sivil araclara birkac arac daha eklendi bunlardan en dikkat cekici olan Mercedes CLS AMG . interstate. sigmacars bu araclar icin inderebilceginiz lingler ayri ayri verilmistir
Przemek_kondor has released an updated version of the Dynamic Sahrani: SABOTAGE missions, in the BI forums.
This new version features :
-added some weapons, NV for enemies (they were blind in night)
-preprocessed most used scripts
-increased (to 10min) kill enemies delay time after mission
-fixed disappeared parachute (parafix.sqs by Celery)
-added wind marker for safe parachute (note that it's local value - that means, for example, you see strong wind from west, but on other player PC can be breeze from north)
-decreased task time (to 20min) in mission "defend" (AI sometimes stuck and players must wait too long)
-1 new task (it's clone of "destroy shilka" with crew)
-added several weapons
-added NV for enemies (they were blind in night)
-various skill for enemies (0.6/0.8/1.0) for Normal/Medium/Hard mode
-now you can select task or choose random task
-version @GROM has become @PKW because now uses PKW_Mercenaries addon (as second team)
Description:
Dynamic mission with realistic objectives.
Features:
-in every day can be various weather
-next task time are later than previous (time is in set:[7am - 10pm])
-task's loss, player dead (option), vehicles respawn gives penalty points which can make whole mission failed.
-every player can change distance view and enable/disable grass (action "self")
-player after his dead can lost his scores (-0%, -50%, -100%) depending on Mode (Normal/Medium/Hard)
-all tasks are created dynamicly only in scripts. There is no unnecesary units or other objects only needed in current mission (after task all objects/units are deleted). i hope this make my mission heavy, and people with low pcs can play in it.
-others weapons are put in crates in base. weapons are rearmed every morning. number of at is limited in day (so dont waste it).
-intro, mini-movies are short without redundant added music etc
-mission can be easy expanded (changing 1 variable and adding mission-descirbe-script)
-JIP works
-every task may be played in more than 20 places (in North Sahrani)- variuos places, tasks, weather, time makes every scenario is unique
Installation:
Extract the pbo file to your ArmA\MPMissions folder.
How to:
Commander takes order from oficer or via radio 0-0-1/"take order" (3 tasks in day). Whole mission has 7 days. To reach area you can use: helis, cars or whole group/self parachute (radio 0-0-1/"Para all to pos"/ action "self"/Parachute and single click on map, but TeamRank has to have acurate number of points).
Markers show task-area; action "info" shows details about current mission and points.
If you think you can't make taks finished, just resign (radio 0-0-1/Resignation) - it costs several penalty point but less than several players deads (if dead give penalty points).
After you done your job (task) or you've resigned, take next order. If you can't parachute coz you haven't acurate numebr of points and you have no heli where you are you can call transport via radio 0-0-1/call transport and single click on map to select evacuation area and wait several minutes.
Notes:
Idea come from Dynamic Afganistan (OFP) and my PvP old mission.
All tasks are simple, realistics and if you won't be John Rambo, will be carefull and and won't taking frags but done what you have to, propably you won't die.
I understand if you play 10 minutes and say "its not for me". -ArmA, which is/should be a simulator becomes next shooter. There is no task "kill 1000 enemies" - sometimes you better kill nobody, wait 20 minutes and scan horizont to make one shot or sometimes simply resign coz it's to hard to make task finished...
