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Teamspeak 3 OFCRA
IP : ts.ofcra.org
Mot de passe : mineisbiggerthanyours
Discord: https://discord.gg/bWtGS7N


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Sujets - Davanseth

#1
Autres Jeux / Battlefield 1 !!
06 Mai 2016 à 22:46:50
#3
Autres Jeux / [WIP] Escape From Tarkov
19 Mars 2016 à 00:00:16



Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and story-driven walkthrough.

With each passing day the situation in the Norvinsk region grows more and more complicated. Incessant warfare in Tarkov has sparked massive panic; local population has fled the city, but those who stayed are looking to improve their fortunes at the expense of others. Having accepted the new reality, "savage" Tarkov locals - Scavs flocked into well-armed gangs and started the redivision of the city. Nowadays, Tarkov is separated by unseen borders, controlled by different groups. Gain-greedy gunmen would go to any length to have their way, including the murder of civilians and direct confrontation with the two private military companies.

The players will have to experience living in the skin of one of the mercenaries who survived the initial stage of the Tarkov conflict. After choosing one of the sides – USEC or BEAR – the player's character starts to make his way out of the city. Tarkov is sealed off by UN and Russian military, supply chains are cut, communication with operational command is lost, and in these conditions everyone has to make his own choices of what to do and how to get out of the chaos-ridden metropolis.






The time has come.

*Story-driven scenario based walkthrough as one of the multiplayer gamemodes. Complete raids on large scale locations with your friends or alone.
*Explore many of the unique and authentic locations of Tarkov city and it's suburbs: citizen blocks, chemical plant area, AA military base, the heart of Tarkov city, private living zone and others in realtime weather conditions and time of day changes.
*Discover concealed locations - reserved facilities and stocks, sealed TerraGroup offices and underground warehouses.
*Find useful information and items which will help to understand what is going on in the city.
*Cooperate with ex-enemies, change the priorities to unfold the mysteries and escape from Tarkov alive.

Live through immersive combat experience.

*Behold the system module HECS - Hazardous Environment Combat Simulator.
*Feel your character via health and physical characteristics, including hydration, energy, blood pressure, bloodloss, fractures, contusion, toxication, exhaustion, tremors and so on.
*Control your character freely - smooth speed and stance changes and transitions, leaning and proning.
*Be aware of real-life ballistics and projectile hit physics.
*Get ready to feel the weapon as it is in real life. Get used to physical concepts of weapon operating - jamming, overheating, wearout, reloading, aiming, charging and, of course, shooting.
*Discover the most advanced weapon modding system ever. Change everything you want to expand your weapon's tactical abilities.
*Interact with the environment to gain situational domination - switch lights, commence tactical entry with door interaction system.




Stay alive and pay attention.

*If you die, you'll lose everything you took and found in a raid. Organize your backup inventory kits, use secured containers and insurance.
*Treat yourself, your gear and weapons properly. Apply the large variety of medicines to stay alive and focused. Repair your armor, firearms and cold steel. Purify water and sort out your food rations.
*Manage your inventory in a classic slot-based way. Organize and modify your chest rig like a real professional.
*Utilize special equipment like NVGs, radio headsets, ballistic vests and helmets.
*Loot fallen enemies and containers to get a vast variety of items to use and barter.
*Get experienced - earn points and level up. Near 100 unique skills to train via a repetitive actions principle.
*Cooperate with strangers or get shot by your friend in the back - there are no rules.

Beware of Scavs.

*The louder your scream - the faster they come. Get your trigger finger ready.
*Confront AI driven civilian savage scavengers (or Scavs) and play as a Scav with pre-set random gear, weapon and health condition.
*No need to worry about death - you will not lose anything from your main character.
*Get out alive while playing Scav and transfer his loot to your main character stash.

Fit in and get settled.

*Experience a large amount of non-combat activities.
*Communicate and trade with NPC merchants, gain their trust to get special goods and quests.
*Adapt to the economy, which changes in real time according to other players' operations and events, controlled by AI.
*Sell your loot in rag fairs and auctions.
*Become a trader with your own store, runners and specials.
*Work with your stash, heal your character, repair and modify weapons, examine items, chat to learn news and gossip.
*Establish your own combat group with unique abilities.






