Arma II

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15 godina
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Re: Arma II

ArmA nije igra koja se igra "neozbiljno". Koliko god se u Mrcinama igra ozbiljno toliko ima i zajebancije. Nije to da ćeš igrati kao CoD ili BC2. Znamo igrati da se po sat vremena ni metka ne ispali tako da, onaj tko nije strpljiv, nije igra za njega. Kad nam je baš do pucanja onda se dignemo neku misiju gdje si u akciji za 5 minuta i ispušemo se, ali kada krenemo ozbiljno sa planiranjem onda je to komplet druga igra gdje svatko zna svoju ulogu i gdje nitko ne igra sam osim ako mu se zapovijedi samostalno djelovanje po terenu.

 

Mimoza nemoj im još ACE ni spominjati ako nisu prije igrali armu, treba prvo pohvatati obične osnove, a tek onda napredne dijelove. ArmA je predivna igra koja je prebogata sadržajem, ali to je isto tako igra koja se igra timski i gdje solo igranje nema smisla, odnosno solo i timsko igranje su dvije različite igre. Pub serveri su također ok koliko toliko, al kao što rekoh bez tima koji zna što radi nije to to. Sada kada dođe ova free verzija i kada se ovi ključevi pokupe, vjerovatno će se povećati broj igrača, ali svi koji žele pravo arma iskustvo prešli su na OA, koja je opet potpuno drugačija i naprednija igra.

13 godina
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Arma II

Može jedan key na PP?

griješiti je ljudski al je osjećaj božanski
 
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15 godina
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Re: Arma II
chsignal kaže...

ArmA nije igra koja se igra "neozbiljno". Koliko god se u Mrcinama igra ozbiljno toliko ima i zajebancije. Nije to da ćeš igrati kao CoD ili BC2. Znamo igrati da se po sat vremena ni metka ne ispali tako da, onaj tko nije strpljiv, nije igra za njega. Kad nam je baš do pucanja onda se dignemo neku misiju gdje si u akciji za 5 minuta i ispušemo se, ali kada krenemo ozbiljno sa planiranjem onda je to komplet druga igra gdje svatko zna svoju ulogu i gdje nitko ne igra sam osim ako mu se zapovijedi samostalno djelovanje po terenu.

 

...

 

Dobro si ovo sročio. Meni je žao kada vidim da netko odustane jer mu se čini komplicirano, a zapravo uopće nije, treba malo dok se ne pohvataju osnove ali sve se to višestruko vrati kroz zabavu i druženje sa dobrom ekipom.

3D dizajner
15 godina
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Arma II
Igrao sam Armu 2 dosta i htjeo bi se ubacit vama u tim da halamo MP.
Ako vam fali dobar pilot na heliću, tu sam.
Я умираю, но не сдаюсь!
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15 godina
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Re: Arma II
Je možda netko nabavio ARMA II key a da mu ne treba može meni poslati na PM?VHala.
HTC Desire Android
15 godina
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Arma II
Aj napravi account tamo, pa mi daj password i username, pa ću ti ja sredit za armu i ostalo ak oćeš.
Я умираю, но не сдаюсь!
Moj PC  
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15 godina
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Arma II

Sad sam opet nešto prebacivao sa jezicima i sad mi se počelo dešavati da kad uđem u neko vozilo pogled mi stalno ide gore. To je to brišem igru neda mi se više zezati s tim, kad ionako ne mislim baš dugo igrati.

Igra je dobra ali nije baš po mojem ukusu, previše mi je spora, više volim BC2 stil, da kad upadnem u rundu odmah akcija.{#}

Poruka je uređivana zadnji put uto 14.6.2011 20:15 (Jack Sparrow).
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Re: Arma II
Jack Sparrow kaže...

Sad sam opet nešto prebacivao sa jezicima i sad mi se počelo dešavati da kad uđem u neko vozilo pogleda mi stalno ide gore. To je to brišem igru neda mi se više zezati s tim, kad ionako ne mislim baš dugo igrati.

Igra je dobra ali nije baš po mojem ukusu, previše mi je spora, više volim BC2 stil, da kad upadnem u rundu odmah akcija.{#}

  To je anti-piratska zaštita, FADE, koja se aktivira:

 

a) kad koristiš piratsku igru

b) kad koristiš "piratski" serial

c) kad moodaš fajlove s nedozvoljenim modovima

15 godina
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Re: Arma II
Jack Sparrow kaže...

