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  • Bohemia Interactive Forums - ARMA 3 - MULTIPLAYER wrote:


    Hi guys, I am looking for some motivation =) So I thought I would get an expression of interest into a multiplayer mission design I have come up with.

    I am in the process of creating a simply designed series of multiplayer game modes that venture away from some very popular game mods such as KoTH and Wasteland (Both of which I enjoy alot).

    Think along the lines of - Battlefield meets Project reality meets Arma 3 while kept simplified.

    The general idea of the missions are to be

    - A-symmetrical in design so that the teams involved play to eachothers strengths and weakness's.
    - A very hardcore mode that focus's on teamplay. Pre-defined classes and roles that are specific to the success of the mission. No squad icons, No map markers, No 3rd person. A brutally hardcore environment.
    - A large scope - 70 Players. Focus on good FPS and gameplay due to the simple yet effective design of the mission.
    - Utilize only standard Arma 3 features so no mods are required
    - Effective re spawn timer and revive system, a team who can manage their men and keep them alive / revive them is going to have the decisive upper hand to those who have to respawn.


    Class's and loadouts being pre defined aims to create a team environment where each role has a specific purpose and ultimately create a balanced environment where you don't see everyone carrying high powered marksmen rifles with good optics. Such class's would have limited slots available and would be pertinent to mission success. Squads would need specialist roles to accommodate the success of the mission.

    Vehicles and equipment are not something that are spammed, a Ghosthawk gunship support would be a huge and effective advantage to the team, transport vehicles and munitions would play a key role. A deploy-able MG nest to cover an area would be an effective tool and not something that could be taken lightly or sniped for 3 kilometers away.

    Good and stable FPS, lack of vehicle spam and a focus on tactical squad play within the AO will create very reasonable frame rates.

    No gimmicky unlocks or leveling system. (No disrespect to any mission or mod that has these)

    A brief overview of the first scenario I have almost completed is as follows.

    OPFOR have more players than BLUFOR. % To be determined.

    -- OPFOR Insurgents are defending weapon caches located around the town of Kavala and BLUFOR have to destroy them.

    -- Side objectives can appear and can contain anything from weapons caches with advanced weapons or vehicles that can help sway the fight. Teams will have to decide weather or not to divert resources to capture these objectives.

    Assets and Spawns.

    OPFOR have the luxury of multiple spawn locations within the town and have at their disposal multiple .50 Cal Pickups and civilian vehicles scattered around. The armed pickups are on a set respawn timer. Each time a weapon cache is destroyed OPFOR loose a spawn point and are pushed farther back from their objectives.

    BLUFOR have established an FOB on the outskirts of town with multiple land transport vehicles to insert them into the AO, they also have control of a nearby airfield with a Hummingbird and Ghosthawk gunship available to them. These vehicles are on a set re spawn timer. Each time a weapon cache is destroyed BLUFOR gain a foothold in the form of a closer spawn point to the objectives.

    A brief look at each sides roles and equipment, keeping in mind roles are pre defined and each team can only have a certain number of each role (Solders / Riflemen excluded are unlimited)

    OPFOR - Opfor are less organized but brutal, theyre baseline solders carry higher caliber rifles and RPG's. Where they lack advanced optics and accuracy they make up for in power and numbers.

    Soldier - Standard 7.62 rifle and RPG with one HE round.
    Medic - Medkit and Standard 7.62 rifle.
    Marksmen - Higher caliber rifle with medium range optic
    Sapper - 5.56 rifle, assorted mines, Toolkit, explosives and deployable MG.
    Machine gunner - 7.62 LMG
    Sniper - .50 cal Sniper rifle + Rangefinders.

    BLUFOR - Blufor are an organized army of trained soldiers. Each soldier has a more specific role and purpose.

