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• View topic - ATC5 Campaign, Second Test Mission

It is currently Sat Nov 23, 2024 11:37 pm
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PostPosted: Thu Nov 08, 2012 6:59 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
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=5609
You just need @CBA, discard @CBAOA and @CBAa2

@ATC5: https://rapidshare.com/files/686578852/_ATC5.zip
This 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.zip
Included .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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PostPosted: Sat Nov 10, 2012 5:36 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
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/files

I 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.7z
5. 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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PostPosted: Tue Nov 13, 2012 3:16 am 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
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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PostPosted: Tue Nov 13, 2012 4:09 am 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
Here the sector of the next test battle (in orange): Blufor will defend, Redfor will attack


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Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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PostPosted: Sun Nov 18, 2012 7:00 am 
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Joined: Thu Nov 15, 2012 7:28 am
Posts: 6
Location: Vladivostok
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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PostPosted: Sun Nov 18, 2012 10:10 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
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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