Change log:
v1.18
-added some weapons, NV for enemies (they were blind in night)
-preprocessed most used scripts
-increased (to 10min) kill enemies delay time after mission
-fixed disappeared parachute (parafix.sqs by Celery)
-added wind marker for safe parachute (note that it's local value - that means, for example, you see strong wind from west, but on other player PC can be breeze from north)
-decreased task time (to 20min) in mission "defend" (AI sometimes stuck and players must wait too long)
-1 new task (it's clone of "destroy shilka" with crew)
-added several weapons
-added NV for enemies (they were blind in night)
-various skill for enemies (0.6/0.8/1.0) for Normal/Medium/Hard mode
-now you can select task or choose random task
-version @GROM has become @PKW because now uses PKW_Mercenaries addon (as second team)
v1.10
-added task: defend our area (enemies will attack you - you win if you kill enemies or people (at least 1 man)(US-soldiers), you have to save, will be alive after 30 minutes)
-in some missions if you are spotten by enemies, kamov or mi17 with parajumpers will arrives (from Pita airport)
-separate para jumping for 2 teams
-added action "we're all in" for evac heli
-several patrols on enemy area independent to current task
-enemies from current task will be automaticly killed after 10 minutes (against 2 minutes in earlier version)
-you can para jump always if there is no current task set
The German magazine PC Action has released another report about ArmA's successor on their website. They unveil some interesting features of ArmA 2 as well as a bunch of new screenshots from the game. Here is a translation: All facts and pictures for the OFP-rivalCCC Operation Flashpoint was great, Armed Assault rather so-so. Does ArmA 2 reclaim old virtues? We have tested it.When you hear "Czech Republic" you just have Becherovka in mind and you think that "Prague spring" is a local weather phenomenon? Disappointing! There is so much from the Czech republic (it indeed is a republic) you should have heard of: Mafia, Operation Flashpoint or Bus Driver (a popular present for your enemies)! Or maybe „Armed Assault“. It is excuseable if you did not know the latter title, this one has been missed by many gamers. It was not able to meet all expectations due to Operation Flashpoint, the awesome debut work of Bohemia Interactive – after all, Armed Assault was referred to as an unofficial sucessor (However, ex-publisher Codemasters owns all name copyrights). Nowadays new hope is raised by ArmA2, the abbreviation of the new title. All-time archenemy Operation Flashpoint 2 is supposed to be released in early 2009 just alike, but here the ifs and the whens have not been resolved yet. Additionally the Codemasters-team has never developed a similiar game before. Welcome to the real world! One who is not aware of the series must know: ArmA 2 is a military simulation with tactical, non-linear battles. You could even say, the Bohemian work is the holy grail of tactical shooters! „Many people ask what ‚Arma' means, they complain it is no english word. ‚Arma' is Latin for ‚war' and also means ‚weapon' in many languages. This is no joke, we create a serious game!“, Marek Spanel, the Bohemia Interactive executive says. By the way, it is serious enough for the United States Marine Corps and the Canadian Armed Forces to use a more professional spin-off to train their soldiers. ArmA 2 simulates 81 versions of weapons and 136 of vehicles. Despite of many shortcomings and boring lengths, the realistic game world is more fascinating than anything else offered by average shooters. In ArmA 2 comrades will come to your rescue if you have been hit so occasional players do not become totally frustrated – you'll have your stuffing knocked out faster than Samuel Peter in a fight against Vitali Klitschko. I'm so freeCCC In the crosshairs: Our bossInstead of playing many characters like in Operation Flashpoint, you will permanently be a part of „Team Razor“. In the campaign playing in 2009, this five men team is deployed to the Russian-style state of Chernarus which is politically falling apart and features virtual 225 square kilometres of accessible territory with 50 towns and villages. As before you play an infantry man and control war machinery like helicopters, tanks, boats and now even VTOL-planes. So much to the storyline: Your team leader dies, so you assume command. Video sequences make the story more interesting and your decisions and mission results affect the conflict as well as the end of the game. If you occupy a town for example, you can gather more ressources to buy weapons and you can interact with the local population. It's shining in blueOf course we wanted to know from the developers what is new in the game in comparison to Armed Assault – and at first it was all Greek to us. For example they have created a „Micro AI“ now. Oh well! The background is: Up to now all commanders had their problems with the inept computer comrades. Now the AI does not navigate in scales of metres (Macro) anymore but centimetre-exactly (wohoo!). Good! Other mysterious additions are for example things called „Mega SEF“ and „Halo insertion“. „Mega SEF“ provides improved, 3D-sound that resembles your position in your environment and HALO insertion is a certain paratrooper technique, meaning to jump from high altitudes and to open the parachute only little above the ground. Regular soldiers have simple parachutes whilst special forces troopers have controllable glider parachutes. Other improvements which were more easy to understand are the new gestures system, the ability of the game character to jump over small obstacles, or that frightened enemies now do give up or run away. And whose shot at is affected by a shrinking accuracy. However, probably the most phenomenal improvement we have saved for the end of our report is the cooperative game mode for the campaign. This could actually become a real blast – especially in the view of the possibility that now AI soldiers maybe won't drive their jeeps into mountains anymore, but still into rocks.