HL2.net Arma 2 Ace 2 Information Videos

I was playing around and I found it. In Ace Settings, change "weapon select firemode" to "cur only". With this on pressing the fire mode button only switches between fire modes of the gun you have equipped, you press shift+2 to switch to GL, shift+3 to switch to grenades, and shift+1 to switch back to your rifle. (these can be changed in Ace Settings also)

Just tried this out, works a treat. You can still switch between everything like normal by holding shift and pressing F, too.
 
Hey Raz, if you ever need a hand with one of these videos, let me know I'll happily help.

For Artillery, until theres an actual tutorial vid, you can watch this one viper made awhile ago when we discovered some mortars once.

http://www.youtube.com/watch?v=k1taiy0F2GA
 
I'm one of those dumbed down consumer whores using a 1920*1080 monitor
First one is like it should, 2 vertical black bars. Second and third ones also have a horizontal bar.
2jtsvn.png

29xd92c.png

Thank you!

Hey Raz, if you ever need a hand with one of these videos, let me know I'll happily help.

For Artillery, until theres an actual tutorial vid, you can watch this one viper made awhile ago when we discovered some mortars once.

Hey, if you can think up video ideas I would love it. If we had a reason to feature multiple people in a video that would be welcome too, though more problematic as far as getting a good take is concerned.



EDIT: Hey guys. I would recommend that those of you who play with us download this addon and play with it. It'll make your experience more enjoyable when clearing buildings.


Information Thread - http://forums.bistudio.com/showthread.php?t=109628
Download Link - http://dslyecxi.com/files/arma2/stmovement/releases/[email protected]

Demonstration video.

http://www.youtube.com/watch?v=EMsRa-7Zb0U
 
I never really noticed an issue with it, but it couldn't hurt to get it.

Also, I need to reformat my pc soon. If I just make a back up of the mod folders in the ARMA2 root directory, and MP missions, will that be sufficient when I reinstall?
 
Yeah that'll be good. Just make sure you do in fact reinstall Arma 2 and OA (in that order) and running sixupdater should recognize your ace folders.
 
Some footage from our last session, showing some teamplay. 1080p if you watch on actual youtube. Not much editing, I needed to get rid of the source videos since I need to reformat my pc, so I just put this together real quick like.


 
Viper's disapproving voice disapproves of its own disapproval.
 
Great work Krynn, I'm really glad we've got some more gameplay videos out. Raziaar has lots of footage as well that he'll try to edit together and post when he can.

By the way, that island we are playing is a community made one. The Arma community churns out some amazing content.
 
Awesome videos, just what I wanted to see. More & I will subscribe!

"Oh god something just came out of the water"
 
Vegeta says grass is bad. SURE HES ALL FOR REALISTIC WALKING STANCES, BUT **** NO IF THERES GRASS.

Um, what? I said nobody should be playing with grass disabled. Sliver was the one who hated the grass.

Turning off grass makes things look ugly and it gives far too much of an advantage. Going prone in tall grass should limit your visibility. If you're a machine gunner trying to establish a base of fire on top of a hill or something, you can crawl around a bit to flatten the grass in front of you for a better view.
 
No grass is the only way to play, really. I can't stand a ton of foliage
 
Yeah, my bad. It was Vegeta arguing with Sliver against turning off grass.
 
I just wanted an excuse to use my RPG in video 2. :(

Good footage, looking forward to Raz's. I'd also like to point out that, for the first two towns and one small outlying town after that, I didn't suffer a single death, which is something of an accomplishment for me. Then we did the last town and I racked up more than anyone had in all three combined. :( :(

Turning off grass makes things look ugly and it gives far too much of an advantage. Going prone in tall grass should limit your visibility.

Does this apply to AI, though?

Mostly I just disable it to salvage what precious frames per second I can. :( :( :(
 
You'll notice that at distances beyond the grass render, soldiers appear sunken in the terrain slightly. Afaik, that's the engine compensating for portions of units being covered by grass when grass is invisible.
 
That's not what Badhat was asking. He meant that when enemies are prone in tall grass, can they see people that we wouldn't be able to see.

The answer is, I don't know. But if they're prone in there and shooting at you, you should be able to see them pretty easily. They'll have the grass around them crushed down, and the muzzle flashes etc.

And I'm pretty sure when you're prone in tall grass, the enemy has a hard time spotting you.
 
And I'm pretty sure when you're prone in tall grass, the enemy has a hard time spotting you.
What my post was addressing. Ai sees terrain, not sprites. Terrain compensates for tall grass by raising where the geometry should be slightly, clipping the bottom portion of your worldmodel.

I'm fairly certain that there's no ai occlusion in grass particles. If there is, then BIS must have found a pretty efficient way to optimise that.
 
I'm rendering out my videos now.

