist your team by resupplying the frontlines, build FOBs or emplacements. Medical System [Done] Treat wounds, revive and transport wounded team mates with our intuitive Medical System. Marker System [Done] Assign order markers to guide your squad or spot enemies on the map. Squad Management System [Done] Create, join and manage your squad and squad members. Deployment System [Done] Choose from a variety of Kits and join the fight on an allied Base, Rally Point or FOB. Kit & Vehicle Restrictions [Done] No more solo-tanking in lone-wolf snipers thanks to our Restriction System. Commander [In Progress] Guide your team to victory by assigning orders to Squads or make use of Support Weaponry like artillery or mortar strikes. Mod Support [In Progress] Want your favourite factions to battle against each other? AAW allows to be modified extensively. Learn more Join our discord discord.me/atwar-mod Follow us on twitter https://twitter.com/war_mod Servers Armaworld Teamspeak: 213.239.202.133 Website: http://armaworld.de/ Contact: @Katho ; @eckart ; @Raven ; @[FDS] Nordmann http://www.gametracker.com/server_info/213.239.202.133:2312/ Region: EU/GER Mods: no Language: International IP: 213.239.202.133 Port: 2312 Hostile Takeover Teamspeak: TS.HT-Community.com Discord: https://discord.gg/pTyGxNH Website: http://hostiletakeover.co/ Contact: @SofaKing1337 ; @WARHAWK_HT ; @Jakob HT http://www.gametracker.com/server_info/50.233.27.230:2302/ Region: US Mods: no Language: International IP: 50.233.27.230 Port: 2302 Onion Gamers Teamspeak: ts3.oniongamers.com Discord: https://discord.gg/Uqc668V Website: www.oniongamers.com Contact: @AJAX ; @Mobius Region: US Mods: no Language: International IP: bmr3.oniongamers.com Port: 2302 LibertyGaming Teamspeak: ts.libertyrp.net Discord: https://discord.gg/YMkymHY Contact: @Hyypperionn Region: Australia Mods: no Language: International IP: 139.99.130.131 Port: 2312 RU27 Discord: https://discord.me/ru27 Contact: @Ghosto http://www.gametracker.com/server_info/87.225.89.163:2332/ Region: RU Mods: no Language: International IP: 87.225.89.163 Port: 2332 AMFR Teamspeak: ts.teamamfr.fr Contact: @AMFR_Kendose Region: EU Mods: RHS & TFAR Language: French IP: 149.202.87.175 Port: 2302
  2. Mostly due to us wanting to create something more arma-esque and not having to cut features because they were not in line with the PR brand. People were confused by the name and meaning. This is one of many reasons that led the core team to reorganize and develop the mod under a different name.
  3. Made by the talented @Ribbon. Thanks for your support.
  4. 24/7 Servers will be available soon. The Mod is made with accesibility in mind and we want to deliver something you can have fun with friends or on your own, without having to organize a server or mission. Yet, the core mechanics that make Arma great will not be put aside, that's why tactical maneuvering, teamwork and strong communication will be vital to winning in AAW.
  5. Shared it on the Squad Modding Hub, a Discord server with nearly 3000 members.That should get you some decent data. Good luck!
  6. Original post in spoiler above. This topic is no longer supported, because the project has moved to another development team. Our continuation of PRA3 will be available soon. Thanks.
  7. The DRK community is currently hosting a 24/7 server. Server: 64.94.95.82:2141 Pass: pra3
  8. We'd love to see communities pick up PRA3 that are interested in PVP. In the future we will expand game modes so things like PVP Insurgency, HVT Extraction or small scale Sector Control will be available and add variety. COOP is not yet planned but also not off the table.
  9. We will host a playtest on the 12th November 1000 GMT and 1900 GMT. You can join our Discord server to get the latest info: http://discord.me/pra3
  10. Afaik you can download the server mod, upload it to your server and let one of the mission run but I'm not sure if it's currently supported to work outside of our test environment. We're preparing a public release in the near future so you guys can host it on a 24/7 server.