Sad sam opet nešto prebacivao sa jezicima i sad mi se počelo dešavati da kad uđem u neko vozilo pogleda mi stalno ide gore. To je to brišem igru neda mi se više zezati s tim, kad ionako ne mislim baš dugo igrati.

Igra je dobra ali nije baš po mojem ukusu, previše mi je spora, više volim BC2 stil, da kad upadnem u rundu odmah akcija.{#}

potpisujem, nažalost..

15 godina
protjeran
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Arma II

Jel ima koga za partiju arme?

WP
 
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16 godina
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Arma II

Jel itko zna od kud bih mogao skinuti English pack jer mi je trenutno igra na poljskom? Verzija je 1.10

Koristite blage riječi i jake argumente
Moj PC  
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15 godina
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Re: Arma II
Dodinho kaže...

Jel itko zna od kud bih mogao skinuti English pack jer mi je trenutno igra na poljskom? Verzija je 1.10

Imaš ovdje.

سمندری ڈاکو
Poruka je uređivana zadnji put ned 31.7.2011 18:02 (pirat).
14 godina
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Arma II

Ljudi obozavam ovaj stil "pravog" rata, imam onaj key od one akcije, kako ga iskoristiti?

Gamers Don't Die, They Respawn.
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16 godina
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Re: Arma II

Evo kroz par dana dolazi project reality pvp mode-beta

da bi ga mogli igrati morate posjedovati ARMA II i ARMA OA

 

http://www.realitymod.com/forum/f380-project-reality-news/101817-update-project-reality-arma-2-v0-1-update-manual-release.html

14 godina
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Re: Arma II
GimmieCorsair kaže...

Ljudi obozavam ovaj stil "pravog" rata, imam onaj key od one akcije, kako ga iskoristiti?

Nobody knows? Ili sam neprimjetan {#}

Gamers Don't Die, They Respawn.
15 godina
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Re: Arma II
GimmieCorsair kaže...
GimmieCorsair kaže...

Ljudi obozavam ovaj stil "pravog" rata, imam onaj key od one akcije, kako ga iskoristiti?

Nobody knows? Ili sam neprimjetan {#}

 

Pa ukucaj ga kod instalacije igre... Skineš bilo koji CloneDVD i instaliraš... Jedino šta moraš staviti PL to ENG patch jer će ti inače sve biti na poljskom.

3D dizajner
13 godina
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Re: Arma II

Vani je novi patch. Prenosi nadogradnje Engine-a iz Operation Arrowheada u ARMU II. Osijećam nešto stabilniji FPS nego prije, dakle manje poboljšanje je definitivno tu.

{One death is tragedy, but a million deaths is statistics}
15 godina
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Arma II

Misliš na 1.10 ili...? Jer 1.10 i nije nešto nov.

 

Meni je zanimljiv nadolazeći patch koji će popraviti nešto prisutno još od Arme (ne znam jel bilo tak i u OFP-u). Popravit će net code, vojnici i vozila u daljini se više ne "teleportiraju" dok se kreću, a kažu da će još puno drugih stvari biti popravljeno. Sve je ovo dio "testiranja" za Armu 3 na neki način.

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13 godina
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Re: Arma II
Minoza kaže...

Misliš na 1.10 ili...? Jer 1.10 i nije nešto nov.

 

Meni je zanimljiv nadolazeći patch koji će popraviti nešto prisutno još od Arme (ne znam jel bilo tak i u OFP-u). Popravit će net code, vojnici i vozila u daljini se više ne "teleportiraju" dok se kreću, a kažu da će još puno drugih stvari biti popravljeno. Sve je ovo dio "testiranja" za Armu 3 na neki način.

  Ne, meni se neki dan updateala igra preko Steama. Valjda je to taj novi patch, cca 30-ak mb.

{One death is tragedy, but a million deaths is statistics}
15 godina
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Arma II

Za tjedan dana počinje Arma 2 Play4Free 4vs4 Tournament!

 

http://www.battlegroup-xtra.eu/index.php/16-ArmA-2/3025-ArmA2-Play4Free-4v4-Tournament.html

 

 

Ima li zainteresiranih? Mi ćemo svakako okupiti barem jedan tim, a možda i dva.