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#4
Maps / [MAP] Porquerolles Island
07 Mars 2016 à 11:26:30
Porquerolles Island by Team Les Vétérans : [V]Michel & [V]Xnam

! No longer available

! No longer available




Description:
(From [V]Michel)

This terrain tries to be as close to the real Porquerolles Island as we possibly could. The height map and vegetation is based on the real world island.

Being originary from the south of France and in the vicinity of Porquerolles, with the help of [V]Xnam who made Angel Island, I took over the modelling of the Porquerolles Island which is the biggest and most to the west in the Hyères islands. It's forming an arc oriented east-west with jagged coasts.
The highest point in the island is the Semaphore at 142m.

I hope you'll enjoy playing on the island as much as I enjoyed making it!

Features:

Elevations come from USGS Map Database.
Real elevation model & roads & structure implantation
Terrain is 100 km²
Island is 12.5 km²
1 large town
Several castles
Small farms and structures dispatched around the island.

https://forums.bistudio.com/topic/188835-terrain-porquerolles-island/
#5
Tout est dit..
Depuis hier, sans raison apparente, le jeu ne démarre plus. Il reste bloqué sur l'écran noir avec ARMA III au centre. Je suis obligé de "tuer" le processus pour récupérer le contrôle de l'ordi.
J'ai essayé avec/sans mods, avec/sans leur launcher tout pourris, arma3sync, playwith6, avec sans battleye, sachant que je ne me connecte sur aucun serveur. J'ai essayé avec/sans realLight, vérifié l'intégrité des fichiers, bref tout, sauf désinstaller.

Rien à faire, il a fonctionné normalement dimanche; puis depuis hier, plus rien, boum, comme ça!
A noter, juste avant, un maj w10, mais comme je n'avais pas touché au jeu depuis dimanche soir, impossible de savoir si c'est lié.

Une idée?
#6
Mods / JSRS3 - DragonFyre EDEN Release
21 Février 2016 à 13:10:49

Build Version 1.0



What is JSRS3 Dragon Fyre EDEN?
JSRS3 DragonFyre EDEN is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", still the main purpose was just to create a certain type of sound feeling.

What are the overall features of this mod?
The mod adds over a few thousand new sounds to the game, most ingame sounds are exchanged by these. The mod adds new distance effects to the original DragonFyre2.5 sound framework, new distance explosions and many other features back from the old (heavy scripted) version. All the cool features that could no make it because a certain type or script was needed, which also destroyed the playability for multiplayer, this new Version, called EDEN (because of the Eden Update for ArmA3) can deal with all that. Plus it stays script free. No CBA required and it works a 100% in multiplayer.

What is new in this version?
There are many new fixes in this version. I was mostly focusing on a clean and error free build this time around. The point is to be able to use this mod with any other modification available (except other sound mods) and to have a fully working mod that works fine in Multiplayer as well. A basic list over the things that have happened between this and the released versions before would look like this:
All weapon sounds got tweaked, mainly EQ work
Most vehicles got tweaked for the new stereo emitters and panners
New SoundSets and SoundShaders added
A few thousand new sounds for distance warfare
New GlobalFilters, LowPassFilters and Attenuation, 3D Processors
Different warfare sounds for Forests, Cities or flat areas
Most shared movement sounds of soldiers got revamped in stereo
Massive volume and distance changes
Many little new details in sound samples
New filters, globals and stereo emitters/parameters
New soniccracks for different types of environment, like forest, houses and meadow

Roadmap and future plans
- Full RHS support

Lien:  http://www.armaholic.com/page.php?id=27827
#8
Maps / [MAP] Kunduz, Afghanistan
16 Septembre 2015 à 13:15:41
Etrangement, je ne peux pas poster de nouveau sujet dans "Maps"




Kunduz, Afghanistan
by
Project Reality


Description:
With over one year of work and many failed attempts I'd like to thank Bohemia Interactive, contributors and the Arma 3 terrain modding community for their part in the successful completion of this terrain.