  11. Though I'm more on the creative side of things I can share a bit of insight on this. We want the groups to be as dynamically adjustable as possible and extend their functionality down the road. The vanilla group system just didn't do it for us. I'm sure one of the Scripters can chime in and maybe explain it from a more technical standpoint. We believe that Arma is a great platform for a project like this and hope that we do justice by creating a gamemode that promotes teamplay and communication and puts you on the edge when you have to face off real players and not twitchy AI. Absolutely, we've re-written our core modules, in fact we've written a complete core library for our project which is now named CLib. Lot's of optimization server and client side. We added networking compression to further improve performance between server and client. We're running performance tests every 2 weeks and bigger playtests every 4 weeks. A lot of things are currently being revisited and we try to get a very reliable and stable code base before we move onto the pretty things like UI and Game Mechanics. UI Redesign is in progress and we're working with our QA Team to refine gameplay and it's mechanics. We'll try to be more active here, holidays slowed down progress but we're back on track.
  12. Here a preview of what the PRA3 team has been up to the last couple of months. First close playtest being held today. More footage and updates coming soon. Join the discussion! https://github.com/drakelinglabs/projectrealityarma3 https://twitter.com/RealityArmA http://discord.me/pra3
  13. You know there's fixed-winglib from the same developer as rotorlib? Jets DLC HYPE! http://www.rtdynamics.com/v2/wp/2008/fixedwinglib/
  14. Hello at all. This thread should be an open discussion regarding the current state of the ArmA 3 Main Menu Interface, its up- and downsides and how it can be improved. I won't call this thread a feature or addon request as I'd like to gather feedback what the community thinks about the Main Menu from different perspectives. Since the initial Alpha release in March 2013 we can all agree that the Main Menu hasn't changed that much. Bugs have been reviewed and resolved, sections have been added for new players (Learn) but other than that the Main Menu never got a graphical upgrade. I'd like to start of and collect the positive and negative aspects of ArmA 3's Main Menu. + Compared to ArmA 2 the UI has been graphically simplified, giving it a much cleaner look + The Main Navigation is easy to navigate and well structured, hiding less important sections from the beginning but still making the available through submenus + Satellite Shot (Background Video) adds a dynamic aspect to the rather static Main Menu + whatever you may have in mind - Main Menu doesn't utilize Steam features like in-game friendlists - No option to alter the Background content (Images could be a good alternative to the satellite shots) - Lacks a 'polished' look you'd expect from a game of this quality (Main consideration) We'll how could we improve it you might ask. I personally would like to see to which extend Main Menu is moddable. I know you have access to some UI Elements (ALiVE Loading Screen for example) but I've never seen anybody attempting to fully alter the main menu. If it is moddable I wouldn't expect the community to give the main menu a more polished look but we could gather feedback and hopefully convince BIS to have a second look on the Main Menu and hopefully rethink their decision on not upgrading the Main Menus look since the Alpha release and add a bit of graphical fidelity and hopefully more features, aswell as integration of certain Steam features. Since I didn't want to post this without having at least an idea on what the Main Menu could look like I decided to start out a rework of the Main Menu myself. This approach is definitely different from ArmA standards and I know it has a main stream touch to it. Still I'd call this a possible idea to fix certain issues the Main Menu has currently. Please, keep in mind I'm not trying to make our beloved ArmA 3 look like Battlefield, COD or whatever game you might think of. It's all about giving the users (us) a more enjoyable experience when navigating throughout the main menu. Feel free to give your feedback to my concept. Screen #1 - Subnavigation closed, Friend list opened https://dl.dropboxusercontent.com/content_link/pk8Bmx2AmrLc3r7IEuVB8ZuMz84yGmBoAhCQUtHz328Thor0R6kb5T235Cmw84lP FIXED Dropbox link https://www.dropbox.com/s/udn7q7yra5nsj2q/a3UIRework_nomenu.png?dl=0 Screen #2 - Subnavigation opened, Idea for modal windows https://dl.dropboxusercontent.com/content_link/vAeR5Gh7hDmHfJNhL7czssoiwAQS7tfjCzeWYAZg52apOqQoy5805ZcdgyVhGfEx FIXED Dropbox link https://www.dropbox.com/s/7l55k5yptzwrrl8/a3UIRework.png?dl=0 I don't expect anyone to hop on photoshop or illustrator to do a rework but I'd like to hear your opinion to the Main Menu's current state, which flaws it has and how it could be improved. Thanks for reading! - Mitsu
  15. Mitsu_

