Et c'est repartit pour une nouvelle utopie
Teamspeak 3 OFCRA
IP : ts.ofcra.org
Mot de passe : mineisbiggerthanyours
Discord: https://discord.gg/bWtGS7N
/!\ L'OFCRA RECRUTE /!\
Cette section vous permet de consulter les contributions (messages, sujets et fichiers joints) d'un utilisateur. Vous ne pourrez voir que les contributions des zones auxquelles vous avez accès.
Voir les contributions MenuOrga Intel 21H00: 'rendez-vous' 21H00 - 21H15: Lobby 21H15 - 21H20: Briefing M01 21H20 - 21H50: End M01 21H50 - 21H55: Briefing M02 21H55 - 22H25: End M02 22H25 - 22H30: Briefing M03 22H30 - 23H00: End M03 | | Addons @ace @ace_compat_rhs @cba_a3 @southzagoria_fall @cup_terrains_core @niarms_ak @niarms_core @niarms_fal @niarms_g3 @niarms_mg3 @niarms_sg550 @ws_uniforms @ofcra_v2 @rhasaf @rhsafrf @rhsgref @rhsusaf @task_force_radio | Game Intel - 3 x 30 minutes - 20 players versus 20 players - No respawn / ACE Basic Medical System - No AI in groups - Role play and fair play are welcome |
Current Content for RC 1
Vehicles
- Leopard 1a1a1 (+variants)
- Leopard 1a3 (+variants)
- BPz2A1
- Biber
- Gepard A1
- MAN 5t gl (+variants)
- MAN 10t gl
- TPz Fuchs (+variants)
- Iltis (+variants)
- M113A1 (+variants)
- BRDM2 (+variants)
- Ural 4320 (+variants)
Infantry
- West German Army (+equipment)
- East German Army (+equipment)
Small Arms
- G3 (+variants)
- MG3
- P1
- P2A1
- Carl Gustaf
- Various Handgrenades, Smokeshells and Flares
Terrain
- 20x20km Terrain of Area in Central Germany (Inner German Border)
Misc
- German Radio Protocol (8 Voices Studiorecorded)
- ACRE SEM25/SEM35 Radio
- Bridge Laying
- Uniform/Vehicle Customization
The Team
- GalComT
Western Vehicles, Small Arms, Configuration, Feature Design
- Maverick
Eastern Vehicles, Aerial Vehicles, Water Vehicles
- Mondkalb
Characters, Terrain, Configuration, Feature Design
- Battery Control System
- Commander's Fire Control System for SPH and MLRS platforms.
- Self Propelled Howitzer Ammo Handler & Autoloader
- Improved Gunner's Sight for SPH and MLRS platforms.
- Improvements to AR2 Darter UAS.
- New 155mm and 152mm howitzer ammunition including 3 new special purpose types including 2 PGMs and 1 new anti armour shell.
- New Multi Option Fuzes for artillery shells including: Proximity, Point Detonate, Delay, and Timed functionality.
- CRAM system for vanilla Phalanx and Sea Sparrow systems.
- Overhaul to vanilla artillery accuracy.
- Variants of vanilla IDF systems with these features implemented.
- RHS 2S3 Akatsiya & M109A6 Paladin compatible
Citer"Notre développement avance bien et nous avons récemment débuté un alpha test en interne [...] Nous mettons l'accent sur la modélisation et l'animation des armes."
CiterNous avons comme objectif de délivrer un contenu de haute qualité et percutant, que d'autres développeurs éviteraient d'utiliser... Et oui, nous nous inspirons d'actualités marquantes.
CiterNous visons d'offrir la possibilité de précommander en juin ou juillet avec une sortie prévue pour novembre
Roles and squads
Rally points and forward outposts
Weapon re-balance, smoke and particle rework
Defensive structures construction
Vehicles and assets become available at specific player numbers.
Medical system
Custom suppression effects
Squad radar
Spotting system
Heavily modified and enforced TFAR version
3D Interaction (Easier door opening, ladders and more)
Vehicle Maintenance
Freakishly simple 2-clicks-from-vanilla-arma-to-being-screamed-at-by-your--squadleader launcher.
Excellent performance relative to other game-modes that have large player numbers
Smooth and polished interface and systems
if (!isdedicated && hasInterface) then {
waitUntil {!isNull player};
waitUntil {player == player};
//hint format ["%1",count _this];
_source = _this select 0;//objective_pos_logic;// object/logic
_plays = true;
AmB_nosound = false;
_battle_radius = if (count _this >=1) then {(_this select 1)} else {350};
hint format ["Battle radius %1",_battle_radius];
while {_plays} do {
_center = createCenter sideLogic;
_group = createGroup _center;
_logic = _group createUnit ["LOGIC",(getPos _source) , [], 0, ""];
sleep (1 + random 7);
for "_s" from 1 to (1 + Ceil (random 2)) do {
[_logic,_source,_battle_radius] spawn {
for "_s" from 1 to (random 7 + random 56) do {
private ["_logic","_source","_radius","_allsounds"];
_logic = _this select 0;
_source = _this select 1;
_radius = if ((_this select 2) > 100) then {(_this select 2)/25} else {(_this select 2)};
_allsounds = [];
_logic setPos (_logic modelToWorld [random _radius - Random _radius,random _radius - Random _radius,random 1 - Random 2]);
private ["_sound","_sound1","_sound2","_maxtype"];
_sound1 = format ["A3\Sounds_F\ambient\battlefield\battlefield_explosions%1.wss",floor (random 4)+1];
_sound2 = format ["A3\Sounds_F\ambient\battlefield\battlefield_firefight%1.wss",floor (random 2)+2];
if (!(surfaceIsWater getPos _logic)) then {_allsounds pushBack _sound2;} else {AmB_nosound = true};
if (random 1 > .5 or (surfaceIsWater getPos _logic) or AmB_nosound) then {_allsounds pushBack _sound1;};
_vol = switch (true) do {
case (_logic distance player <= 250) : {.1};
case (_logic distance player > 250 and _logic distance player <= 500) : {.5};
case (_logic distance player > 500 and _logic distance player <= 800) : {1};
case (_logic distance player > 800 and _logic distance player <= 1000) : {1.5};
case (_logic distance player > 1000) : {2};
};
_maxtype = (count _allsounds);
_sound = _allsounds select (floor random _maxtype);
_pitch = if (_sound == _sound1) then {random .5 + .5} else {random .6 + .8};
_volumn = if (_sound == _sound1) then {_vol + 1 + random 3} else {_vol + .1 + random 2};
playsound3d [_sound,_logic,false,getPosasl _logic,_volumn,_pitch,0];
sleep (random 1 + random 14);
};
};//spawn
sleep (random 21 + random 21);
};
deleteVehicle _logic;
};
};
o=[this,1000] execVM "Amb_battle.sqf";
CiterTilos is a Greek Island located about ~600km below Stratis and Altis, the entire map size represents 62.8km² ( with water of course ), to be clear, this map is not intended to be representative of the island in real life, this first map (for me) is used to experiment some types of gameplay that is possible to reproduce in ArmA 3 ( Close Combat, Heavy Sniper Range... ).