    Riflemen - Standard 6.5 Rifle with close range optic
    Medic - Medkit and Standard 6.5 Rifle
    Marksmen - 7.62 DMR with medium range optic
    Engineer - 6.5 Carbine, 2x Satchel charges and a Toolkit
    Grenadier - Underslung Grenade launcher 6.5 Rifle
    Anti Tank - PCML, 6.5 Carbine
    Machine Gunner - 6.5 LMG with close range optic
    Sniper - .408 Cheytac + Rangefinders
    Forward Recon - 5.56 Carbine, deployable UAV

    ----

    So thats a basic overview, as I said im just looking for an EOI on the gameplay.

    Let me know what you think.

    Thanks,




    Quelle: forums.bistudio.com/showthread…-within)&goto=newpost
  • Bohemia Interactive Forums - ARMA 3 - MULTIPLAYER wrote:


    Hi guys, I am looking for some motivation =) So I thought I would get an expression of interest into a multiplayer mission design I have come up with.

    I am in the process of creating a simply designed series of multiplayer game modes that venture away from some very popular game mods such as KoTH and Wasteland (Both of which I enjoy alot).

    Think along the lines of - Battlefield meets Project reality meets Arma 3 while kept simplified.

    The general idea of the missions are to be

    - A-symmetrical in design so that the teams involved play to eachothers strengths and weakness's.
    - A very hardcore mode that focus's on teamplay. Pre-defined classes and roles that are specific to the success of the mission. No squad icons, No map markers, No 3rd person. A brutally hardcore environment.
    - A large scope - 70 Players. Focus on good FPS and gameplay due to the simple yet effective design of the mission.
    - Utilize only standard Arma 3 features so no mods are required
    - Effective re spawn timer and revive system, a team who can manage their men and keep them alive / revive them is going to have the decisive upper hand to those who have to respawn.


    Class's and loadouts being pre defined aims to create a team environment where each role has a specific purpose and ultimately create a balanced environment where you don't see everyone carrying high powered marksmen rifles with good optics. Such class's would have limited slots available and would be pertinent to mission success. Squads would need specialist roles to accommodate the success of the mission.

    Vehicles and equipment are not something that are spammed, a Ghosthawk gunship support would be a huge and effective advantage to the team, transport vehicles and munitions would play a key role. A deploy-able MG nest to cover an area would be an effective tool and not something that could be taken lightly or sniped for 3 kilometers away.

    Good and stable FPS, lack of vehicle spam and a focus on tactical squad play within the AO will create very reasonable frame rates.

    No gimmicky unlocks or leveling system. (No disrespect to any mission or mod that has these)

    A brief overview of the first scenario I have almost completed is as follows.

    OPFOR have more players than BLUFOR. % To be determined.

    -- OPFOR Insurgents are defending weapon caches located around the town of Kavala and BLUFOR have to destroy them.

    -- Side objectives can appear and can contain anything from weapons caches with advanced weapons or vehicles that can help sway the fight. Teams will have to decide weather or not to divert resources to capture these objectives.

    Assets and Spawns.

    OPFOR have the luxury of multiple spawn locations within the town and have at their disposal multiple .50 Cal Pickups and civilian vehicles scattered around. The armed pickups are on a set respawn timer. Each time a weapon cache is destroyed OPFOR loose a spawn point and are pushed farther back from their objectives.

    BLUFOR have established an FOB on the outskirts of town with multiple land transport vehicles to insert them into the AO, they also have control of a nearby airfield with a Hummingbird and Ghosthawk gunship available to them. These vehicles are on a set re spawn timer. Each time a weapon cache is destroyed BLUFOR gain a foothold in the form of a closer spawn point to the objectives.

    A brief look at each sides roles and equipment, keeping in mind roles are pre defined and each team can only have a certain number of each role (Solders / Riflemen excluded are unlimited)

    OPFOR - Opfor are less organized but brutal, theyre baseline solders carry higher caliber rifles and RPG's. Where they lack advanced optics and accuracy they make up for in power and numbers.

    Soldier - Standard 7.62 rifle and RPG with one HE round.
    Medic - Medkit and Standard 7.62 rifle.
    Marksmen - Higher caliber rifle with medium range optic
    Sapper - 5.56 rifle, assorted mines, Toolkit, explosives and deployable MG.
    Machine gunner - 7.62 LMG
    Sniper - .50 cal Sniper rifle + Rangefinders.

