Multiplayer – ArmA: Armed Assault
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about arma's multi player | about arma's multi player | ||
==Features== | == Features == | ||
==== Recruitment to squads ==== | ==== Recruitment to squads ==== | ||
Some servers have an interface that allows you to join different squads. A recruitment hut can be provided to allow you to change squads after a spawn. | Some servers have an interface that allows you to join different squads. A recruitment hut can be provided to allow you to change squads after a spawn. | ||
==Dedicated Server== | == Dedicated Server == | ||
See [[ArmA: Dedicated Server|Dedicated Server]] for information about the dedicated server. | See [[ArmA: Dedicated Server|Dedicated Server]] for information about the dedicated server. | ||
==VOIP support== | == VOIP support == | ||
[[:Category:ArmA: Armed Assault|{{arma1}}]] supports VOIP. You can speak over VOIP by holding down the CAPS LOCK key. Different VOIP channels are also supported just like the chat feature. | |||
The persistent world is configured in two parts. First there is the server side setting, letting the server know to run in this mode. The persistent multi player option is enabled in the [[server | The default value is 3, you can adjust the value in the range: 0 to 10 with the greater value for the better codec, but the trade off is in bit-rate and mflops. | ||
Mode Quality Bit-rate (bps) mflops Quality/description | |||
0 - 250 0 No transmission (DTX) | |||
1 0 2,150 6 Vocoder (mostly for comfort noise) | |||
2 2 5,950 9 Very noticeable artifacts/noise, good intelligibility | |||
3 3-4 8,000 10 Artifacts/noise sometimes noticeable | |||
4 5-6 11,000 14 Artifacts usually noticeable only with headphones | |||
5 7-8 15,000 11 Need good headphones to tell the difference | |||
6 9 18,200 17.5 Hard to tell the difference even with good headphones | |||
7 10 24,600 14.5 Completely transparent for voice, good quality music | |||
8 1 3,950 10.5 Very noticeable artifacts/noise, good intelligibility | |||
=== See Also === | |||
[[Arma 3: Server Config File|server config]] | |||
== Persistent multiplayer battlefields == | |||
The persistent world is configured in two parts. First there is the server side setting, letting the server know to run in this mode. The persistent multi player option is enabled in the [[Arma 3: Server Config File|server config]] this allows the server to run even when there are no players present on the server. | |||
The second part of this puzzle is left to the mission designer. The mission must contain either '''instant''' respawn or '''base''' respawn options located in the [[Description.ext|description.ext]] file. | The second part of this puzzle is left to the mission designer. The mission must contain either '''instant''' respawn or '''base''' respawn options located in the [[Description.ext|description.ext]] file. | ||
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only when the mission logic terminates it. For example when a '''missionEnd''' trigger is activated. | only when the mission logic terminates it. For example when a '''missionEnd''' trigger is activated. | ||
==Join in Progress (JIP)== | == Join in Progress (JIP) == | ||
The '''Join In Progress''' (JIP for short) feature was first introduced in [[:Category:Operation Flashpoint: Elite|Operation Flashpoint: Elite]], and expected to be a very big hit in [[Armed Assault]]. This feature allows you to join in a '''multi player''' match/game while it is running, you don't have to wait for the next mission as you do in [[Operation Flashpoint]]. Many expect this feature to be popular and benefit all modes of game play. | The '''Join In Progress''' (JIP for short) feature was first introduced in [[:Category:Operation Flashpoint: Elite|Operation Flashpoint: Elite]], and expected to be a very big hit in [[:Category:ArmA: Armed Assault|{{arma1}}]]. This feature allows you to join in a '''multi player''' match/game while it is running, you don't have to wait for the next mission as you do in [[:Category:Operation Flashpoint|{{ofp}}]]. Many expect this feature to be popular and benefit all modes of game play. | ||
Based on information from '''OFP: Elite''' you can disable the JIP on the server admin level by simply disabling any AI (playable slots) on the server screen. This reverts back the OFP style, where you can join the MP game but are stuck in the lobby so to speak. | Based on information from '''OFP: Elite''' you can disable the JIP on the server admin level by simply disabling any AI (playable slots) on the server screen. This reverts back the OFP style, where you can join the MP game but are stuck in the lobby so to speak. | ||