It's about 4 hours... or is it nearly 5 hours of footage... condensed to about 1 hour and 11 minutes of stuff I wanted to add. Some parts could technically be cut more, but it ruins the moment so I left certain parts complete and unedited. It was a quick edit job... but hopefully it'll be pleasing.

Vegeta thought you guys were pussies and couldn't sit through an hour long youtube video, so I'm instead rendering it out at 5 videos each around 15 minutes in length. I'll be sleeping while it's rendering and there's a very good chance I won't wake up in time to upload them before my dad starts work at 6 in the morning, so I may have to render them after I get home from work tomorrow. I'll try to wake up in the middle of the night and start the upload to youtube, but we'll see.

I also had some footage from Chernarus domination, but it's weak compared to the Lingor footage.

Oh and yeah, my version of the footage has grass. I was running both the server and frapping with foliage and everything.
 
What my post was addressing. Ai sees terrain, not sprites. Terrain compensates for tall grass by raising where the geometry should be slightly, clipping the bottom portion of your worldmodel.

I'm fairly certain that there's no ai occlusion in grass particles. If there is, then BIS must have found a pretty efficient way to optimise that.
Should be easy enough to implement with DirectCompute. Calculate the total alpha coverage between you and the enemy, and that determines how well he can see. But I'm not a programmer so :V
 
Regarding AI sighting:

THE AI DOES NOT SEE ANYTHING IN ANY GAME!

For the AI Grass clutter, smoke, fog rain and perhaps dust is a statistical factor this is true in all games not just BIS's.

This is what Marek the CEO of BIS has said about the grass layer concealment:
Maruk said:
As a matter of fact and unlike popular belief, the AI is affected by grass in Arma 2. There is approximation for clutter surrounding every unit affecting how well the AI can see it.

As always, there is a room for improvements in fidelity, so feel free to complain (but probably with better words, can you?)

That "lame" layer as present in Arma 1 was not very compatible with new rendering system and we are trying to come up with a better and more accurate solution but that of course is only visual effect important for human players, AI is unfair and doesn't use image recognition from the real rendering of game world
All discussed in more detail in this thread
http://forums.bistudio.com/showthread.php?t=81935

Factors involved in AI awareness:
1) Afore-knowledge, if your knowsAbout value has increased due to the AI seeing you already
2) Activity:
a) Shooting and making a noise
b) Movement including speed and size of movement, a head turn is more stealthy than running down the street.
3) Distance
4) Camouflage values (in your units config)
a) Are you person or a vehicle?
b) Are you classed as a sniper and thus wearing a ghillie suit?
c) Straight lines are a big give away in spotting, so an AT tube on your back reduces your camouflage value.
5) Acuity:
a) The crewmen of a vehicle (they seem to be treated as group X) looking through the vision slots of an armored vehicle in a urban setting are not as good at spotting things as an officer or sniper on a hill looking out over a plane.
b) Optics, binoculars and sights improve spotting range.
It is not known if Optics reduce AI peripheral vission (the test for this would be how close to an AI sniper on a watch direction you can sneak compared to a soldier with iron sights, that said the woodcraft of a sniper, exhibited as general skill, would be higher than that of a normal soldier so a better test is the same soldier, first equipped with iron sights and then with a sniper scoped rifle.)
6) Environmental factors:
a) Weather
b) Smoke
7) Direction of facing, beware of heads turning, peripheral vision is simulated in ArmA
8) Communication, units in a group X know about entities as a group and may pass the information to other groups, particularly the famous ArmA Guard waypoint does this where the threat is tank y and unit x or group X has no AT capability it will call on unit z or Group Z to fulfill this.
9) Distraction; if AI x is more concerned with a higher threat y2, or is being suppressed and concerned with getting out of fire.
10) Fear the AI can in some circumstances be "Fleeing" then x is not concerned with y.
11) Awareness; an AI tank buttoned up but in safe mode can be sneaked up on from behind and a satchel charge placed under it. Try doing this with an aware tank and bye bye.
12) Intervening objects and terrain, of course how much of you is visible affects whether you are seen, but it is the last thing in the algorithm! (Ask any decent programmer why!)

http://forums.bistudio.com/showthread.php?t=103866
 
Interesting, very interesting.

I think I'll try leaving grass on in the next game. It really does look better, and I was wondering about the AI sinking into the ground thing.
 
Turn down your environment/world quality if lag is the problem. This makes grass stop drawing at less of a distance, among other fps-saving reductions.
 
Excellent videos! I really enjoyed watching these. The TrackIR makes it more immersive too.
 
Excellent videos! I really enjoyed watching these. The TrackIR makes it more immersive too.

Ehh... that was my first time using it in an actual session. It's disorienting and I still need practice with it.

But yeah, go and watch the videos guys! Waste an hour of your life!
 
