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{bdr}*nemesi*
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Posted: Thu Nov 08, 2012 6:59 pm |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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The second test in preparation for the ATC5 campaign will take place on Wednesday Nov 14th, at 20.00 UTC/GMT. Details on changelogs and further information will follow. Game requirements: @ATC5 mod; @CBA Download links: CBA: http://www.armedassault.info/index.php?cat=news&id=5609You just need @CBA, discard @CBAOA and @CBAa2
@ATC5: https://rapidshare.com/files/686578852/_ATC5.zipThis pack contains the following files ukf_ukweps_oa ukf_ukweps_oa_cfg ukf_ukweps_oa.pbo.ATC5.bisign ukf_ukweps_oa_cfg.pbo.ATC5.bisign SticksAndStones_ATC SticksAndStones_ATC.pbo.ATC5.bisign @ATC5 map: https://rapidshare.com/files/2438963478/ATC5_map.zipIncluded .pbo files: mbg_celle2.pbo mbg_celle2_data.pbo mbg_celle2_objects.pbo mbg_celle2_roads.pbo mbg_buildings_3.pbo and the correspondant bisign files Please confirm your participation with numbers, so we can organize the two sides in advance. Looking forward to a great campaign, the last in Arma2 pesumably. For any question I'm available in TS3. Note: The ATC has a new TS3, the old one will be active till the end of the month. Please upgrade your bookmarks!
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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{bdr}*nemesi*
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Posted: Sat Nov 10, 2012 5:36 pm |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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Here instructions on an alternate way to download the @ATC5 mod (and @CBA if you want), through our repository with Yoma tool (AddonSync). This program will allow to download the mod fast and conveniently through a few steps. In our repo you can find the complete @ATC5 pack (weapons and map) Step one: download the Yoma tool (AddonSync) from this link: https://dev-heaven.net/projects/yoma-ad ... 2009/filesI suggest to download this: AddonSync2009_Beta 1.0.67.msi which is auto-installing. Then: 1. Run the program 2. Go in FAVORITES 3. Click on NEW SERVER 4. In AutoConfig URL add this address: http://www.bdrclan.com/BDRADDONPACK/BDRADDONPACK.7z5. Click on IMPORT SERVER and then SAVE 6. Close the program 7. Restart the program 8. Go in FAVORITES and click on the server you created before 9. Move in Tab "DOWNLOAD ADDONS" 10. Check that in the box "download to" you have the exact path of your arma2 installation (the program will download the addons directly in your arma2 folder) 11. Click on "CHECK FOR ADDONS" and wait till the check is completed 12. At this point on the left you will see all the folders you can download. 13. You will see a lot of things, but you want to download @ATC5 only, so be careful you select @ATC5 only, and unselect the other folders. (If you want you can download @CBA as well) 14. Now click on "DOWNLOAD ADDONS" and the program will start downloading your files. You can interrupt and resume the download at your convenience. 15. At the end, if you are asked "Delete extra files" answer yes. You should be done! If you have difficulties please tell us.
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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{bdr}*nemesi*
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Posted: Tue Nov 13, 2012 3:16 am |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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GAME REQUIREMENTS AND FURTHER DETAILS
Required: Patch 1.62 plus the , for those not having the ACR DLC.
MISSION DETAILS:
StickAndStones Mod changes (The original StickandStones is courtesy of HARC TeaCup):
* Radar is disabled * Target locking is disabled, so targeting computers don't work. Gunners now have to range/aim manually, lead moving targets - it takes more skill. The only things that can acquire a lock are Stingers/Iglas and Javelin. * FLIR is removed.
Weapons limitation
Different roles have different weapons at start up and you will be asked to choose your primary preferred weapon. You may change your equipment at the ammo boxes, but you may not choose weapons which are not allowed for your class. Near the ammo boxes in the base a window will pop up reminding you the equipment you can carry. You can bring ammonitions of any kind to assist another player. See below for the weapon's list.
Sector setup
5 people from teams A (Alfa/Alpha), B (Bravo/Beta) and C (Charlie/Gamma) of the defending faction will start at sectors A,B, and C. JIP players start at the main base whatever teams they are in.