The goal was to create a detailed Afghani green-zone to help represent real world campaigns and missions undertaken in similar areas against a resurgent Taliban. I've always felt the Afghani green-zone could be done differently since the release of Arma 3. Despite the specific location of the terrain it should be appropriate for the following countries: Germany, Australia, Canada, United Kingdom, United States & some ISAF Forces.

The community we have here is truly special in regards to gaming and modding, as long as we continue to collaborate and pool our knowledge anything is possible! A big thank you to Bohemia Interactive too, never give up! Building a terrain for Arma little lone anything else is very difficult so be sure to support any modders you see!

History of Kunduz

The War in Afghanistan and specifically within the Kunduz Province saw US and German Forces fighting the Taliban for over 10 years, for more information see the links below.

http://en.wikipedia.org/wiki/Kunduz_Province
http://en.wikipedia.org/wiki/Kunduz

Technical Details:
Grid size : 2048
Cell size : 2.5
Terrain size : 5120
Texture layer : 20m
Satellite image : 10240px
5 Surfaces + Normal Map
Total Objects : 158,431

Development Time : 1 year
Moneys invested : ~$3000

Real world location : https://www.google.com.au/maps/@36.6170455,68.8562593,7763m/data=!3m1!1e3?hl=en

! No longer available

! No longer available


Link: http://www.armaholic.com/page.php?id=27882

Testé et approuvé!  :chapeau2:
#9
Mods / LAxemann's DynaSound - Sonic Cracks Standalone
10 Septembre 2015 à 10:27:15
LAxemann's DynaSound - Sonic Cracks Standalone
by laxemann





! No longer available

Description:
First: Nope, this is not the full modification DynaSound. If you want to discuss the mod, please use the linked thread.
It may still take a while until I can finish the full version of DynaSound, but I wanted to release the sonic cracks separately.
Why? ArmA3 would actually have three bullet crack sounds, one for a close, mid and far distance. But for some reason, each distance has pretty much the same sound, which leads to situations where you can't really decide if the bullet passed you close or far.
In DynaSound, every distance got it's own bullet crack sound.
P.s: No, I can't add multiple sounds per distance, that's how it works at the moment and I can't change that.

Link: http://www.armaholic.com/page.php?id=29491


#10
Dslyecxi et ses Shactack testent actuellement un add-on de leur conception pour le lancer de grenades. Il devrait être dispo" in a non-distant future".

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#11
Addons / COMMAND & CONTROL (C2)
03 Août 2015 à 08:21:41
Command & Control (C2)
by Mad_Cheese

! No longer available


DESCRIPTION:

COMMAND AND CONTROL (C2) is an addon that will optimize your control over AI-squadmembers. Complex tactical orders can be issued in a matter of seconds.

KEY FEATURES:


*2 DIFFERENT MODES COMPLIMENT YOUR DEFAULT 3 MOVEMENT COMMANDS
HUD MODE: Visible indicators, full flexibility , 6 formations, 12x QuickAccess
PLANNING MODE: A comprehensive tablet interface lets you plan complex routes with MANY options
* Additional ingame menu
* Suppression Functionality
* GetTactical Grenade System (Usage authorized by Zapat)
* Predefined, customizable CBA keybinds
* Fully MP compatible and signed

Link: http://www.armaholic.com/page.php?id=28040
#12
Addons / REAL LIGHT FOR ARMA 3
16 Juillet 2015 à 10:13:22
REAL LIGHT FOR ARMA 3
DESIGNED TO ENHANCE THE VISUAL APPEARANCE OF ARMA 3 VIA http://reshade.me/


ABOUT REAL LIGHT

My goal is to achieve a more realistic light at any ingame time without interfering with the overall game performance in Arma 3. I edited the overall exposure to achieve a more natural sunlight. Custom gamma and contrast settings are used for more realistic half shades. I did many color fine tunings to round the entire look up and get it even more believable than Arma already provides. The reason why I made this preset was that I liked the look of Arma already very much.
But the Sunlight and the visual components related to that weren´t realistic enough for me. Arma has a big amount of grey tint overall which prevents it far to often from looking realistic. On cloudy weather situations its way too dark for example. Direct Sunlight doesn´t "feel" right. So I developed Real Light to eliminate those flaws.