    BLUFOR - Blufor are an organized army of trained soldiers. Each soldier has a more specific role and purpose.

    Riflemen - Standard 6.5 Rifle with close range optic
    Medic - Medkit and Standard 6.5 Rifle
    Marksmen - 7.62 DMR with medium range optic
    Engineer - 6.5 Carbine, 2x Satchel charges and a Toolkit
    Grenadier - Underslung Grenade launcher 6.5 Rifle
    Anti Tank - PCML, 6.5 Carbine
    Machine Gunner - 6.5 LMG with close range optic
    Sniper - .408 Cheytac + Rangefinders
    Forward Recon - 5.56 Carbine, deployable UAV

    ----

    So thats a basic overview, as I said im just looking for an EOI on the gameplay.

    Let me know what you think.

    Thanks,




    Quelle: forums.bistudio.com/showthread…-within)&goto=newpost
  • News-Feed wrote:




    Bushmaster PMV A3 von P1nGa (v0.1 Alpha)

    P1nGa veröffentlichte sein Bushmaster PMV A3 Addon in den Bi-Foren. Das Addon enthält ein Bushmaster PMV.

    Zitat

    I will update this post with some more pictures and details in the coming few days. My plan is to have a Pre-Alpha version for testing internally with my group in the next week and once we are happy it is not the cause of any major issues it will be unleashed on the public.

    Planned Variants:
    Troop Transport Unarmed
    Troop Transport MAG-58
    Troop Transport EOS R400 RWS
    Ambulance
    ISTAR
    Command
    IED Interogation
    Single Cab Utility

    Planned Features:
    TBA

    Includes optional 'XEH Adapter Addon' which is required for compatibility with ACE3.

    There are a hand full of known bugs:
    * Drivers Hands Not Attached To Steering Wheel in First Person View.
    * Driver Invisible in External View
    * Cargo-Turrets Turned In, Have External Sound Environment.
    * Rear Cargo-Turrets Turned In Have Wrong Turn/Elev Limits (Turned Out is Fine).
    * Vehicle Faction is wrong (No Icon Error In Mission Editor, i just plain forgot to change this).
    * Most Animations need tweaking.

    Credits to lots of people (Full list when i update the main thread):
    LordJarhead for the awesome sounds.
    Everyone at Australian Strategic Operations Regiment, for returning time and time again.
    Bohemia for the sandbox.
    AAW for inspiration.
    Mikero for tools (and allowing me to feed his goats)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3600
  • News-Feed wrote:




    Automated doors von Heeeere's Johnny! (v1.2)

    Heeeere's Johnny! veröffentlichte sein Automated doors Skript in den Bi-Foren. Das Skript öffnet automatisch durch Trigger Türen von Gebäuden, Zäunen und Frachtcontainern, wenn ein (menschlicher) Spieler in der Nähe ist.

    Zitat

    At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly.

    Changelog:
    v1.2
    - added kiosks to buildings array
    - added support for custom door trigger locations
    - locations MUST be of type "Name" and name MUST start with "doors"
    - on each scan iteration:
    - if door trigger locations exists, door triggers will only be managed in these areas (all other triggers will be deleted)
    - if all door trigger locations are deleted, door triggers are managed throughout the whole map again
    - removed some "fool prove" lines as they were unnecessary
    - some minor changes

    Download:
    Automated doors




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3612
  • News-Feed wrote:




    Sub Insurgents - Middle East Irregulars von subroc (v1.21)

    subroc veröffentlichte sein Sub Insurgents - Middle East Irregulars Addon in den Bi-Foren. Das Addon enthält Middle East Irregulars Einheiten mit RHS Mod Waffen.

    Zitat

    Middle east, african, east european and west european irregulars armed with RHS mod weapons and RHS/BIS vehicles.
    Now also ALiVE compatible.