Moj PC  
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16 godina
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Arma II

Došao novi patch. Upravo mi Steam počeo skidati kojih 2,5GiB

 

Changelog:
v1.60
Arma 2: Operation Arrowhead / Combined Operations Engine
[87077] New: Ground effect computed for airplanes (0-10% depending on height)
[87075] New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html)
[87073] Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478)
[87067] New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
[86971] New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
[86965] Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
[86944] Added: HitPart event now contains Ammo type name
[86925] Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering).
[86916] New: Player name validation when editing a profile name.
[86882] New: Scripting command visiblePosition to obtain object position as visible on screen (http://dev-heaven.net/issues/26591)
[86880] Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
[86876] New: Editor: Visual indication of the selected target for CYCLE waypoint.
[86851] Fixed: Vehicles attached on ships attached to objects sometimes destroyed (http://dev-heaven.net/issues/26668)
[86839] Fixed: Cannot manipulate doors after game was aborted with doors in transit. (http://dev-heaven.net/issues/26702)
* New: Fast Approximate Anti-Aliasing (FXAA), http://community.bistudio.com/wiki/arma2oa.cfg
* Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422)
* Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466)
* MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (http://dev-heaven.net/issues/26408#note-48)
* Fixed: Massive network traffic optimization during Join in Progress (http://dev-heaven.net/issues/26408#note-48)
* Fixed: Searchlight turning itself off for non-server clients (http://dev-heaven.net/issues/4449)
* Fixed: Action taking magazine from a backback has sometimes failed (http://dev-heaven.net/issues/25927)
* Fixed: Gamespy Server signature list contains often twice "bi" (http://dev-heaven.net/issues/23752)
* Improved: MP: Diary statistics not available in MP when NetStats is disabled (http://dev-heaven.net/issues/26435)
* Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
* Fixed: Issues with v2 signatures - causing random check to fail (http://dev-heaven.net/issues/26323)
* Changed: AI gunner is no longer firing at friendly units when ordered to target them.
* Fixed: Locked MP role slots after BattlEye kick.
* Fixed: MP: Countermeasures released automatically for a player commanded tank (http://dev-heaven.net/issues/17458)
* Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
* Fixed: MP: Loosing gear due to water no longer multiplied for each player (http://dev-heaven.net/issues/26162)
* Improved thermal imaging for models with no TI data (http://dev-heaven.net/issues/16673)
* Fixed: Server response unreliable with long keys (e.g. mod lists) (http://dev-heaven.net/issues/23389)
* Fixed: Soldier running instead of crawling through holes (http://dev-heaven.net/issues/25348)
* Fixed: AI without weapon stuck when crouched (http://dev-heaven.net/issues/16229)
* Prevent crouched AI from sprinting (http://dev-heaven.net/issues/24405)
* New: A command line argument -par=filename can be specified to provide a parameter file (http://dev-heaven.net/issues/26103)
* New: Window title includes player name when running windowed to make testing with multiple instances easier.
* Fixed: Tanks were not damaged under water when fps was very high (http://dev-heaven.net/issues/25835)
* Improved: Improved AI/autopilot landing abilities (http://dev-heaven.net/issues/25419)
* Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (http://dev-heaven.net/issues/25768)
* Fixed: AI sometimes has forgotten a recently seen kill (http://dev-heaven.net/issues/25768) (result of http://dev-heaven.net/issues/2067#note-12)
* New: Custom memory allocator support (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator)
* Fixed: Shadows were not cast on on-surface objects, like helipads.
* Changed: attachTo with the same object no longer resets attached object orientation (http://dev-heaven.net/issues/25272)
* Fixed: There was no debriefing after MP game ends after saving the game.
* Fixed: MP: Bullet tracers of remote vehicles not reliable (http://dev-heaven.net/issues/25601).
* Fixed: SaveVar did not work in MP Campaign.
* New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
* Fixed: Crash or game corruption when loading a game with clients already connected (http://dev-heaven.net/issues/24676)
* New: Server admin can check build numbers of clients using #userlist.
* Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.
* Changed: MP: BLUFOR roles are now assigned before OPFOR by default.
* Fixed: Reassign allowed clients to use a role reserved for a host.
* Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
* Fixed: Remote units init event handle is no longer run before fully initialized (http://dev-heaven.net/issues/25225)
* Changed: Init handlers executed immediately, not queued for later execution like other events.
* Changed: MP: Units are no longer moved to a new group when they timeout getin (http://dev-heaven.net/issues/25095#note-75)
* Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation (http://dev-heaven.net/issues/25266#note-8)
* Fixed: Bullets damage reduced too much over distance (http://dev-heaven.net/issues/11479)
* Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts (http://dev-heaven.net/issues/16261)
* New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.
* Fixed: in config parameter initTurn in turrets work again
* Improved: Direct damage is no longer artificaly reduced for lying soldiers (http://dev-heaven.net/issues/20441)
* Optimized: Unknown targets no longer saved, significantly reducing savegame size.
* Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.
* Fixed: Group names were not reused after deleteGroup (http://dev-heaven.net/issues/11483)
* Improved: AI smarter in using binoculars.
* Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (http://dev-heaven.net/issues/25230)
* Fixed: Order of init event handlers and init commands was reversed since 1.57 beta (http://dev-heaven.net/issues/14766)
* Fixed: script command FOR (BASIC) can use capital characters in variable
* Optimized: MP: Improved server performance in complex missions.
* Optimized: MP: Reduced number of messages send during JIP to complex missions.
* Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
* Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).
* Fixed: MP game crashed after loading a save from a complex mission (http://dev-heaven.net/issues/24676)
* Fixed: AI was often not watching unidentified targets (causing http://dev-heaven.net/issues/24631)
* Fixed: turret tug after crew turn-in
* Improved: loading of binarized bikb files now supported.
* Improved: MP: Remote units should move a lot smoother.
* Fixed: DisableSerialization breaks spawn script variables after Load.
* New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.
* Optimized: MP: Reduced bandwidth used by standing AI soldiers.
* Fixed: MP: Remote units jumping back when stopping (http://dev-heaven.net/issues/24034)
* Fixed: MP: Reduced bandwith usage in missions with many soldiers.
* Improved: Better error message shown when memory allocation fails because of too small page file.
* Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box.
* Fixed: Weapons on pylons changed positions after fireAtTarget (http://dev-heaven.net/issues/24046)
* Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.
* Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.
* Fixed: Possible crash after calling joinSilent and deleteVehicle.
* Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.
* Fixed: AI not engagign through glass and other penetrable surfaces (http://dev-heaven.net/issues/4438).
* Fixed: Lipsync for radio not working.
* Fixed: AI no longer seeing through dense grass (http://dev-heaven.net/issues/5785)
* Fixed: Attached objects no longer causing slow car movement.
* Improved: AI skill settings in difficulty options easier to use.
* Improved: Soldier movement more natural when doing "scan horizon".
* Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet (http://dev-heaven.net/issues/23160)
* Fixed: AI units often not engaging close enemies (http://dev-heaven.net/issues/18951, http://dev-heaven.net/issues/22935)
* New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.
* Fixed: Most units had maximum skill, ignoring values set in the mission (http://dev-heaven.net/issues/4483)
* Fixed: More space for GameSpy QR2 signature key answer.
* Fixed: low game fps causing innacurate AI weapon aiming (see also http://dev-heaven.net/issues/22974)
* Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
* Fixed: tugging tracks on tanks
* Fixed: AI units no longer firing at empty enemy vehicles (http://dev-heaven.net/issues/5183)
* Fixed: Walking no longer causes prone-style recoil to be used. (http://dev-heaven.net/issues/22828)
* Fixed: AI no longer considering a car horn as a threat.
* Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate (http://dev-heaven.net/issues/7578)
* Fixed: Enemy fire no longer reported by units which cannot be aware of it.
* Fixed: Units equipped with NVG no longer turn on the flashlights on their own (http://dev-heaven.net/issues/13041)
* Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" (http://dev-heaven.net/issues/6638)
* Improved: AI considering threats uphill from it a bit more when planning a path.
* Fixed: Object variable space was not cleared reset between missions (http://dev-heaven.net/issues/13620)
* Fixed: Sky sometimes changing abruptly (http://dev-heaven.net/issues/8072)
* Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
* Fixed: AI vehicles could spot previously known targets even out of their visual cone (http://dev-heaven.net/issues/18846)
* Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).
* Fixed: Signature checking of BAF/PMC addons.
* New: Command line option -nosound to run the game without accessing audio devices.
* Optimized: Some background file operations are faster, esp. with low fps (should fix http://dev-heaven.net/issues/22227)
* Optimized: Visual state interpolation fully enabled. (http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future)
* Fixed: Weapons no leaving hands while turning when prone
* Fixed: Message "Creating debriefing" no longer appearing in the rpt file.
* Improved: AI helicopter attempt to land when hit during an attach run.
* Fixed: Crash opportunity when camera object was deleted.
* Improved: AI landing more reliable with broken back rotor.
* New: AI FSMs can be disabled using unit disableAI "FSM".
* Fixed: AI road vehicle avoidance improved.
* Fixed: PMC videos flashing (since 80298).
* Experimental: Memory allocator can be selected using -malloc=N with N=0..4.
* Fixed: No longer display names of buildings hidden by accuracy (http://dev-heaven.net/issues/20503)
* Fixed: Occasional fps drop when AI was getting in a vehicle.
* Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
* Fixed: AI planes were climing/diving wildly during formation flying.
* Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.
* Fixed: Airplane control surfaces position could reach impossible values with keyboard controls (http://dev-heaven.net/issues/2314)
* Optimized: Reduced frame rate drops caused by texture loading (http://dev-heaven.net/issues/14397)
* New: Mods can be configured using Windows Registry.
* Fixed: AI warping at distance in singleplayer (http://dev-heaven.net/issues/1915)
* New: parameter "angle" for reflectors
* Fixed: Possible freeze after alt-tab in window mode.
* New: Helipads can be placed on a carrier deck and AI helicopter can land on them.
* Fixed: Airplane sometimes crashed after landing autopilot was activated.
* Fixed: Crash when assembling GMG, L2A1 crew served weapons.
* New: AI able to STOL on runways shorter than 500 m.
* Impoved: Aircraft can be placed on carrier deck in the editor.