! No longer available

FEATURES

PERFORMANCE
No noticable FPS impact

INSTALLING
Easy installing by just unpacking

ADJUSTING
Simple and readable Values to customize

BATTLEYE
Applicable on every Server and Game mode


Link: http://sh8.videopilot.link/arma3/ à voir absolument!!

Pourquoi pas en add-on client possible?
#13
Mods / Mission Enhanced Little Bird
15 Juillet 2015 à 09:06:42
Mission Enhanced Little Bird (MELB)
by Diesel5187 & sykoCrazy







Description:
I would like to officially introduce sykoCrazy's and I current project the [MELB] Mission Enhanced Little Bird. A project we have been working on and off for a few months.

Since the model is finally taking shape, we would like to share a little teaser with the community. What has taken the most amount of time is getting all of the most current pictures, weapons, and capabilities to begin to create the most accurate helicopter our abilities will allow.

This project is meant to represent the latest and most current version of the MH-6M and AH-6M special operations helicopter.


Features:
Current:
-assign a hotkey to helicopter gear up and down to activate and change camera modes on the FLIR MFD
-Most accurate models we can create (WIP)

Planed:
-Service Menu (Custom weapon load-outs, switch from attack to transport and vice versa, additional fuel tanks)
-Accurate Flight Model

Currently being assessed: (Please share your thoughts)
-AH-6X/MH-6X UAV variants

Helicopter Models:
AH-6M-M: GAU19/M260
AH-6M-L: M134x2/M260x2
H-6M: Stripped MELB
MH-6M: Benches, 6 passengers

Weapons:
Current:
-M134
-GAU-19
-M260

Planed:
-DGAR (with a more current model is in the works)
-Hellfires/M299

Currently being assessed: (Please share your thoughts)

Dismissed:
-TOW Missile
-Mk-19
-Stingers Missile
-M230

Assets:
Current:
-Benches (6 man)
-FLIR(model is WIP)
-IR Jammer

Planned:
-Benches with extra fuel tanks
-Extra Internal Fueltank (Variants)
-Ropes


Link: http://www.armaholic.com/page.php?id=28856
#14
Autres Jeux / Rainbow 6-Siege
12 Juillet 2015 à 18:39:06
#15


=VQI= SpookWarCom
by Goblin



Description:
SpookWarCom is an ArmA III Module System that is designed to add numerous elements of Spec-Ops, Black-Ops, You-Were-Never-Here-Ops, and other darker immersion and gameplay options for the player who wants that ominous 'deep-behind-enemy-lines' feel conducting secret operations in the most dangerous countries in the world.

Just place any of the Modules you want to use on the Map, and set your options. Works great with ALiVE, Authentic Gameplay Modification, Red Hammer Studios, RobertHammer, Middle East Conflict, TPW, Combat Space Enhancement, Advanced Ballistics, etc., and any other Mods you want to run with SpookWarCom. Use as many or as few modules as you prefer. Very user friendly. Designed mostly for Spec-Ops, but standard infantry and all other gameplay styles, are of course, possible. Should work with all ArmA Maps.

Modules:
1. SOCOM -- Mission/Objectives generator; category or random
2. Spooks -- Play as a CIA: Special Operations Group Operative
3. HALO/PARA -- Jump into the Mission; Parajump, or sub-orbital
4. Sub/Diver -- Slither out of murky depths with the Submarine
5. Scout/Sniper -- Training, stealth, camouflage, ballistics, etc
6. EOD/Terrorists -- Disarm 'movie-style' bombs; suicide bombers
7. SWC Core -- tba
8. D.A.R.K. -- tba

Role-Play:
Under the command of JSOC and overseen by the CIA and MI6, you will be conducting clandestine operations around the globe in both an official and unofficial capacity. The most secretive Special Forces consisting of the best operatives throughout the entire combined Spec-Ops community.

(I love to role-play as an ex-Navy SEAL Sniper, recruited into the CIA's Special Operations Group. Feel free to role-play however you wish. MI6, MARSOC, Delta Force, SAS, Mossad, KSK, etc.)

Non-Commando:
Perhaps you just want the Mission Generator to use for standard infantry on a long patrol. Just place the SOCOM Modules, and skip the rest. Or maybe you just want the HALO/PARA Modules for your squad to parachute at low-level into the AO. No problem! Pick-N-Choose what you want! Play how want! Select the options you want! Hooyah!

