Sorry for the noobness but i never played the first game and im just wondering if ArmA and ArmA 2 are primarily single or multiplayer games?
Multiplayer is probably the main part of the game. But they both have campaigns and single player missions.
Sorry for the noobness but i never played the first game and im just wondering if ArmA and ArmA 2 are primarily single or multiplayer games?
Command System
Following on from the interface changes, you now have the ability to control large groups of AI. The method we were shown was frankly one of the most impressive parts of the demo and there were lots of "WOW" moments.
If you are the commander (and have the rights to control other groups) it is possible to switch to a new command option. This replaces your current team icons with those of the other teams and sections under your command. The application we were shown was an armoured infantry assault on a town with Cobra support. The teams/assets were represented by the NATO standard icons. You can make your AI teams follow complex paths into an objective very easily now by "stacking" waypoints for each section to follow. You can then click on each waypoint (as you would in the mission editor) and assign criteria. eg speed/awareness etc to each point. You can even drag and edit these waypoints on the fly.
The implication of this is pretty easy to see. Its now possible for one player to dynamically and effectively command a large AI force with ease. Making the use of AI in both SP and MP missions far easier. The impact of the new command system will be huge. Suddenly ArmA 2 has some proper real time strategy (RTS) possibilities.
the game’s plot deals with the political problems of Chernarus – a fictional Soviet country in the middle of a bloody civil war. A democratic party has just won the island’s national elections, much to the irritation of the Chedaki – the local Communist nationalists. In a nutshell, the whole scenario devolves into a hotpot of conflict between several rival factions: The Chernarussian army, the commie insurgents, a separate group of guerrillas, the Russian armed forces and finally the good ol’ United States Marine Core. In the campaign, you’ll take control of Razor Team – a five-man recon outfit who form part of the US presence in the area. Initially you’ll just be following orders from your commanding officers, but later on things will get a bit more complicated – leaving you to decide exactly how you’re involved with the battle for Chernarus.
From what I can tell, it seems as if Razor Team ends up being something of an independent force. After an initial set of missions that introduce you to the controls and the many ways of doing things, you’ll eventually lose contact with the rest of the USMC and have to look out for yourselves. Even in its early stages, the game will offer a huge degree of openness: your mission briefings will essentially form a list of things to do in one part of Chernarus’ massive 225 km square map, but it’ll be up to you to decide how you sort these tasks. At first you’ll be given fairly decent information as to what’s going on, but as time moves on you’ll eventually have to secure your own intel via recon missions and by interrogating local civilians (assuming you’ve not ****ed them off by killing innocents).
Walker@ArmA forums said:ArmA II MP Deathmatch by Morpheus600
http://www.youtube.com/watch?v=gEx2Tl8aVhk
ArmA II UH1 and the Aircraft Carrier by LukeMadDogX
http://www.youtube.com/watch?v=20kMo0HpFZs
This might sound a bit dumb but somehow I never really played the first ARMA - looks a bit like BF2. That a fair comment or is it massively different?
BF2 = kids run around and shoot em up
Arma = military simulator , that is VERY unforgiving
http://www.pcgames.de/aid,685486/Ar...ie-Militaer-Simulation-Update/PC/News/?page=2
ARMA2 will suck. I am disappointed...
Change log:
ENGINE
* AI improvements: collision avoidance, MicroAI communication, suppress fields
* Improved: AI coordination in combat
* Improved: automatic VTOL vectoring.
* Improved STOL takeoff/landing control
* Improved: shot simulation
* Enabled taxiing for Mv22
* Fixed: weapons inside vehicles were sometimes white.
* Fixed: Some crash opportunities
* Fixed: flickering textures sometimes
* Fixed: muzzle flashes and other alpha objects cutting into the water.
* Fixed: long cutscene animations could cause bad LODs/textures.
* Fixed: Terrain LOD causing white dots
COMMUNICATION
* radio chatter improvements
* generic conversations about known targets improved
CAMPAIGN
* music soundtrack added to more places in the campaign
* various improvements in cutscenes
* improved Star Force transport service (player can better command it, occasional problem with Star Force froze on spot fixed)
* on screen notification for each evidence collected added
* various smaller fixes and improvements
* some missing dubbings fixed
* improved cooperative play in the campaign
ENVIRONMENT
* Improved sea rendering
* Various smaller fixes and improvements
SOUND EFFECTS
* effect for player near big explosion (beep in his ears, temporarily deaf)
UI
* improved GPS support (RCtrl + M when GPS is available)
* tasks without map (J key by default)
* list of players without map (P key by default)
* improved rendering of perihperal vision simulation (dots on the screen edge simulating real world field of view)
* leader icon displayed on screen permanently for Regular difficulty
* tasks faded out to be less intrusive in the middle of the screen
MODELS
* fixed cargo compartments in aircraft (cargo should not switch positions with pilots during flight)
* fixed camera position for BTR and T90 gunner optics views
* fixed view gunner lods for turned-out crew in wheeled vehicles
* improved hand animation for AA laucnhers
* twisted arms for AA missile launchers
* fixed fire geometry of billboards model
* tractor and bus sound changed
* added sign on hotel building
* fixed municipal house ruin
* changed texture on G36, fixed MG36 icon
* fixed gunner animation on BRDM-ATGM
* improved model of AK-107
* improved enviromental reflection map
* improved A10 gun cursor
* fixed T34 icon texture, fixed optics and turret stabilisation definitions and added exhaust smoke