In each sector there is: - AA static weapon - can be moved (only once usihng wheel mouse function) in a given position within the sector - 2 armed cars (MG and grenade launcher) - Ammobox and Field Hospital (tent)
Sector conquering rules
The difficulty in conquering a sector rises as a team holds it for a long time, this to encourage fighting on all sectors during the 2 hours and not only the last 5 minutes. Holding a sector for less than 30 minutes -> Level 0 -> defender<5 ; attacker>4 Holding a sector for more than 30 minutes -> Level 1 -> defender<4 ; attacker>5 " 50 minutes -> Level 2 -> defender<3 ; attacker>6 " 70 minutes -> Level 3 -> defender<2 ; attacker>7 " 90 minutes -> Level 4 -> defender<1 ; attacker>8 The level change is displayed by a hint. The number of attackers/defenders needed is shown on the Commander's and the Team Leader's HUD so everybody should have a clear picture on the situation.
In the case the sector is empty (no troops inside sector) it remains in the hands of the faction that conquered it the last time ----------------------------------------------------------------------------------------------------------------------------------- Support
The support system (Communication Center) is placed on the map by the general commander of each faction at the beginning of the battle, and is available as long as it is not destroyed, if it is destroyed is lost for this battle and will be available again only in the next battle.
The advanced communication center allows the general to have an unarmed UAV recon on map that allow to mark friendly troops every 30 sec. The antenna is equipped with a 1500 m radius radar able to detect incoming air and ground vehicles
The Commander has a system that can keep the count of vehicles in his base, this allowing a better allocation of vehicles to the single squads and a wise use of them (please keep in mind vehicles in general do not respawn). ------------------------------------------------------------------------------------------------------------------------------------ Mortar - New feature
The general can place the mortar on the map at the beginning of the battle. He can place the mortar at a distance between 1500 and 5500 m from the center of the battle zone and 6200 to 12000 m from the base. The general has 1200 seconds to place the artillery, or he will lose the possibility to use it. Of course it is possible for the enemy to both use or destroy the artillery. Shells are limited (32 shots). -------------------------------------------------------------------------------------------------------------------------------------- Vehicle limitations - New features
- Crewmen can drive all kind of vehicles (included tanks) - Engineers can drive light armored vehicles ----------------------------------------------------------------------------------------------------------------------------------------- Armory
Base Class (Medic/Engineer/Pilot/Crewman) usable by all
L85A2 ukf_L85A2 (addon)
L85A2 Eotech BAF_L85A2_RIS_Holo
M4A1 M4A1
MP5A5 MP5A5
AK-74U AKS_74_U
AK-74 AK_74
AKS-74 AKS_74
AKS-74 Kobra AKS_74_kobra
Engineer can place Satchel Charges and AT MINES
Middle Class (Light AT Operator/ Heavy AT Operator/ AA Operator) can use Base Class weapons and:
L86A2 LSW ukf_L86A2LSW
M16A2 M16A2
AK-107 Kobra AK_107_kobra
FN FAL FN_FAL
SA-58V CCO Sa58V_CCO_EP1
Rifleman can use Base Class weapons, Middle Class weapons and:
L85A2 Susat BAF_L85A2_RIS_SUSAT
L85A2 ACOG BAF_L85A2_RIS_ACOG
L85A2 NV Scope ukf_L85A2_cws (addon)
L86A2 LSW Susat ukf_L86A2LSW_susat (addon)
L86A2 LSW ACOG BAF_L86A2_ACOG
L86A2 LSW NV Scope ukf_L86A2LSW_MaxiKite (addon)
AKS-74 PSO AKS_74_pso
AK-107 PSO AK_107_pso
AKS-74 NV Scope AKS_74_NSPU
SA-58V ACOG Sa58V_RCO_EP1
FN FAL NV Scope FN_FAL_ANPVS4
Grenadier can use Base Class weapons, Middle Class weapons and:
L85A2 UGL ukf_L85A2AG36 (addon)
L85A2 Eotech UGL BAF_L85A2_UGL_Holo
M16A4 M203 M16A4_GL
AK-74 GP25 AK_74_GL
AK-74 Kobra GP25 AK_74_GL_kobra
AK-107 Kobra GP30 AK_107_GL_kobra
Light AT Operator can use Base Class weapons, Middle Class weapons and:
M136 M136
SMAW (HEDP, HEAA - note: limited amno, amno will regenerate after 60 min) SMAW
RPG-18 RPG18
RPG-7 (OG-7, PG-7V, PG-7VL, PG-7VR) RPG7V