Special Operations Command Module is a Spec-Ops/Black-Ops random Mission Generator with unlimited combinations of dark and eerie "behind-the-lines" objectives.

Link: http://www.armaholic.com/page.php?id=27632
#17
Autres Jeux / Running With Rifles (13€)
06 Avril 2015 à 15:36:02

RUNNING WITH RIFLES est un jeu de tir tactique en vue de dessus incluant des éléments de RPG dans un monde ouvert.

Dans RWR, vous rejoignez les rangs de l'armée en tant que soldat ordinaire, comme la plupart des milliers autour de vous. Pour vos supérieurs vous n'êtes rien d'autre que de la chair à canon ...
L'approche d'un monde ouvert vous permet de définir votre propre chemin et votre histoire dans la campagne. Repoussez l'attaque ennemie avec vos camarades ou frayez-vous un chemin loin derrière les lignes ennemies pour saboter leurs efforts et piller des objets de valeur.

En gagnant de l'expérience, vous serez promu et pourrez former une escouade ainsi qu'utiliser un équipement supérieur. Faites appel à des tirs d'artillerie lourde ou appelez des parachutistes en renfort si la situation devient tendue ! Utilisez votre escouade pour pourvoir les différents véhicules d'assaut d'un équipage, tels les patrouilleurs, chars ou véhicules blindés transporteurs de troupes.
Ou alors, devenez le loup solitaire expert que vous avez toujours voulu être - à vous de choisir !

PRINCIPALES CARACTÉRISTIQUES
Des centaines d'endroits à explorer allant de tranchées en villages, de déserts à des vallées enneigées.
IA maligne qui va vous prouver que vous n'êtes pas aussi malin que vous le pensez.
Système de couverture réaliste.
Des dizaines d'armes différentes, objets de support et de couverture, appels radio, véhicules
Support multijoueur pour plus de 40 joueurs sur un serveur, serveurs dédiés, Co-Op, PvP, PvPvE.
Bulles de bande dessinée !
Échecs et décès, une multitude, incluant les votres !
...et bien sûr, des mods !




CHOSES À VENIR

Combats contre boss - Quand l'ennemi est anéanti, il est temps pour une force spéciale de faire son apparition ! Cela se passerait sur des cartes conçues à cet effet. Une approche concrète d'une telle mission n'a pas encore été décidée - aidez-nous dans nos décision !
Plus de cartes - Il y a encore de la place pour quelques cartes dans la campagne et peut-être pour du PvP si les retours des joueurs en décident ainsi ?
Plus d'objectifs secondaires - Pour l'instant nous avons comme objectifs : sabotage du véhicule de communication ennemi, de la tour radio, missions de vol du camion-cargo et objets secrets, repérage, et d'autres sont en développement : libération de prisonniers, structures stratégiques à détruire, chasse au trésor - et nous sommes aussi ouvert à de nouvelles idées !
Steamworks/Steam Workshop - succès, liste de serveurs, librairie de mods.
Améliorations de l'IA - L'intelligence artificielle est un des points primordiaux dans RWR et nous ne comptons pas nous en arrêter là : l'IA pourrait entre autre construire des structures de défense.
Plus de modes multijoueur - Que préfèreriez-vous jouer ? Il serait envisageable d'ajouter des modes tels que capture du drapeau (ou véhicule), survie, poser une bombe ...
Convivialité - Nous sommes conscient que certains aspects du jeu ne sont pas évidents à assimiler pour de nouveaux joueurs. C'est pour cela que nous allons prêter un peu plus d'attention dans la mise en évidence de nouvelles caractéristiques comme par exemple une nouvelle carte servant comme terrain d'entraînement, une sorte de tutoriel.
Badges, rangs, médailles, rubans.
Portage Mac !











