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PR:ARMA2 General Discussion General discussion of the (as yet unreleased) Project Reality: ARMA2 modification.

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Old 03-14-2010, 07:04 PM   #21
winchesterdelta1
Default Re: Team Layout

Yeah you'r right.. But it probably doesn't even need a 3th party software. You can probably even use it with the VOIP by using the same prinicple. Most people in ARMA2 don't even use VOIP cause back in the day's it caused the servers to lag with alot of player's/squads talking at the same time. I was hoping maybe PR could implement that in their mod's as extra realistic feature or even make it to work with VOIP ingame with no 3th party software needed. But yeah that belongs in the suggestions threat that's not open yet.
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Old 03-14-2010, 07:54 PM   #22
[R-CON]Wicca
PR Events Co-ordinator

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Default Re: Team Layout

its a good suggestion

Also, i would like to ask if someone could give me like a list of features possible etc.

For PR.

Like how many players can play on servers, sizes of maps.

Make me understand how the hell that voip system works.

Uhh, My wife is touching me, and im distracted....

aaaaaaa.

How to organize it, IE with Command, squads platoons. What is possible?


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[R-DEV]Adriaan: I HAVE BEEN RESISTING THE URGE TO TYPE IN ALL CAPS FOR A LONG TIME NOW
Orthas: trololollll
goguapsy : The sexiest gun is the Wicca.
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Old 03-14-2010, 08:08 PM   #23
[R-DEV]Deadfast
PR: ArmA2 Lead Developer
PR Server License Moderator

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Default Re: Team Layout

The first two answered here:
http://www.realitymod.com/forum/f440...-arma-2-q.html
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Old 03-15-2010, 10:50 AM   #24
[R-CON]Wicca
PR Events Co-ordinator

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Default Re: Team Layout

OMG OMG OMG 200 frikking !!!!!


SMILEY!

I mean if its eternaly editadble, we can have 1000 players when the servers are stable enough, with 2 battalions, and several kompanies.

I mean OMG!

Unit S oldiers Commander
Fireteam 4 NCO
Squad/Section 9–13 Squad Leader
Platoon 20–42 Platoon Leader
Company 70–200 Captain/Major


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[R-DEV]Adriaan: I HAVE BEEN RESISTING THE URGE TO TYPE IN ALL CAPS FOR A LONG TIME NOW
Orthas: trololollll
goguapsy : The sexiest gun is the Wicca.
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Old 03-15-2010, 11:47 AM   #25
direct_death

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Default Re: Team Layout

Quote:
Originally Posted by Wicca View Post
its a good suggestion

Also, i would like to ask if someone could give me like a list of features possible etc.

For PR.

Like how many players can play on servers, sizes of maps.

Make me understand how the hell that voip system works.

Uhh, My wife is touching me, and im distracted....

aaaaaaa.

How to organize it, IE with Command, squads platoons. What is possible?
I think i can help. In arma, you press the comma key [,] and the full stop key [.] to cycle through different channels. The channels are:

DIRECT - you talk like with Mumble, the sound is broadcast from your in game guy
SQUAD - you broadcast to eeryone in your squad. the size, roles etc of the squad are made by the mission builder - he makes it so that for example on team BLUFOR there will be 5 squads of 8, and when a player joins the server, they simply slot into one of the available squad positions.
VEHICLE - everyone in the vehicle will hear you
SIDE - your whole team will hear you
COMMAND - only squad leaders and the command element will hear you --this is useful for conveying info between sections and squads (e.g. SL1 will say, ''hey SL2 can you get some fire onto that building?'')
GLOBAL - everyone on the server. This is usually used by admins and guys shouting 'GOD WILLS IT' or taunting or whatever :P


EDIT -

Almost forgot. Map sizes i think are infinite, there's one that i have no idea how big it is but its at least 40km by 40km. The main one released by Bohemia was 225km squared, 25kmx25km with cities, airbases, fields, mountains, forests... everything.

