TonyRanger has informed us about a new video showing the High Commander Mode.
Since the ArmA2 submit a new video about High commander mode.I've done the same in ArmA
Unlike WFCTI or RTS MOD's RTS mode,in FFN MOD the HCM is directly controled on MAP(just need press the "M" key to enable),The only thing we need to do is place a "Commander" in editor,then the game will automaticly set up a front base.the commander can send orders to all squads and send Fire support/Medic support/Recon plane directly.
Once player play as this commander he will see the icons of squads,click them to select.the selected one will appear white flash.beside you can also send Move/Guard/Attack order to them.once injured,ammo low,fuel low,their icon will flash in another color.
Soul_Assassin has informed us that he's back on Arma and opened his own blog showing his progress on the BMD-1 addon. It is also an interresting place for new addonmakers since he is showing the different modelling stages!
TonyRanger has once again send us two more videos showing the FFN MOD 0.81. He also added that the release countdown has "started", so we should be able to test all the feature out soon.
1.Fire Support
In the FFN MOD every kind of smoke have their own use. The white smoke is used for CQC cover and in this video you see how yellow and red smoke work.The yellow one is Artillery Suppression and the red one is Air Support. Unlike most MODs,it's really support from weapons,we need place the cannon and chopper on the map first,then it will automaticly setup a fire base. So the way to pervent enemy fire support is not only kill their FO(Officer/Squad Leader etc.), but also directly destroy their fire base.
2.Medic Support
Unlike Red/White/Yellow combat smoke,the green smoke is the support one. Once activated it in the open ground HQ will send you a chopper to reman your squad and take the wounded away. This is for realism. Every side has one single Support chopper, if AI squad leader calls it,you will have to wait for the next round. Fortunately it's all automaticly, there is no need to place the chopper in the mission editor, just add green smoke shell to your equipment. We can also see some new combat animations and new foxhole features in this video.
zGuba & Badger343rd, have released their edited version of BTR 80 (& 90 for Badger343rd) by granQ.
@zGuba : BTW I have finally tested my last BTR-80 release and found out that the gunner was affected by StrykerBase outGunnerMayFire = 0 xD Fixed useless gunner bug introduced in v2.03. probably the last one, next time I'll try to take look at Badger's...
@Badger343rd : Ok,here the latest dev release on the BTR pack.I couldn't figure out how the damage modeling was done So I'll leave it for someone else or if and when I learn how to do it proper ,I'll update it.Snoops has put the weapon system on them(btr-90) so they really kick ass in a fight.I loaded them down with kit so they also have a weakspot...they're practically blind in the rearend for human players because the "stuff" is in the way.I think its a feature myself to balance the BTR-90 fire power.The BTR-90 has ATGM,ASG-17,CANNON,and MG.It can hold its own in fight if it needs too.Thanks snoops for the fun factor.
I am currently working on a Leopard 2a5 which i made for OFP a while ago. The model misses some parts and its still a long way to go but it is already rolling so i thought i show a small video of it.
3D: - Various transparent Textures - One cannot see the target apart from the eyepiece - The turban of the Arab soldier is less better made that At. The top is too high on the face. - The gun of the HK21 is a little too short (compared to true the model) - M203 on Famas F1 with textures too metallized. - To change the icon of ammunition 5.56. - Spas 12 pas de time of recharging. - Face perso does not go. Additional Weapon: Famas F1 Aimpoint (Model of (A)). Scripting: - Retreat of the weapon