Key features, so far

11x 1 km^2 maps with total of ~90 bases
hundreds of simultaneous AI soldiers, and minibosses
open world: it's up to you how you play, the war goes on without you
not your usual "I'm the hero"-shooter: one bullet kills more often than not
use cover, crouch and prone, move with others to increase your odds to stay alive
emergent AI that tries hard: they too use cover and rooftops, attempt outflanking, deploy sandbags and utilize vehicles
gain XP to get promotions to lead your own squad, unlock items & calls
a broad variety of weapons, each faction with their own set
grenades, bazookas, remote detonable sticky C4, riot shields, medikits, vests, rare weapons
mortar strikes, paratrooper reinforcements, vehicle drops
jeeps, transport trucks, APC's, boats, tanks, patrol ships with AI driving
deploy cover elements to strengthen your fellows' positions or use vehicles for mobile cover
campaign and quick matches, with Map Capture or King of the Hill game modes, Multiplayer with Deathmatch, Minimodes...
locate & destroy radio trucks, towers and other structures behind enemy lines, or steal their cargo truck and deliver it home
organize surprise attacks at less defended bases far in enemy territory
locate prisoners and set them free
explore locations for hidden items and vehicles
Windows, Linux and Mac supported
24/7 dedicated servers in Europe and USA




www.youtube.com/watch?t=15&v=e1xpv-9AwPs

www.youtube.com/watch?v=R_coDZOrb4k




http://www.runningwithrifles.com/wp/?page_id=14
WIKI: http://runningwithrifles.gamepedia.com/Running_with_Rifles_Wiki
#18
Source: http://www.armaholic.com/page.php?id=27933

Vanilla ARMA 3: http://gfycat.com/RectangularMaleGnu
LE MOD: http://gfycat.com/LastingLiquidAoudad

Résumé:

Some time ago I posted a few gifs showing my mod progress and how AI can be made to react more naturally to incoming and connecting fire.
There's been a lot of progress since that. Almost all of the extended animations and hit reactions are done, complete infantry damage model overhaul is nearly finished and I've begun to overhaul the AI and all of the effects like suppression, concussions/hearing damage from explosives and simulating shrapnel wounds and different health states.

What does the damage model overhaul do?
It completely disables ARMA3's own damage model system. Infantry units no longer can die instantly if you shoot them in the finger 10 times...or even 100 times.
Shooting a limb can only remove its functionality (if the limb is damaged too much) and/or cause bleeding apropriate to the amount of the blood flowing through that region (essentially when the limb is destroyed).
Depending on where the limb is shot, different injuries can occur. Shooting at the hands/fingers for example, can cause the weapon in hand to drop to the ground, cause problems with aiming, unable to use certain weapons and of course bleeding. Hitting the forearms can in addition to all of that, also have an effect on how the weapon is supported due to loss of strength in the forearms, having a significant impact on the recoil management of the weapon and a chance at dropping the weapon if you try to fire a .50cal with essentially one arm left.
Legs have three different parts with each their own effects if hit and appropriate amount of potential blood loss all depending on how many wounds the limb has and how bad they are. Only shots to the head and torso have a chance at instantly killing anyone (depending on the caliber, angle of impact, speed of the bullet and a little bit of luck), all of the other parts of the body can only kill through blood loss...as it should be.
Powerful enough shots to the head or torso that connect but don't kill can also stun...knocking the unit down or off their feet (including the player) and causing appropriate injury and/or bleeding. You can accidentally hit a guy in the legs 20 times in a row, wreck his legs and have him stumble to the ground (or faceplant if he was running), dragging himself to cover, continue bleeding, pass out and if the bleeding doesn't stop the unit slowly dies. Units that survive the blood loss and the wounds stops bleeding naturally (lucky mofo) and are passed out, have a chance at regaining consciousness after some period of time. If the player (or any AI unit) is losing blood, his vision, hearing, performance and stamina will continue to decline until you/he passes out and/if eventually die.
Shots that have enough power to kill (hit in immediately vital regions) doesn't necessarily kill instantly but within a few seconds, you might see yourself fall to the ground, be able to fire a few shots and get on your knees before the darkness envelops you and swallows you to the eternal void....as the blood pressure drops and the body shuts down.
Explosions are no longer calculated by simple line-of-sight = 100% damage...as it is in vanilla ARMA. If you are prone on rocky/bumpy ground (surfaces that are not flat like roads), you have a significantly higher chance of surviving otherwise dangerous explosions as the spread of shrapnel and fragmentation (no full fragmentation simulations, as it would cripple any future multiplayer adaptations of this mod) hits a much smaller surface area of your body (due to you having a much smaller profile) and the uneven soil protects from some of the overpressure and flying debris.
Getting prone now actually does something useful when under artillery (or other explosive) fire!