Arma 2: Operation Arrowhead Missions
* Fixed: SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD (http://dev-heaven.net/issues/11778)
* Fixed: Boot Camp 01: Basic Training - MOUT Saber team attacks too early if player is doing Anti-Tank range first (http://dev-heaven.net/issues/16362)

Arma 2 Missions
* Fixed: Bitter Chill mission Get In destroyed HMMWV (M2) traps Razor Team inside forever(http://dev-heaven.net/issues/18658)
* Fixed: Manhattan mission Cpt. Shaftoe is sometimes killed by his chair because his feet are sticking through it.(http://dev-heaven.net/issues/25560)
* Fixed: Manhattan mission GPS COORDS 000003 marine misplaced at top left corner of map (http://dev-heaven.net/issues/20154)
* Fixed: Manhattan mission Task: Escort contact to LZ Lagushina can teleport herself to helicopter (http://dev-heaven.net/issues/12265)
* Fixed: Bitter Chill mission Task: Reach CDF positions endscene subtitles and voices are played twice (http://dev-heaven.net/issues/15537)
* Fixed: Delaying the Bear mission subtitle texts and dialog voices in wrong order (http://dev-heaven.net/issues/13113)
* Fixed: War That Never Was mission looking around in helicopter is not working when playing [Combined Operations] (http://dev-heaven.net/issues/18503)
* Fixed: War That Never Was mission Rodriquez and O'Hara movement is terribly out of sync (http://dev-heaven.net/issues/18504)
* Fixed: Only first end condition ends Freedom Fighters scenario (http://dev-heaven.net/issues/18491)
* Fixed: Dogs Of War mission Notes->Situation has typing error - Vybor airoprt should be Vybor airport (http://dev-heaven.net/issues/25631)
* Fixed: Dogs Of War mission Tasks Deal with Russians has error saying Russian base is at Krasnostav airport when it is at Vybor airport (http://dev-heaven.net/issues/25632)
* Fixed: Dogs Of War mission GPS COORDS 075101 Chedaki POW killed by NAPA supply trucks (http://dev-heaven.net/issues/25629)
* Fixed: Bitter Chill mission GPS COORDS 081060 two NAPA scouts and NAPA fighters are sometimes killed at NAPA safehouse yard (http://dev-heaven.net/issues/25634)
* Fixed: First To Fight [Multiplayer] helicopter insertion kills human players 2, 3 and 4 (http://dev-heaven.net/issues/25633)

