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Would this game be put out of Armaversum?


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monotone
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Posted 07 April 2011 - 12:07 #1

TOH could have compatibility to ARMA2 or its sequels?

Amount of community assets can be conjugated with TOH?

SamB
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Posted 07 April 2011 - 13:46 #2

AFAiK it hasn't been answered officialy, but so far it looks like it's not going to be possible. However it's only my opinion after reading interview and stuff.
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Posted 07 April 2011 - 14:30 #3

I think we just need to wait and see =)
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Posted 07 April 2011 - 15:15 #4

TOH could have compatibility to (1)ARMA2 or (2) its sequels?

Amount of (3)community assets can be conjugated with TOH?


ArmA2 - really doubt (although i think of TOH as a middleware development platform for A2, where certain things can focused on (such as vehicles simulation, RTT/PIP, physics) and later one could be added to Arma series

future releases - you can't really speculate on this one, can you? :)

community assets - there will be modability for this game, so then i see no reason why not. Maybe not directly as they are in A2 now, but with some changes..

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monotone
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Posted 08 April 2011 - 10:58 #5

Thanks for replies.

I think we have 2 different aspects to consider,technical and commercial matters.

From technical aspect,TOH would have (improved) RV engine so backward compatibility could be somehow ensured.

Yet from commercial aspect,every economic actor plays for maximize its profit.
If I was in BI's HQ,I want to prohibit consumers who bought 1 game to enjoy other games contents.

Undeceived
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Posted 08 April 2011 - 11:40 #6

As for the Armaversum:

PCG: I’m being dumb here, but: will I be able to shoot things? There’s nothing especially military that’s be shown in the trailer or screenshots, but with the damage and ballistics modeling that you already have in place, it’d be a shame if it went to waste…
JC: Take On is certainly a civil-oriented game, but–given our experience with military-based gameplay–we can’t help it if a few scenarios sneak in around the side! It’s a little early to talk about specifics, but I can confirm that Take On Helicopters exists within the context and operates within the rules of the Armaverse–and we all know that a war or two broke out.


http://www.pcgamer.c...on-helicopters/

Edited by Undeceived, 08 April 2011 - 13:01.

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Macadam Cow
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Posted 08 April 2011 - 15:24 #7

Yet from commercial aspect,every economic actor plays for maximize its profit.
If I was in BI's HQ,I want to prohibit consumers who bought 1 game to enjoy other games contents.


Well that said other game would be from them too, so...Just look at CAA1
Also BIS isn't as greedy as many others studios. I don't know a lot of developers who are releasing lite version of their DLC's to avoid splitting the community.
Really I don't think it's Fanboism to say they trully are one of a kind developers. There are a few others devs I respect but BIS is way above them.

There's no advantage for BIS to prevent TOH players to use addons from ArmA

Edited by Macadam Cow, 08 April 2011 - 15:30.

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royaltyinexile
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Posted 12 April 2011 - 08:30 #8

In regard to the narrative armaverse, see here

In regard to the technical question, it's a balance.

We're certainly not going to be putting up any barriers to stop modders using their content created for A2, etc; in fact, our games are always built in such a way that encourages community-led creations of all types. It's in our interests to continue our reputation of supporting the community of skilled modders.

On the other hand, since we'll be seeing a range of new features - and since it is a distinct game - community models may require upgrading to new Take On requirements. We're talking about about certain memory points, config definitions, etc, that were never required by the A2 platform. Actually, I'd go as far to say that people would be a little worried if setting up a helicopter mod in Take On was the same as in A2! :D

At this stage, we'd consider it to be a small amount of tweaks to get a model in game, and maybe just a few more specialised modifications to get them working with the new features. Development continues, and more and more functionality and features are added or refined. So it'd be more appropriate to discuss or detail changes when we have a set of rules and requirements that are less fluid.


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sbsmac
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Posted 14 April 2011 - 19:58 #9

Can you comment on scripting ? The answer above certainly implies that sqf will continue to be understood by the ToH engine but it would be nice to have confirmation :)
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Maruk
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Posted 14 April 2011 - 20:25 #10

Can you comment on scripting ? The answer above certainly implies that sqf will continue to be understood by the ToH engine but it would be nice to have confirmation :)


Yes, sqf is still used as the scripting language in TKOH.
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sbsmac
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Posted 14 April 2011 - 22:12 #11

Excellent - thanks for the confirmation :)
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Undeceived
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Posted 15 April 2011 - 21:36 #12

Wow, that really is interesting!
Thanks for sharing, Maruk!

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gossamersolid
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Posted 02 May 2011 - 15:50 #13

Yes, sqf is still used as the scripting language in TKOH.


So ima port warfare to TKOH then ;)
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