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Thread: ARMA 2: Community Configuration Project (A2CCP)

  1.   Click here to go to the next Developer post in this thread.   #1
    BI, CEO Maruk's Avatar
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    Lightbulb ARMA 2: Community Configuration Project (A2CCP)

    We would like to introduce a new initiative aimed at improving Arma 2 Experience. In a nutshell, result of this initiative should be small addon with various fixes and tweaks in existing game configuration files that can become part of the official distribution of the game. There are few key things necessary in order to make this initiative succesful and possible so if you are interested in participating please make sure to read more detailed overview below. Few key points:

    * only fixes of obvious bugs or missing definitions are within the scope of this initiative
    * all submitted changes must be under a license that allows Bohemia Interactive to freely include and distribute it
    * changes must not break any of the existing official missions and campaigns
    * kju is going to coordinate and submit resulting addon to Bohemia Interactive for final review


    ================================================== =====
    # Focus on A2/OA/OA DLCs
    # Config only changes
    ---------------------
    ## Upgrade A2 content to OA standards
    ## Fix config issues in these products
    ## Integrate config tweaks to improve the gameplay
    ## Focus on implementing atomic changes (small, easy to understand)

    # Community involved from the start
    -----------------------------------
    ## By suggesting/submitting specific config fixes/improvements
    ## By discussions in the tickets and forum
    ## By voting tickets to get higher prio



    How will it work:
    -----------------
    # Suggestions via DH CCP project or BI Forums
    # Process along the lines of the CIT (Obs, Exp, Repro, Demo mission)
    # Key factors for changes to get done:
    1. NOT break existing missions/campaigns (at least official content)
    2. Simple change (easy to understand and evaluate the consequences)
    3. Quality of the report (only good info can be made use from)
    4. Player acceptance
    5. Votes
    # One addon maintained by dedicated admin (kju)
    # Submitted to BI from time to time to be part of beta and full patches

    Wiki: https://dev-heaven.net/projects/arma-2-ccp/wiki/Wiki
    Marek Spanel - CEO www.bistudio.com

  2. #2
    Gunnery Sergeant Muecke's Avatar
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    I appreciate this project and its extremly welcome.

  3. #3
    Only ever saw two animation loop defines wrong in arma.rpt since conception , however i hope the system you Are aiming for proves to be productive and such a project for TOH rearmed is spawned from it I believe that config system would reep numerous benefits in future .

  4. #4
    This is great! It should be a global thread sticky till it's finished.

  5. #5
    Second Lieutenant GossamerSolid's Avatar
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    Please everybody contribute!

    This is our chance to fix a lot of issues that have been reported before.

    ArmA 3 - GWAR3
    ArmA 2 - PCDF | Gossamer's Warfare
    PC - i5 3570K | EVGA GTX 780 ACX | 16GB DDR3


  6. #6
    Better late than never I guess! Most of these fixes are out there already, it'll just be a case of consolidating and sanity checking.
    Full instructions for ALiVE are in the Wiki. Join the ALiVE support channel on Skype (Skype uri link)




  7. #7
    I applaud this step in the long journey to a more free ArmA, and urge you to do more like this.

  8. #8

    Question

    A couple of questions:

    Does this make sense?

    class ksvk: Rifle
    fireLightDuration = 0;
    fireLightIntensity = 0;

    And default fireLight of M8 for their SD vars?
    class m8_holo_sd: m8_base
    class m8_tws_sd: m8_base
    Should Hellfire get manual control in addition?
    Or only add a laser for the gunner?
    class M_Bolide_AA: MissileBase has
    manualControl = 1
    irLock = 1;
    airLock = 1;
    +
    canLock=2 (weapon)

    does this make sense?

    ref: http://en.wikipedia.org/wiki/RBS_70
    like laserLock=1 too? or canLock=1 (=manual guidance in vet)
    any idea how Su34 weapon control should be?
    http://en.wikipedia.org/wiki/Sukhoi_Su-34

    all gunner controlled, rockets by pilot or even more?
    do tanks also engage cars/trucks with sabot or just armored vehicles?
    Please comment, share your insights, provide sources - thanks
    Last edited by .kju [PvPscene]; Nov 1 2012 at 15:45.

    Please consider to vote for my Make Arma Not War submissions:

    ### Blitzkrieg GameMode -Scenario [SP] ###
    ### Blitzkrieg GameMode -RandomMode [SP] ###

    Thank you!

  9. #9
    Does this make sense?

    class ksvk: Rifle
    fireLightDuration = 0;
    fireLightIntensity = 0;

    And default fireLight of M8 for their SD vars?
    class m8_holo_sd: m8_base
    class m8_tws_sd: m8_base
    No sense at all.



    do tanks also engage cars/trucks with sabot or just armored vehicles?
    Pretending that sabots in ArmA2 would work as in real life, gunners should use HE on soft targets for guaranteed destruction.


    Should Hellfire get manual control in addition?
    Or only add a laser for the gunner?
    Manual control like adding LOAL/LOBL or only laserguided?
    Yes to both.

    REALISM! No, fuck that, FIRE THE LASER!

  10. #10
    Quote Originally Posted by Maruk View Post
    -----------------

    # Key factors for changes to get done:
    • Upgrade A2 content to OA standards
      ...
    • NOT break existing missions/campaigns (at least official content)
    Can I suggest these two items are conflicting. In my experience A2's Harvest Red campaign is already broken by the current OA engine.
    Otherwise a nice idea, although it seems quite late in the games lifecycle to start now. Thank you kju!
    Would adding secondary iron sights to A2 scoped rifles be possible with config only, or would they need new datapoints?

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