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Found 7 results

  1. I read carefully and with great interest The Development Process Behind Bohemia Interactive's Enfusion Engine an interview of Pavel Šafář, Project Lead, on 80.lv site. At the end of the interview, a passage particularly caught my attention as an OFP veteran and still an armavangelist. Pavel Šafář: Our current plan is to release a game demo that will demonstrate the engine’s capabilities. I also assume that we’ll be supporting it throughout the year. I don’t mean just fixing any issues people will find. We expect people will start playing with our engine and editor, which will surely result in many things we’ll need to deal with, including issues, questions, and new features to document. I don't know if I'll be able to get my hands on the Demo, but just in case I'd like to be able to prepare myself with some hints about the minimum hardware requirements.
  2. Demo Mission showing you how to add tracking dogs to VC Trackers in the Awesome Prairie Fire DLC Some mission maker out there may want to add dogs to the VC trackers, so here's a sample mission showing you how. The init.sqf contains a loop that looks for VC Tracker groups of type "stalker" spawned by the Tracker module, and then adds dogs to the "stalker" group. The stalker group leader then controls the dogs. If dogs sense enemy (i.e., player SOG team), they alert the VC Trackers to their presence by stopping, growling, and looking in direction of detected enemy. Stalker group leader will then order the dog to attack (in Chinese since Vietnamese voices not supported) and dogs attack nearest detected SOG unit. Also in the init.sqf you will see code that is commented out that would create a dog that is commandable by player. This could be useful for a Bright Light mission where SOG team is tracking missing pilots or whatever. See the JBOY Dog thread for more on JBOY dog. The video below is on modern day Tanoa, but it illustrates exactly how the AI controlled dogs will work. Just pretend the 2 dudes patrolling with the 2 dogs are VC trackers. 🙂 Download this demo mission for example of how to add tracker/attack dogs to the VC Trackers in a Prairie Fire mission. It calls my JBOY Dog scripts which are NOT Multi-player compatible (and never will be). For Multiplayer compatible dogs, see @LSValmont's excellent vDog scripts. I think it would be pretty easy to adapt my example mission to use his MP compatible dogs instead. Somebody should give it a go!
  3. Demo mission, the purpose of which is to demonstrate the capabilities of the Platoon Commander addon and teach how to use it. Plot: A platoon of UN peacekeepers Hurricane-1 is sent to Charkia to check why the sentry at the facility under their responsibility does not get in touch. Gameplay: the mission is strictly linear. Everything should be done as indicated in the hints. Localization: voice acting (rus) and translation (rus & eng). https://steamcommunity.com/sharedfiles/filedetails/?id=2576119757
  4. Here's a demo version of my new campaign for Arma: Cold War Assault AKA Operation Flashpoint: Cold War Crisis Download link: https://www.mediafire.com/?tix8ydiw82oj719 This campaign has also Red Hammer style overview pictures. This is for testing and please share your thoughts and if you find any bugs then report for me, thank you. It would be nice if you could give an honest rate (x/10) of course it's your call.
  5. Hi everyone, After releasing the demo for Windows PC some time ago, we've now also made it available on Xbox LIVE! The demo features two exclusive assaults on the islands of Thermopylae and Granite. Narrated by one of the developers, it kicks off with an action-packed sequence in which you control one of the amphibious Walruses. Once you complete your first objective, the demo fast forwards to another island. Here, the gameplay opens up and you'll be able to switch between driving Walruses, flying Mantas and ordering units via the tactical map. Overall it takes about 45 minutes to complete. Download now at www.carriercommand.com/demo
  6. Sharp93

    ArmA Wont Start

    Hi guys,when i try to start ArmA the part where it marks the boxes with a check mark it goes all the way except it stops at the 3rd from the last, and then i get No Entry 'bin\config.bin.ControllerSchemes' so i click ok and then the game starts up and its a black screen for about 3 seconds then closes and i get another error message,this time it says Error compiling pixel shader PPSpecularAlpha aney 1 know what the problem is,all my drivers are up to date and i have XP Pro SP3 Pentium D Dual-Core 2.66GHz on both cores and i got 2 gigs of RAM and an Nvidiea Geforce 8400 GS with 512 memory on it and it passes the reccomended requirments
  7. This page contains Frequently Asked Questions about ArmA 2 game release on STEAM. Note: TBA - To Be Announced, TBD - To Be Determined Q: Why are there different release dates on Steam? A: This depends on work-flow and particular agreements with the publishers. USA,Canada region: 26th June 2009, EU region: 30th June 2009, rest of the world: 30th June 2009. Q: Why is the Steam EU release later than EU retail release and even US release? A: This decision is related to existing publishing and distribution deals for various countries. Q: If I cancel my preorder of Steam version, do I get refund. A: Yes, of course. Q: Who is in control of game updates on Steam? A: Bohemia Interactive. Q: When new patch is released, would I need to wait for special update of Steam version? A: Yes. Update should be available at the same time as for the retail versions and should be delivered to your Steam account automatically (unlike normal patches for retail version where you will need to manually patch the game). Q: Is there SECUROM copy protection used? A: No, Steam version is protected in a different way. Q: What copy protections are used in Steam release? A: Steam copy protection and BI internal solution. Q: Are there any activation limits for the Steam version? A: No, only the standard Steam account limitations apply. Q: Any chance of preload on Steam before release? A: Most likely yes unless something unpredictable prevents it to happen. - Note: TBD Q: What is size of the Steam version download? A: ~8 GB Q: Will be there any special bonus for Steam buyers? A: TBD, TBA Q: Can we use our retail keys to register on Steam? A: TBD, TBA Q: What version will be on Steam on release? A: Version 1.02 may be available for preload, although improved 1.02+ build may be available on release. Q: Will Steam offer beta patches? A: TBD, yet most likely not Q: Can we expect demo on Steam? A: Yes, TBA Q: Will the demo be distributed exclusively on Steam? A: No. Q: What language versions of game will be on Steam? A: For now and near future English language version only Q: What Steam features works already? A: Steamclient VOIP, Steamclient overlay and Steamclient browser inside overlay, Steamfriends in Steamclient. Q: Can we expect use of SteamWORKS (VAC, Cloud, etc.) features? A: No, not at time of release but some features may become used later in future. Q: Are there any feature drawbacks of Steam version compared to retail version? A: No, all features are same. As with any other version, community-made addons and scenarios work with the Steam version. Q: Is Steam version compatible in multiplayer with retail version? A: Yes, absolutely Q: Will the Steam version work offline? A: Yes, via Steam offline mode. Q: Is Steam version supporting commandline like switches like retail? A: Yes. Q: Is there complete ArmA 2 manual included with STEAM release? A: Yes, it will be available as PDF download from STEAM. * these FAQs will be updated and expanded as and when needed ...
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