How does arma 2 work




















We would like to define the licensing standards in the community better before we'd release more content for further use and modifications.

Yes, as well as some other improvements to the editor, but we did not have time to implement any of it. Originally, we expected to fully move to the new 3D editor but for many reasons we decided to stick with the good old 2D editor.

This is something staying in our nice-to-have list. Sound effects are much improved in Arrowhead. But be aware: many people compare our sound to "real" videos on the Internet or to Hollywood movies; however, in reality sound is very different. Another aspect is the phenomenon called loudness war. We prefer high fidelity over artificiality, so you may need generally louder output level than in average game in order to get similar impression.

We have decided to record as many sound effects as possible for Operation Arrowhead directly on the field. Using 12 microphones in various positions relative to the sound source, we recorded all kind of sounds from reloading, firing, to bullet impacts imagine a live BMP shooting range with sound engineers - we hope to be able to declassify some images and release some form of "Making Of" or "Developers Diary" about this part of development.

In the end, sound effects are mixed and edited in order to best keep real world feeling as much as possible in every situation from the perspective of the shooter up to troops standing m away. One good example is supersonic bullet crack, often considered to be bug or something wrong in the game. In reality, when you hear bullets from machine gun or rifle passing by, supersonic crack is pretty much the only thing you can hear.

It is already possible to have multiple samples for every weapon. Sound inside vehicles is also simulated via realtime filtering: all external sounds are adjusted to sound as realistically as possible as an approximation and also for better gameplay, we generally expect that inside vehicles users have helmet with headphones to futher reduce the volume of sound of the vehicle and environment.

Sound is also filtered in realtime to simulate the effect of distance like in reality - different frequencies are attenuated differently with distance. Sound occlussion is also simulated. Presently, we have not thought about moving this to configs. Primarily, because we simply try to simulate universal real world conditions that should influence the sound. For most of the world, it is Euro Note, the price in various regions or even the price in different stores may vary.

Yes, it will be available on Steam. No specific Steamworks features are supported, we remain "distribution platform agnostic" so far. It will be distributed through different online channels. We've always given a lot of content to our community for free, however, we would like to see if there is interest from our users to fund development of higher quality and more complex packages.

Fundamentally, the situation of the PC market in general, and sales of our products in particular, limits our ability to produce new content funded by the income from sales of the core game alone, as we have done in the past. We understand that this is a sensitive topic to some of our users; however, I suggest to not start any flame wars: if someone does not like to pay for DLC, the easiest thing is to simply not buy it. There will be language locks in some form. However, we try to remove this restriction as much as possible.

Russian and Polish version of the game however will have only local languages allowed to reflect different commercial situation and significantly lower end user prices in comparison to rest of the world.

This question is a bit confusing. The game will be released with Securom disc based protection, Securom product activation in some regions both ways will be possible with the same version and through Steam using its own methods. As soon as we are able to do it we will release DRM free patch online. There will be Arrowhead demo but it is not possible to confirm any particular release date but we hope it will be very close to the release.

Players and AI will be not able to shoot instantly but wait for confirmed lock. Countermeasures will not just confuse missiles on the way but will be also able to brake lock before launch. Tank covered by smoke has to move away as AI will aim at his last known position. Same as Arma2, where vehicle payload is defined in config for fixed set of selections at the model. Fire geometry penetrability and hitzones settings were improved on all vehicles in Arrowhead. There are no plans for this.

Effort to achieve anything better than we have would be huge, and the result probably wouldn't be much different from the current state. The combat will be as merciless as usual, but the new players can adjust the difficulty settings to suit them. The accuracy of the vehicle models is very high, but the functionality is designed to serve the game purposes, not to simulate every procedure and function of the original vehicle. Combined top-down view radar and warrning indicator in game hud covers deg angle.

It depends on each vehicle settings what kind o threats it can detect. Some systems will be also able to reveal the attacker. AI will respond to warrning by releasing countermeasures. Pilot's AI and waypoint assigning were not changed, but view controls were signifantly improved. Camera now stays focused on point where you looked last similar to camera.

ARMA II's highly detailed landscape is a meticulous facsimile of real terrain, modeled using extensive geographical data. This recreated region is brought to life with spectacular environmental effects and populated with dynamic civilian settlements and wildlife. Wild animals roam the atmospheric forests while the people of Chernarus try to live out their lives among the war-torn streets. The 27th U. This elite five-man team are about to fall down the rabbit hole, trapped in a war not only for control of the country, but the hearts and minds of its people.

With the might of the USMC offshore and the Russians anxiously watching from the north, the stakes couldn't be higher. The fate of Chernarus is balanced on a razor's edge All units react on actual game situation. See all. Customer reviews. Overall Reviews:. Recent Reviews:.

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This defaults to your Review Score Setting. No micro-transactions, no hidden costs, just the same epic terrain and huge variety of equipment! This is Arma 2 Free - virtual war without the training wheels. Arma 2: Free to download, free to play, free to share, free to host, free to create A: Arma 2 Free can host and join multiplayer games fully compatible with the original Arma 2, as long as no user addons and modifications are present.

A: Yes, custom single and multi player missions are fully compatible. The only limitation is that no user addons are supported by Arma 2 Free so only missions designed for vanilla Arma 2 can be used. A: No, and campaign support is not planned for Arma 2 Free despite there is a bug in the readme stating the opposite. Users are advised to purchase the full game in order to be able to play campaigns.



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