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ArmA2 [SP] Flashpoint - V1.6 thomsonb  

2012-05-10 16:45:33|  分类: ARMA2 类 |  标签: |举报 |字号 订阅

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官方论坛:发布位置
http://forums.bistudio.com/showthread.php?95394-SP-Flashpoint-Chernarus

ArmA2 [SP] Flashpoint: Chernarus

ArmA2, Instant Action, Dynamic Missions, created by thomsonb

Downloads:

Flashpoint: Chernarus & Utes v1.16.zip

Requires: ArmA2 - no Addons required




Flashpoint: Chernarus & Utes - British Armed Forces v1.16.zip

Requires: ArmA2 + Operation Arrowhead + British Armed Forces - no Addons required



Flashpoint: Chernarus Flashpoint: Utes

Click here for Takistan, Zargabad and Shapur versions

Changelog:

v1.16
- Added: Artillery strikes;
* All factions now call in Artillery strikes against known enemy units.
* The type of strike is random, mortars or heavy guns.
* The number of shells per strike is random.
* The weight of fire is random.
* The aiming error is random.
* The strikes take time to arrive, so a moving target might move to safety.
* The time between each strike of each faction is random.
* The player is trated the same as AI units, no more or less likely to be the target.
* All this results in a range of fire missions, from small slow atacks by a single mortar, all the way to a devastating rapid fire heavy barrage from multiple heavy guns.
* The Artillery is a work in progress.
* Features to be added later: Player designation of targets, Prioritisation of targets, Checking for friendly fire of each barage, Different levels of Arty for each Faction etc.
* This Artillery system adds a bit more realistic danger to the battlefield. It was inspired in part by another of my favorite milsims, SteelBeasts. If you stay in the same place too long, you're toast!
* Please feedback about the Artillery, let me know if it fits in with how you play the mission etc.
- Fixed: Respawn list now shows the primary and secondary weapon of each unit, rather than its class type (class types are often not relevant anymore with the new custom unit spawning. This introduces the problem that Medics and Snipers are not easily identified on the list... to be fixed later).
- Changed: Respawn list now shows units on the players original side first on the list, not always BLUFOR first.
- Changed: "Who Got Me?" command now not added to rabbit in the cases of suicide, or death from unknown source, like artillery etc.


ArmA2 OA BAF PMC [SP] Flashpoint: Takistan / Zargabad / Shapur


ArmA2, Instant Action, Dynamic Missions by thomsonb


REQUIRES: "ArmA2" + "OPERATION ARROWHEAD" + "BRITISH ARMED FORCES" + "PRIVATE MILITARY COMPANY"


Download:

Flashpoint: Takistan + Zargabad + Shapur v1.16.zip



Flashpoint: Takistan Flashpoint: Takistan Flashpoint: Takistan

Click here for Chernarus and Utes versions

Changelog:

v1.16
- Added: Artillery strikes;
* All factions now call in Artillery strikes against known enemy units.
* The type of strike is random, mortars or heavy guns.
* The number of shells per strike is random.
* The weight of fire is random.
* The aiming error is random.
* The strikes take time to arrive, so a moving target might move to safety.
* The time between each strike of each faction is random.
* The player is trated the same as AI units, no more or less likely to be the target.
* All this results in a range of fire missions, from small slow atacks by a single mortar, all the way to a devastating rapid fire heavy barrage from multiple heavy guns.
* The Artillery is a work in progress.
* Features to be added later: Player designation of targets, Prioritisation of targets, Checking for friendly fire of each barage, Different levels of Arty for each Faction etc.
* This Artillery system adds a bit more realistic danger to the battlefield. It was inspired in part by another of my favorite milsims, SteelBeasts. If you stay in the same place too long, you're toast!
* Please feedback about the Artillery, let me know if it fits in with how you play the mission etc.
- Fixed: Respawn list now shows the primary and secondary weapon of each unit, rather than its class type (class types are often not relevant anymore with the new custom unit spawning. This introduces the problem that Medics and Snipers are not easily identified on the list... to be fixed later).
- Changed: Respawn list now shows units on the players original side first on the list, not always BLUFOR first.
- Changed: "Who Got Me?" command now not added to rabbit in the cases of suicide, or death from unknown source, like artillery etc.

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