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To support the Multiplayer-Community in their effort to play as teams, like many ArmA-clans and squads are doing, its possible to create a common information file - the [[squad.xml]] -, which is stored on a personal webspace and loaded by the ArmA-Gameserver, if a member of this team will be there. | To support the Multiplayer-Community in their effort to play as teams, like many ArmA-clans and squads are doing, its possible to create a common information file - the [[squad.xml]] -, which is stored on a personal webspace and loaded by the ArmA-Gameserver, if a member of this team will be there. | ||
Beside detailed | Beside detailed information about the single player and its team which can be gained by pressing "P" ingame, the feature supports also a common logo, which will be displayed on vehicles, if such team has boarded it. | ||
== Security == | == Security == | ||
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* [[ArmA: Addon Signatures|Addon Signatures]] | * [[ArmA: Addon Signatures|Addon Signatures]] | ||
{{GameCategory|arma1|Multiplayer}} |
Latest revision as of 13:36, 17 May 2024
about arma's multi player
Features
Recruitment to squads
Some servers have an interface that allows you to join different squads. A recruitment hut can be provided to allow you to change squads after a spawn.
Dedicated Server
See Dedicated Server for information about the dedicated server.
VOIP support
Armed Assault supports VOIP. You can speak over VOIP by holding down the CAPS LOCK key. Different VOIP channels are also supported just like the chat feature.
The default value is 3, you can adjust the value in the range: 0 to 10 with the greater value for the better codec, but the trade off is in bit-rate and mflops.
Mode Quality Bit-rate (bps) mflops Quality/description 0 - 250 0 No transmission (DTX) 1 0 2,150 6 Vocoder (mostly for comfort noise) 2 2 5,950 9 Very noticeable artifacts/noise, good intelligibility 3 3-4 8,000 10 Artifacts/noise sometimes noticeable 4 5-6 11,000 14 Artifacts usually noticeable only with headphones 5 7-8 15,000 11 Need good headphones to tell the difference 6 9 18,200 17.5 Hard to tell the difference even with good headphones 7 10 24,600 14.5 Completely transparent for voice, good quality music 8 1 3,950 10.5 Very noticeable artifacts/noise, good intelligibility
See Also
Persistent multiplayer battlefields
The persistent world is configured in two parts. First there is the server side setting, letting the server know to run in this mode. The persistent multi player option is enabled in the server config this allows the server to run even when there are no players present on the server.
The second part of this puzzle is left to the mission designer. The mission must contain either instant respawn or base respawn options located in the description.ext file.
When these two criteria's are met you have created a perpetual world. The mission will terminate only when the mission logic terminates it. For example when a missionEnd trigger is activated.
Join in Progress (JIP)
The Join In Progress (JIP for short) feature was first introduced in Operation Flashpoint: Elite, and expected to be a very big hit in Armed Assault. This feature allows you to join in a multi player match/game while it is running, you don't have to wait for the next mission as you do in Operation Flashpoint. Many expect this feature to be popular and benefit all modes of game play.
Based on information from OFP: Elite you can disable the JIP on the server admin level by simply disabling any AI (playable slots) on the server screen. This reverts back the OFP style, where you can join the MP game but are stuck in the lobby so to speak.
Squad.xml
To support the Multiplayer-Community in their effort to play as teams, like many ArmA-clans and squads are doing, its possible to create a common information file - the squad.xml -, which is stored on a personal webspace and loaded by the ArmA-Gameserver, if a member of this team will be there.
Beside detailed information about the single player and its team which can be gained by pressing "P" ingame, the feature supports also a common logo, which will be displayed on vehicles, if such team has boarded it.