PR:ARMA 2 Highlights Reel #4

Project Reality announcements and development highlights.
Sir. Slug
Posts: 10
Joined: 2008-05-11 20:22

Re: PR: ArmA2 Highlights Reel #4

Post by Sir. Slug »

Hmmm, perhaps not a great idea putting bowman gear in there, but awesome models nonetheless!

PS: I've just passed my part 1 signallers course ;)
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UK_Force
Retired PR Developer
Posts: 10823
Joined: 2005-04-07 12:00

Re: PR: ArmA2 Highlights Reel #4

Post by UK_Force »

Sir. Slug wrote:Hmmm, perhaps not a great idea putting bowman gear in there, but awesome models nonetheless!

PS: I've just passed my part 1 signallers course ;)
Have you just been at my work ....... AFV CIS School ????
Sir. Slug
Posts: 10
Joined: 2008-05-11 20:22

Re: PR: ArmA2 Highlights Reel #4

Post by Sir. Slug »

*Taps nose* :)
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UK_Force
Retired PR Developer
Posts: 10823
Joined: 2005-04-07 12:00

Re: PR: ArmA2 Highlights Reel #4

Post by UK_Force »

You finished it on the 12th right, ie Wednesday - so you must be in the TRAX, on the Internet, or your phone as its Lunchtime right now - Tpr Parker 219.

I was the WO2 who Debriefed your Course :twisted:


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Sir. Slug
Posts: 10
Joined: 2008-05-11 20:22

Re: PR: ArmA2 Highlights Reel #4

Post by Sir. Slug »

Ha! Wrong! Well, I'm not in trax... long weekend! :) Small world...sir! ;)
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eddie
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Joined: 2005-05-09 20:42

Re: PR: ArmA2 Highlights Reel #4

Post by eddie »

Is this the military version of grooming? Just tell another teacher Sir. Slug and it will all be over, your **** intact.
Sir. Slug
Posts: 10
Joined: 2008-05-11 20:22

Re: PR: ArmA2 Highlights Reel #4

Post by Sir. Slug »

What? This isn't uniformdating.com?? oops ;)
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centralhigh76
Posts: 180
Joined: 2009-05-04 19:54

Re: PR: ArmA2 Highlights Reel #4

Post by centralhigh76 »

I ♥ PR:Arma2 :) !!!!! I CANT WAIT!!!!!!
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: PR: ArmA2 Highlights Reel #4

Post by Doc.Pock »

thisisbecoming more and more off topic
//oftopic

back on topic i cant wait for it either. i realyhope i get money to buy OA
Project Reality Man
Posts: 4
Joined: 2011-01-15 21:53

Re: PR: ArmA2 Highlights Reel #4

Post by Project Reality Man »

Bravo! Well Done , Im as well waiting for the Release!
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: PR: ArmA2 Highlights Reel #4

Post by Stealthgato »

I seriously thought all the pictures of the Mastiff were of a real one on a first look. Fantastic work.
mujahideen1979
Posts: 63
Joined: 2009-12-23 14:21

Re: PR: ArmA2 Highlights Reel #4

Post by mujahideen1979 »

will this mod have the same or more features than slx & ace ? like grab dead bodies and 3d iron sight and all the other features that ace and slx have... ?
and if yes, will there be more features than slx and ace ? or the same feature number/list ?
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: PR: ArmA2 Highlights Reel #4

Post by Psyko »

will it be like ACE where you customise your loadout or will it be more like BF2PR where you are given fixed loadout?
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: PR: ArmA2 Highlights Reel #4

Post by SocketMan »

Psykogundam wrote:will it be like ACE where you customise your loadout or will it be more like BF2PR where you are given fixed loadout?


I will take a liberty and try to explain things a little without revealing anything ;)
In BF2 the kits are *locked* (or static) in a manner of speaking.
When you get a kit - you get whatever is included in that kit,with Arma 2 you can *assemble* your kit - putting it together one item at a time (choose a pistol,choose a rifle,choose the ammo type,choose the rocket launcher, etc).

Now if this process has no limits as to what people can pick,then we would naturally have:
jet flying medical sniper-commanders with Javelins, and that of course would not be PR.
So with that said only a limited (one would say realistic)
customization during the kit selection process is allowed.
Generally speaking *little things* like: smoke grenades,ammo type,side weapons,back pack, binoculars,night vision, etc. can be selected by the player.

For example: instead of 2 grenades
and 1 smoke grenade we can choose 3 smoke grenades or 3 regular ones, or 2 smokes and
a frag,the total is still the same, because one kit (person) can only (hold) carry that much.


Very roughly this is how it works atm:

Step 1:
Spawn in and select the kit type first
(medic,rifleman,grenadier etc.,the number of limited kits available would depend on the total number of players in game ), then customize it (to a point).

Once the kit is selected the number of available (customizable) items would then be limited to the particular kit you have selected.

Lets say we want the medic kit.Once you click (select) the medic kit all non-medical items
are now filtered off (LAT,heavy AT,mines,explosives,sniper rifles, and so on) from the kit
selection menu.

Step 2:
Pick from the items available to the medic kit.
For example a medic kit can carry:
5 field dressings,5 morphine injections,and 5 adrenalin shots, and in BF2 this will be
*locked* ( or *fixed*) in other words you pick a kit and everything that goes with it.

In arma2 you can either have 15 field dressings, or 15 adrenalin shots, or 15
morphine injections,or any possible combination of these
3 items with the (same grand) total of 15.

Another example would be an rpg7 gunner who can pick the warhead type(s) for his weapon (there are at least 3-4 different ones in ArmA 2),but can not pick one of the sniper rifles,medical supplies,explosives,etc.

That is how it works atm,or at least how I see it ;-)
martinhjerpe
Posts: 69
Joined: 2009-06-12 10:02

Re: PR: ArmA2 Highlights Reel #4

Post by martinhjerpe »

Sounds great, me and my friend have recently bought OA and started playing it. We are really looking forward to PR now. I just completely love every single fact you have released about the mod. I so love realism!
Lugnut
Posts: 111
Joined: 2010-10-18 14:50

Re: PR: ArmA2 Highlights Reel #4

Post by Lugnut »

Thanks SocketMan for the explanation, that makes sense and will work well.

I've played a few COOP games where pretty much everyone was a "jet flying medical sniper-commanders with Javelins". :?
MikeBeehan
Posts: 18
Joined: 2009-07-02 00:06

Re: PR: ArmA2 Highlights Reel #4

Post by MikeBeehan »

amazing!
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Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: PR: ArmA2 Highlights Reel #4

Post by Pariel »

Bandages - Will be applied to soldiers when they are healed, giving a visual representation that they are injured and have been attended to.
That is pretty freaking cool.
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Michael Z Freeman
Posts: 240
Joined: 2009-03-27 18:45

Re: PR: ArmA2 Highlights Reel #4

Post by Michael Z Freeman »

Interesting work. I always liked what PR did with the menu in BF2. Maybe this will bring more to ArmA 2. Many seem to get put off by a few cosmetics that stops them simply learning how to play a new game. I forced myself to learn how to play it and discovered Warfare mode (AI, capture points and quick travel across the map) ... :shock: ... like why do BF addicts not mention this gameplay ?! Will PR be able to use that mode ?
Fuzzy McDoodle
Posts: 63
Joined: 2009-05-17 03:18

Re: PR: ArmA2 Highlights Reel #4

Post by Fuzzy McDoodle »

God dammit, I hope this mod releases soon...
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