NEO from MOR clan has released his second video for ArmA on his clan website.
So I finished my second video for ArmA. Video is 14 minutes and 36 seconds long and size of the video is 387 MB. Please write comments, I will make next video and I want know your opinions.
Sparky from the Hellenic Warfare Mod has informed us about their latest WIP on the upcoming HWM AH-64A addon.
HWM AH-64 Damage Destruction System HWM AH-64A Damage System.
before watching the following video, it would be good to read the following general lines about our enhanced damage/destruction system, that you can't probably see on this video.
1)damage/warnings. we have build the system based on the hit points. Generally every hit above an amount at a specific AH-64A component triggers an effect (sometimes not), a warning indication on panel, and a beep sound. Based on the available hit points we have the following.
1)critical engine hits, produce randomly (left, right, none) smoke from the engine, and the appropriate beep and warning.
2)tail rotor damage has some levels. For the 1st level some damage not critical but significant MAY cause the tail rotor to spin in wrong axis. critical damage destroys tail rotor and produces smoke as well. Again beep sound and warning light is present for every damage level.
3)main rotor critical damage can makes it spin in wrong axis and produces smoke. Again, warning lights both in CPG and Pilots panels appears with a beep sound.
So far we have implement these, there are few ideas left but we see if we have the time to implement them as well.
HWM AH-64A Destruction System. 1)destruction is quite fancy. This time our goal is to convert the model itself to a wreck. that's why we have changed the destruction texture to something more good looking that the standard bis. Also the model takes a wreck position when it crashes. Now some random thing can happen, like the main rotor, some of you may have noticed that in the fotos the wreck has only 2 blades instead of 4. that's why cause when it crashes randomly 2 are animated leaving only the rest 2, which one is random.
HWM Weapons Firing/TADS/FLIR The next video is demonstrating AH-64A weaponry enhancements.
As we have already written in the 1st post, ANZACSAS Steve is our Sound Enginner from now on. So in this video you can enjoy his sound work, he's also responsible for so excellent config tweaks related to weapons.
The person that we haven't mention until now, is the man responsible behind our TADS/FLIR system. This man is Dr Eyeball, he is making an awesome job! Also keep note that the version of TADS/FLIR presented in the video is the 0.5 internal, we've already have the 0.6 version, but we didn't catch up in order to put it there. You can take a test though.
Sickboy member of the ACE Mod (the successor of OFP's WGL Mod) has released another trailer made by the famous videomaker ArmAVidz on the BIS Forums. The A.C.E. Mod Team is Proud to Present: A.C.E. Advanced Combat Environment Trailer, 50.8MB
Public Beta Release is Primed for... SOON!
Special Thanks to ArmAVidz for the hard work on the Video, and to the whole A.C.E. Team for hard work on the Mod.
A quickly thrown together video with a voice over - not sure if its worse than the music on the old one though - showig the cargo systme and some of its capabilites:
Originally the cargo system was intended for RKSL heavy transport vehicles only. However the idea soon expanded into a generic system, for any Arma addon configured to support it’s functionality. It is most likely that the first stage of release, will support all the default Arma vehicles and objects, considered suitable for the system.
Compatible RKSL vehicles and objects will be introduced in the future. While initially this will only provide a limited number of transporters and cargo types, it will serve to introduce the concept to the wider community.
Corsair83, dedicated film-maker from the French ADO Clan has again released a Video on Vimeo. We have the pleasure to bring to you this brand new Corsair83ADO Super-Production
New video of our historic Egyptian and Israeli units. Actually the video is part of a movie cutscene on a 1960's era mission I'm making so I figured that I'd make it into a little video.
Click on the pic, the video will open in Window Media Player or try this link
EMSI from the CSLA Mod has released some screenshots and a YouTube video featuring the upcoming CSLA3 Mod on the BI Forums.
I'm proud to that I may present now a new promotional video of our upcoming MOD which will be released in a few days ... Enjoy it !
... and of course few screens of our new weapons -Brand new Mi-8T with two UK-59 machinegunns ... very deadly vehicle for enemy infantry -New UK-59L with optics -Machinegunner and machinegunner's assistant with compounded tripod for UK-59 -UK-59T with optics on tripod and with machinegunner's assistant
Rip31st from the WW2 - Normandy Mod has released a YouTube video showing progress on current Normandy map on the BI Forums. A little WIP vid of the scenery I'm working on. Lots of hours into now.
TonyRanger has informed us again about the upcoming V0.81 of his Fight For Nogova Mod with 3 new videos featuring the improved AI.
Seems these AI are tougher then the original.to fight with them,we need act fast and deadly,don't let them deploy,don't let them fire the first bullet,just kill them before orgnized.Then,things will become easiler.If not the combat could be hot.
note:enemy shot may reveal our location to their squadmates.
If we act slower then AI,they were able to deploy and have time to use their tactic. To fight this situation out,we need stay focus and use more tactics like grenade suppress or something else.
note:the grenade can break enemy suppressive fire.once you got pinned throw a grenade to enemy,they'll stop shooting for a short time and look for other cover.remember in combat even 1 more second could save our live. note:kill an effective squad leader is also a way to suppress enemy,they can only reorgnize attack after 90 seconds with the new squad leader.the one sending hand signal is the effective squad leader note:grenade is less effective in open ground,because enemy can easily spread out there.
TonyRanger has informed us about the upcoming V0.81 of his Fight For Nogova Mod with 3 new videos featuring the improved AI
I have 3 more videos incoming.
1.Grenade Escape AI
This is more realism grenade escape,once the AI see the grenade,they'll run away from it at once,but if the grenade is close enough,one of they may pick it up and throw it back to the enemy.
2.Grenade Escape PLAYER
The player can also throw the grenade back,just run to the grenade,then a "Trigged Grenade"will appear in your hand as a weapon,just use it like handgrenade.but remember, if you hold it or not able to throw it away in time,you'll make yourself killed~
3.Real Combat
This video is run with full FFN config replacement with all AI features enable.I was try to fight with 2 squads (20 soldier) along with default loadout.A M4SD with 4 magazines and 2 flash grenades and 3 charges.Anyway,I've tried half an hour but always failed...The AI use cover,suppress fire and cover each others,and even test fire.it means they'll shoot to my possiable exist location even they don't see me in their crosshair.They suppress me and lank me~ a bit like human players.I'll do try this later,but one thing is clear,in FFN MOD it's much more harder to fight with many enemy by single one player.