    ArmA 3 Menu User Interface Discussuion

    Agreed, consistency has to be prioritized the most in my opinion. If I had the motivation to completely rework all UI elemtents (main menu + ingame) I might come up with something that has a fresh look to the rather software type of user interface and still be fully functional, user-friendly and consistent. Still it's a lot of work. I reworked the in-game hud once but it's nothing worth sharing at this point. Still I hope BIS is adding atleast steam features to the Main Menu and I think the community will greatly appreciate that.
  16. Mitsu_

    ArmA 3 Menu User Interface Discussuion

    Thanks for your feedback. Yeah i did this over night and the exit modal was the last thing i added before falling asleep on my desk :D
  17. Mitsu_

    ArmA 3 Menu User Interface Discussuion

    I think adding a friend list where you can join somebody is quite easy to be achieved and by easy i don't wanna say i would be able to do it but by the documents steam offers for steamworks integration it seemes to be achievable "quite easy".
  18. Mitsu_

    ArmA 3 Menu User Interface Discussuion

    Thanks fo sharing your opinion. I agree on some points you've mentioned such as the time that it takes for a user to "deal" with the Menu until the user reaches the section he was looking for. It's rather short and quite simple to use. Fixed the links to the "mockup" i did. It's really different but really basic aswell.
  19. Hello @ all. I'd like to ask if someone could give me a proper advice on how to get my balaclava addon to work. This is what my config.cpp includes class CfgPatches { class mitsus_balaclavas { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={}; }; }; class Headgear_Base_F; class Item_Base_F; class CfgGlasses { class None; class Balaclava_tan: None { author="Mitsu"; _generalMacro="Balaclava_tan"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="Balaclava Test"; model="\A3\Characters_F_Bootcamp\Guerrilla\g_balaclava_clean.p3d"; picture="\A3\Characters_F_Bootcamp\Data\UI\icon_G_Balaclava_clean_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "balaclava\Data\balaclava_tan.paa" }; identityTypes[]={}; }; mass=6; }; }; I'm not sure if I've included the needed classes properly/completely. To clarify the problem: The item is not showing up when looking through the virtual arsenal in the Glasses section. I did some research but had no luck. Any advice is appreciated. Cheers, Mitsu ---------- Post added at 10:05 ---------- Previous post was at 09:46 ---------- I've fixed the problem myself. The previous config was messy after all and wrong in many places. For anybody interested here you can compare the updated/working version class CfgPatches { class mitsus_balaclavas { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={}; }; }; class Headgear_Base_F; class Item_Base_F; class CfgGlasses { class G_Balaclava_blk; class Balaclava_tan: G_Balaclava_blk { author="Mitsu"; _generalMacro="Balaclava_tan"; displayName="Balaclava Tan"; model="\A3\Characters_F_Bootcamp\Guerrilla\g_balaclava_clean.p3d"; picture="\A3\Characters_F_Bootcamp\Data\UI\icon_G_Balaclava_clean_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "mitsus_balaclavas\Data\balaclava_tan.paa" }; identityTypes[]={}; }; }; Thanks a lot. Thread can be closed.
  20. Hey, first of all great mod. Really love the variety. It's the best Unit mod if you play missions on different maps and need hostiles/allies suiting the environment. I have a game-breaking problem though. I use JSRS 2.0 as a soundmod and im placing the Units via Zeus during the mission. The problem is that a really loud, annoying static noise comes up randomly and it's 100% because of the units. I tried to identify if a certain type of infantry unit or weapon causes that mod, but every unit in the mod can potentialy cause that noise and it appears totally randomly. Sometimes it helps to replace the units, but that fixes the noise problem only for a couple of minutes. any idea for this? Thanks for the help!
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