Heavy AT Operator can use Base Class weapons, Middle Class weapons, Light AT Operator weapons and:
Javelin (x2 round total) Javelin
Metis (x4 round total) MetisLauncher
AA Operator can use Base Class weapons, Middle Class weapons and:
Stinger Stinger
Igla 9K38 Igla
Strela-2 9K32 Strela
Machinegunner can use Base Class weapons, Middle Class weapons and:
L110 LMG ukf_lmg (addon)
L7A2 GPMG BAF_L7A2_GPMG
L7A2 GPMG Scope m240_scoped_EP1
RPK-74 RPK_74
PK PK
PK Scope Pecheneg
Sniper can use Base Class weapons, Middle Class weapons, SD pistol, Telemeter and:
L115A3 LRR BAF_LRR_scoped_W
DMR (NV available) DMR
AS50 BAF_AS50_scoped
CZ 750 CZ_750_S1_ACR
SVD Dragunov SVD_CAMO
SVD NV Scope SVD_NSPU_EP1
M107 m107
Leader Class (Team leader/Spotter/Commander) can use Base Class weapons, Middle Class' weapons, Rifleman's weapons, Grenadier's weapons, SD pistol, Telemeter and:
L85A2 UGL Susat BAF_L85A2_UGL_SUSAT
L85A2 UGL ACOG BAF_L85A2_UGL_ACOG
AK -107 PSO GP30 AK_107_GL_pso
Special Forces can use ALL weapons, EXCEPT:
L115A3 LRR DMR AS50 Stinger SMAW Javelin CZ 750 SVD Dragunov SVD NV Scope M107 Igla 9K38 Strela-2 9K32 RPG-7 Metis
Extra weapons for SF:
M4A1 CCO M4A1_AIM_camo
M4A1 CCO SD M4A1_AIM_SD_camo
M4A1 M203 Eotech M4A1_HWS_GL_camo
MP5SD6 MP5SD
Bizon PP-19 bizon
Bizon PP-19 SD bizon_silenced
AK-74U Kobra SD AKS_74_UN_kobra
SD pistol, Telemeter, Target Locator (only TL) SF can place Satchel Charges and AT MINES
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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{bdr}*nemesi*
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Posted: Tue Nov 13, 2012 4:09 am |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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Here the sector of the next test battle (in orange): Blufor will defend, Redfor will attack
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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Squirrel
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Posted: Sun Nov 18, 2012 7:00 am |
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Joined: Thu Nov 15, 2012 7:28 am Posts: 6 Location: Vladivostok
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Rearm for Ka52 not working - 1st bag??? for BMP it's working when i tryed to rearm ka52 after rearm ammunition going empty again, what is it? _____________ or it can be rearded only at medical cross?
_________________ tank platoon commander / pilot in past /
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{bdr}*nemesi*
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Posted: Sun Nov 18, 2012 10:10 pm |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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Light Tank
BMP3 x6 -Main 100mm cannon -30mm Autocannon -Arkan Missiles -7.62mm Machinegun -2 extra 7.62mm side Machinegun
-300 armor point
Only Crewman (12 slots) or Engineer (3 slots) can drive BMP3
FV510 WARRIOR 2 x6 -40mm Autocannon -7.62mm Machinegun
-680 armor point
Only Crewman (12 slots) or Engineer (3 slots) can drive FV510 WARRIOR 2
AT Weaponry
RPG-18 -300 damage point -usable by [AT Specialist (2 slots), AT Rifleman (4 slots), Special Forces (5 slots)]
RPG-7 -usable by [AT Specialist (2 slots), AT Rifleman (4 slots)]
PG7V -208 damage point
PG7VL -320 damage point
PG7VR -510 damage point -4 missiles for any box (base or sector, base box restore the content every 60 minutes) -AT Rifleman start the game whit 2 PG7VR missiles
OG7 Frag -75 damage point
METIS -670 damage point -Only 4 AT13 missiles for all the game time -usable by [AT Specialist (2 slots)]
Land Rover SPG-9 x6
HE round -120 damage point
HA round -320 damage point
Only AT Specialist (2 slots), AT Rifleman (4 slots) and Engineer (3 slots) can shoot with SPG-9
AT4 -335 damage point -usable by [AT Specialist (2 slots), AT Rifleman (4 slots), Special Forces (5 slots)]
SMAW -usable by [AT Specialist (2 slots), AT Rifleman (4 slots)]
HEAA -480 damage point -2 missiles for any box (base or sector, base box restore the content every 60 minutes) -AT Rifleman start the game whit 1 HEAA missiles
HEDP -150 damage point
Javelin -800 damage point -Only 2 missiles for all the game time -usable by [AT Specialist (2 slots)]
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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