    Changelog:
    v1.21
    - Un-f**ked V1.2

    v1.2
    - Fixed uniforms to prevent nudity in MP
    - Changed some inventory to utilize RHS AKM/AKMS

    v1.1
    - Added African, East European and West European factions
    - Added Armored vehicles to all factions
    - ALiVE support



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3603
  • News-Feed wrote:




    3CB BAF Weapons von 3 Commando Brigade (v1.1)

    ***** Update *****



    Lifetap veröffentlichte das 3CB BAF Weapons Pack von 3 Commando Brigade in den Bi-Foren. Das Addon enthält neue British Armed Forces Waffen.

    Zitat

    3CB are pleased to release a new British Armed Forces weapons pack.

    In this release you will find almost all of the rifles used by the British over the last few decades, including many of the variants produced as the weapons were developed or evolved. There are a number of authentic scopes in both 2D and 3D variants, customised ammunition, plus many 'rail' accessories to complete the picture.

    The pack uses a combination of models drawn from various sources including custom designs from 3rd parties who have kindly given their permission, including Kiory's L85, Stalker's L129/TA648, Tigg's E-Mag and Vila's foregrip, as well as our own in-house mod team. We have added, improved, updated and refined where required, particularly putting in significant effort to configure the weapons accurately using Bohemia Interactive's latest Marksman DLC update, to include muzzle velocity, inertia simulation and deployable bi-pods. Sounds have received some love too, including contributions from LAxemann. And finally our texture artists have been hard at work to present an accurate replica of the visual appearance.

    We thank the original authors who have allowed us to use their models and hope that the ArmA community enjoys using these weapons as much as we do.

    SPECIAL FEATURES
    - Heat haze from the muzzle
    - Cartridge and link ejection
    - Animated bi-pods (using methods introduced with the Marksman DLC)
    - Realistic inertia, weight and recoil of weapons
    - Ammo / Magazine mass simulation
    - Real life muzzle velocities
    - Dispersion tweaked to replicate real world accuracy
    - 2D and 3D versions of scopes
    - Peripheral vision added to 2D scopes

    Changelog:
    v1.1
    - added ILAW (AT4) with animated iron sights (4 variants)
    - added NLAW
    - added Javelin (assembled from separate CLU and Tube), compatible with @ace3 top attack
    - added Blank Fire Adaptors (BFA) for L110, L129 and L7
    - added blank ammunition for L85, L86, L110, L129, L7
    - added black version of Laser Light Module (LLM)
    - added switchable flashlight / IR laser functionality to LLM
    - added L131 flashlight attachment
    - added muzzle flash to L131
    - added custom 40mm HEDP rounds for the L85 UGL
    - added all 40mm rounds to ammo crate
    - added new launcher crate
    - added zeroing capability to SUSAT scope
    - added dependency on @cba_a3
    - removed @asdg_jm dependency
    - fixed inability to select binoculars
    - recoloured L85 series cocking lever
    - renamed L110A1/A2 to L110A2 (+ class name changes)
    - updated textures on L115
    - fixed 2D red dot sights having white rim especially during night time
    - fixed clipping and animation for L129 magazines
    - fixed L129 shadow issue
    - improved sight on L131
    - fixed BFA usage
    - refined scope descriptions



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3375
  • News-Feed wrote:




    German Bundeswehr Troops A3 von Marseille77 (Beta)



    Marseille77 veröffentlichte sein German Bundeswehr Troops A3 Addon in den ArmA2Base-Foren und Bi-Foren. Das Addon enthält Bundeswehr-Soldaten von 1990 bis 2005.
    • Soldaten(Flecktarn Camo 1990)
    • Soldaten(Flecktarn Camo 2005)
    • KSK-Soldaten
    • Pilot
    • Mechaniker
    • UNOSOM Soldaten (Somalia 1993)
    Zitat

    Bundeswehr Soldiers from 1990 to 2005. Conversion from A2 addon to A3.
    needed: German Weapon Pack

    CONTENT:
    - Soldiers (Flecktarn camo 1990)
    - Soldiers (Flecktarn camo 2005)
    - KSK Soldiers
    - Pilot
    - Mechanic
    - UNOSOM Soldiers (Somalia 1993)



    Quelle: ArmA2Base-Foren, Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3605
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