What does the AI overhaul do?
Being the only mod I've seen and looked at that can do what it does: it can scan for all available cover (even the ones without a class structure or appropriate names, something that vanilla ARMA3 engine can't even do), it can intelligently sort through them and decide what cover is a solid/hard/soft and/or if it can be used to hide from choppers, planes and drones. If they are high and wide enough to be hidden behind and if the cover is appropriate to the situation and/or for the angles of attack. AI units will favor solid and hard covers, rocks, sandbags, metal and stone over bushes, trees and fences. If there is no appropriate hard cover to take behind within a few seconds after coming under fire, the unit might decide it is better to get out of sight and try to relocate to a better, more solid cover later. More importantly, there is absolutely no cheating involved. The AI might not know exactly what direction the fire is coming from and hesitate on which side to take cover at first.
Most AI cover mods I've looked through cheat in this regard, drawing lines-of-sight etc to the shooter to decide what side to take cover even though the unit doesn't yet know where the attacker is...or other similar "cheats". This creates inconsistency in how the AI behaves and quite honestly breaks immersion.
Units are less prone to just stand around clueless when under fire and less likely to contemplate their existence and what they are doing with their lives...instead they are forced to seek immediate cover and sometimes even doing a stylish dive into the cover! This creates a much more dynamic looking AI behavior that is meant to mimic real player reactions and behaviors. My goal is to make the AI as indistinguishable from real human players as possible. This will however, make the AI a lot better at what it does and keeping themselves alive longer. These are trained professional soldiers, not mindless drones that can barely even hit an apple at 100m >:)
These are only a fraction of the changes I've begun doing that should vastly improve how the infantry gameplay feels and plays out.

GIF showing some of the extended animations. The cover finding algorithm is turned off in this example so the AI just keeps on running...for testing purposes.
http://gfycat.com/AdmirableFrighteningAruanas

Same example but both die immediately.
http://gfycat.com/ThisImpishBelugawhale

GIF showing how injuries and wounding is done with explosives. In this example the AI survives the first grenade but is critically wounded with a ton of shrapnel wounds all over his body (each wound bleeds independently and contributes to the overall loss of blood*). Legs are severely injured and the arms are crippled. He tries to stand up but falls on his face when the legs give out. The weapon doesn't drop on the ground yet, I'm going to finish that part tomorrow. The unit begins crawling but quickly slows down due to loss of blood...collapses on the ground and passes out. The unit will die to his wounds in around a minute and is effectively out of combat even after the first explosion. The AI is mostly disabled and made not to attack me...for testing purposes.
http://gfycat.com/EachRigidCurassow

Malheuresement, après tout ceci, plus de nouvelles de son travail.....
#19
Mods / A.C.R.E. 2 "Omnibus Edition"
22 Mars 2015 à 18:05:58



Advanced Combat Radio Environment 2 - Omnibus Edition

by
ACRE Team


Description:
The ACRE2 Omnibus Edition is the combination of ACRE2 Radios in ArmA3, with JNET server-client communications, and the JVON voice client prepackaged all together. 'Omnibus' is just jargon referring to the package type, being everything for ACRE+JNET+JVON.

The entire engine is initialized on server connect, and not on mission start. This means that your in-game VON is activated the instant you join a server, and persist across new missions and during slotting and briefing screens.

ACRE2 Omnibus provides seamless VON experience in ArmA3, replacing the in-game VON system and removing the need for external chat clients. You can still use your favorite chat client alongside JVON, but this integrates ACRE2 and in-game voice into a single solution.