Arma 2: British Armed Forces Data
* Improved: Removed AI burst mode from cannon in FV510.
* Improved: dampers behavior of FV510.
* Improved: AS50 sniper rifle, removed burst mode.
* Fixed: Shadow lod artifact on Jackal.
* Fixed: http://dev-heaven.net/issues/13513 - added camo3 into fifth LOD BAF_Soldier_Medic_BAF.p3d

Arma 2 Data
* Fixed: Stones in Takinstan are no longer destructible.
* Improved: AI driving ability with track vehicles.

a.k.a. Z[C]onv1ct; I sačmom i nožem, i Gustavom u glavu, za 47CHBovu slavu
Poruka je uređivana zadnji put pet 23.12.2011 0:22 (ZC_Someone).
Moj PC  
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Arma II

Thx! Ovo se dugo čekalo - pogotovo ovaj eksperimentalni dio koji će utjecati i na Armu 3.

I possess a skill to google.
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13 godina
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Re: Arma II
Minoza kaže...

  Jučer sam 3 sata sa frendom igrao OA. Imali smo solidnu misiju, ali kolko sam vidio OA ima puno kompliciraniji teren za borbu od Chernarus-a (valjda sam dobro napisao). Je li se i tebi čini tako, s obzirom da nisam puno igrao OA?

15 godina
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Re: Arma II
Ranko Kukumar kaže...
Minoza kaže...

  Jučer sam 3 sata sa frendom igrao OA. Imali smo solidnu misiju, ali kolko sam vidio OA ima puno kompliciraniji teren za borbu od Chernarus-a (valjda sam dobro napisao). Je li se i tebi čini tako, s obzirom da nisam puno igrao OA?

 

O da, izbjegavamo se uopće upuštati u borbu na otvorenom tamo, a to je dosta teško jer je otvorenog terena jako puno! {#} Ako se praši infantry only, Takistan je jeba*ki teška mapa, svaki zaklon je dragocjen. Ne znam jesi probao igrati neku misiju sa Zeus AI-em (neke ga imaju implementirane), gamad ti postavlja IED-e i smišlja svakojake smicalice. {#}

 

Daj da zaigramo skupa, mi sad jedva jedan game tjedno održimo, ekipa se razbježala i tako... Fali mi da igram s nekim. {#} Možemo lokalno hostat ili ić na public svejedno...

I possess a skill to google.
16 godina
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Arma II

Ja nisam jučer stigao ali koliko sam obaviješten večeras je opet u planu neka misija. Pa bi se mogao pridružiti. Treba pitati Dannia kakva je točno misija, ali vjerujem da ima mjesta.

 

Moram ići, dogovorite se :)

a.k.a. Z[C]onv1ct; I sačmom i nožem, i Gustavom u glavu, za 47CHBovu slavu
Poruka je uređivana zadnji put pet 23.12.2011 12:04 (ZC_Someone).
Moj PC  
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13 godina
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Arma II

Mislim da ništa od ARME danas. Na sporoj sam vezi, a update je 4GB, a tek se skinulo pola gige.

 
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15 godina
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Arma II

Ma ja trenutno nemam uopće komp svoj tu di jesam (kod tete...), tak da ak i nekim čudom pokrenem na ovom kompu Armu, sumnjam da bu igrivo, ali budem ovih dana to riješio!

I possess a skill to google.
Moj PC  
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16 godina
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Arma II

:(

a.k.a. Z[C]onv1ct; I sačmom i nožem, i Gustavom u glavu, za 47CHBovu slavu
Moj PC  
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15 godina
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Arma II

Ja uopće nisam znao da vi to peglate (Zh1nto i Danny, za Ranka sam znao)... Baš se veselim s vama zaigrati! Budem probao čim prije prebacit komp (zakinut sam i za BF {#}).

I possess a skill to google.
Poruka je uređivana zadnji put pet 23.12.2011 17:05 (Minoza).
Moj PC  
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15 godina
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Re: Arma II
joj koliko mi fali arma, al odkad je poceo faks,jednostavno nemam vremena :/
Dadoh dinar, mišljah, srat ću, al' prevarih se grdno, jer samo sam prdn'o. ( ( ( msn: dj_djdado@hotmail.com ) ) )
Ova tema je sadržajno povezana sa sljedećim temama: ArmA 2
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