Awesome videos...really fun to watch. Loved the splicing of the action, some really tense moments in there like being pinned on that rooftop and the bailing out of vehicles. I love the moments when you guys are like 'what the hell is that?' then seconds later the 'oh god there is a tank behind us'.

The videos play out a pretty decent story actually, especially with the voice coms included. I think you could easily make battle report videos for a dedicated youtube channel and get some significant interest.
 
Hey Vegeta, tell me what Raz is doing wrong at 1:05 in the first video.
 
I didn't bother reading through all the posts in this thread, so maybe it has already been mentioned; but could we also start using this thread to announce upcoming games the day before or whatever?

The steam group is good and all, but I'm far more likely to notice if someone posts on the forums. I can't be the only one who completely ignores steam announcements..
 
Not a bad idea. I also think we really should decide to play at least a day ahead of time. Right now its kinda like "ARMA in one hour!" and not very much notice. If its at least several hours later we can just message each other to get everyone updated before we actually play, that way we can actually start the game immediately, rather than waiting like 45 minutes for everyone to patch.
 
Haha, great footage. My reaction to being hit by a helicopter was a bit more comical than I'd thought. :3

For the record, I didn't take your gun Raz, no idea why it vanished like that. Did most of that last town with an FAL or something.

Turn down your environment/world quality if lag is the problem. This makes grass stop drawing at less of a distance, among other fps-saving reductions.

Already on very low. :( :( :( :( :(

Gonna try to get my hands on some more ram once I can scrounge up a few bucks, that should help. Also need to get off Vista asap...
 
Hey Vegeta, tell me what Raz is doing wrong at 1:05 in the first video.

He's crouching to avoid being seen by the guys across the road. Like I told you before, he's using crouch-high cover. Notice he's in a ditch, and crouching considerably reduces his exposure, and he's not advancing on the guys across the road, he's trying to avoid being shot by them entirely.

While in the ditch, if he decided to advance on the woods across the road, his first step would be to stand up. From there he would pretty much see everything he needed to see, and would not be any more exposed than if he were crouched and moved up the slope so that he had the same visibility as he would standing in his original spot. The difference is, while standing he can easily crouch and easily run away in cover, instead of having to go prone stuck on the lip of the hill, needing to frantically crawl away backwards just to reach crouch-high cover again to evade) Once clear, he would probably make a run across the road to make it to the treeline. (not a crouched run, and probably with me covering him from the ditch) And then if he wanted to advance further in the woods, he would do it standing and walking, from tree to tree.

Boy do not question your squad leader's tactics.
 
Sorry for the double post but I need everyone's attention with this:


http://www.youtube.com/watch?v=06dxjkXGXII

http://www.youtube.com/watch?v=2V3YtIcIwA8


This is a small demonstration of a communications mod called ACRE.

The ACRE mod links Arma 2 and Teamspeak3 to create a more immersive environment in which we play in, including positional audio, real radio communications and complete compatibility with the ACE2 Arma 2 project.

We intend to create the most realistic and immersive radio system within the current gaming world; based off of real life experience and knowledge, as well as the use of physical terrain obscuration, radio loss, distortion, and all other considers a real radio operator must make on a daily basis.

I'm really excited by this, and I think it will make our game experience much more immersive and exciting. When we're together, we'll be using direct communication (sound originating from your player, with positional audio). We'll each have a basic handheld radio for short range communications, which will suffice most of the time. We can also bring a couple back pack radios for when we are split into 2 groups, we'll have one radioman per group to stay in communication.

Go here to download the files necessary to run ACRE:

http://www.armaholic.com/page.php?id=11339

There is an installation guide, but basically you are extracting everything in the arma 2 folder to your arma 2 folder (arma 2 oa for steam users) and in the TS3 folder there is a plugin (32 bit or 64 bit) that goes in your TS3/plugins folder.

You will need the latest Teamspeak 3 Beta 36:

TS3 32 bit: http://www.filehippo.com/download_teamspeak_client_32/
TS3 64 bit: http://www.filehippo.com/download_teamspeak_client_64/

Please install this and get your mic set up on TS3 before 7:00. I want this to cause as little delay as possible.

I haven't used or tested this out personally yet, so there's bound to be a bit of learning as we go. I just really want to try this out and see how it goes. This guide explains the basic usage: http://dev-heaven.net/projects/a2ts3/wiki/Basic_Operation

Basically, you have your normal push to talk key and that's used for direct communication. Then you have your radio talk key, which is caps lock by default. (unbind this key in ARMA 2 as it is by default the in-game voice key)

Also remember to update your ACE mod asap!
 
I don't have any extra ****ing keys! I'm still looking for one for my hold breath!
 
Haha, that is ridiculous and awesome all at once. I have a feeling this is going to lead to some shenanigans.
 
I changed the video in my post, I think it shows a much clearer demonstration of the use of direct communication and radio comms between fireteams.
 
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