The Omnibus Package includes the following:

For Clients
ACRE2 Addon with JNET included
JVON package, included in @ACRE2
CBA_A3

For Servers:
ACRE2 Addon with JNET included
CBA_A3

(Optional) JVON package, included in @ACRE2
(Optional) Example JVON server configuration files

Current TS3 Support:
3.0.16


Installation / Usage:
Setup for Players:
Copy the @acre2omnibus folder to your game folder and enable/run it like any normal ArmA3 mod. Now, connect to an Omnibus enabled server. (Note: CBA_A3 is also required)

No further installation or configuration is required. You do not need to run-as Administrator

Notes for Beta Users:
- CBA Key Handler system in-game for hotkeys does not support extended mouse keys. You must alt+tab and open JVON to set these keys
- Capture/playback volumes, devices and other settings are available by opening JVON and going to Settings
- The default PTT key for JVON is Tab, and must be configured BEFORE joining a server. If you wish to change the hotkey mid-game, you must alt+tab and use the JVON settings configuration.

Setup for Server Admins:
The bulk of actual user interaction required for setup is on the server side; but consists mainly of the administrator specifying his JVON-Game server interactions. The JNET/JVON game server extension and addons support both linux and windows. We utilize an extension, jnet, to perform network communications. The general actions an admin will need to take are:
JVON Server Configuration
JVON Server is ready to run out of the box in the @acre2omnibus\jvon directory. Simply start server_win32.exe or run ./server_linux to start the default JVON server instance. The server runs on port 27233 by default. Further changes to the server configuration such as name, bans, and default channels can be made in their associated JSON configuration files: server.json, bans.json, buckets.json.
The JVON Server supports UPNP firewall port mappings for home configurations between most common routers. These are enabled by defualt.

NOTE: JVON Server must be launched with the jvon directory as its working directory
Game Server Configuration
Choose the server to run their JVON server (can be the same as a game server), and note its IP address.
Add the JVON configuration parameters to their normal ArmA3 'server.cfg' file. The minimum required parameter is setting jvon_server_address and jvon_enabled fields. The jvon_server_address is the IP:Port combination you chose in step #1. See JVON/JNET Game Server Configuration File for more details.
Ensure @acre2omnibus and @CBA_A3 is loaded on the server
Start the game server, and ensure jnet.log is created in the servers "main" directory (next to the arma3server.exe) - this means that JNET has initialized and the server is ready for play.
Connect with a test client - the JVON client should launch on connecting to the server. If it appears to not have launched, check your task manager to confirm.

ACRE2 Omnibus is now ready for use!

Technical Details:
JNET
JNET provides the client and server detection and communication needed to automatically transfer JVON settings from the server to a client before a game has even started. This helps parse server configuration files, and then for the client to receive server JVON settings to then launch the JVON client with.

Server
The JNET extension loads any configuration settings prefixed with jvon_ or jnet_ from the server.cfg file - which can be specified either via command line or a PAR file for the server.
On the server, the extension tracks client connections and monitors whether a new client has connected, and whether they are JNET-enabled
When a new JNET-enabled client connects, the server communicates its settings to the client
Client

The JNET client extension monitors for inbound ArmA3 network packets - it uses a ranking system to rank connections in order to determine whether you, the player, are joining a server. No information is tracked, just in/out packet statistics.
Upon detecting a primary server, JNET flags itself as JNET-enabled and awaits the server to send configurations if available
These server-side configurations are then available on the client systems via SQF
JVON
JVON is an external chat software written by IDI-Systems, which is integrated into the game with ACRE2 and JNET to launch behind the scenes and into the system tray when you join a JVON-enabled server. Alternatively, you can launch and use JVON as a regular chat client.

For the sake of Omnibus, JVON is silently launched in the background to perform the actual Voice-over-Network functionality of ACRE2 Omnibus. If a player chooses, they can alt+tab out and change settings manually. This is generally needed for configuring custom sound devices and hotkeys if so desired.

ACRE2
This is the same ACRE2 system available, which is the in-game components for ArmA3. This is the in-game addon.

LIEN : http://www.armaholic.com/page.php?id=27933
#20
Mods / [MAP) Esseker
19 Mars 2015 à 21:33:24
Post-Apocaylptic map based on real life terrain in central Bosnia. This is a free map addon for Arma 3. Its 13x13km or 169km2 Inspired by Chernarus and designed with dayz-like survival gameplay in mind.

www.youtube.com/watch?v=KhE5ytnnCXU

www.youtube.com/watch?v=BDYSd7WpAg0


http://ronhillultra.tumblr.com/