Right now the max i've seen on a server is about 100 players, but in arma 1 i definately saw 128 players so i know thats possible.

-In terms of the games features, its got accurately modeled ballistics, you end up using rangecards and the mil-dots on your scope,
-it models the speed of sound, and features like buildings and hills will deflect sound too
-This can be extended to radios as well
-It features a module where it fully populates cities and roads with civilian cars and people,
-you can talk to other players and AI civs using an interface that lets you ask 'where am i' or 'have you seen any activity' and an infinite number of fully customisable dialogues,
-it has ARTILLERY =D
-all the markings on weapon sights actually work, e.g. you can use an SVD scope to correctly say a guy is 550m away, and the bullet (or even tank round) will behave realistically
-Day/night cycles. Server decides day length, e.g. 1 24h cycle = 4h real life time (customisable)
-when you have a firefight at night, tracers light everything up and ricochet awesomely off the ground and fly off at angles, arcing off into the sky (this is so awesome by the way)
-Fastropes.
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Last edited by direct_death; 03-15-2010 at 11:58 AM..
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Old 03-15-2010, 12:38 PM   #26
kumade
Default Re: Team Layout

As i have heard from my fellows, ingame VOIP in arma2 is not widely used. The idea is good but implementation... Teamspeak and xfire is used not because people wanted to do it, but because they should. Because ingame voip is buggy (indeed, i have some issues with it, when played arma2 (a few times, then i returned to PR ). My sq-members doesnt hear me at all, or hear some pieces of my speech). It even can hang the server up.
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Old 03-15-2010, 01:23 PM   #27
[R-DEV]Deadfast
PR: ArmA2 Lead Developer
PR Server License Moderator

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Default Re: Team Layout

Quote:
Originally Posted by kumade View Post
It even can hang the server up.
Now this is the first time I hear this...

Besides, VON has been improved (pretty much as everything else) since the release and we can expect more improvements in patch 1.06.
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Old 03-15-2010, 06:31 PM   #28
[R-CON]Wicca
PR Events Co-ordinator

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Default Re: Team Layout

The mumble version of Arma2 that i tried in the demo was waaaay low, and really low quality, is it possible to edit the speex and latency of each voip server, and the specifics in the Arma 2 engine per client?

Also, if its possible to make the map more like the one in PR, cause i really hate being shot while looking at a map, but then again what is realistic?

Fix the voip so it fits pr standards, cause lets face it, thats what PR is all about, communication.


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[R-DEV]Adriaan: I HAVE BEEN RESISTING THE URGE TO TYPE IN ALL CAPS FOR A LONG TIME NOW
Orthas: trololollll
goguapsy : The sexiest gun is the Wicca.
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Old 03-15-2010, 06:34 PM   #29
Zimmer
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Default Re: Team Layout

Quote:
Originally Posted by Wicca View Post
The mumble version of Arma2 that i tried in the demo was waaaay low, and really low quality, is it possible to edit the speex and latency of each voip server, and the specifics in the Arma 2 engine per client?

Also, if its possible to make the map more like the one in PR, cause i really hate being shot while looking at a map, but then again what is realistic?

Fix the voip so it fits pr standards, cause lets face it, thats what PR is all about, communication.
The map in ARMA is how it should be wicca

And mumble has a arma2 feature, and to be honest as most people has said the demo isnt great the new versions makes the game better.

People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox

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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
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Old 03-15-2010, 06:42 PM   #30
[R-CON]Wicca
PR Events Co-ordinator

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Default Re: Team Layout

yeah, no i just was hoping for having a good engine and a good voip setup, but alas. Mumble again it is:P


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[R-DEV]Adriaan: I HAVE BEEN RESISTING THE URGE TO TYPE IN ALL CAPS FOR A LONG TIME NOW
Orthas: trololollll
goguapsy : The sexiest gun is the Wicca.
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