Unique Features – ArmA: Armed Assault Talk

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 24: Line 24:
impact = "default_Mat";
impact = "default_Mat";


ANyone knows how it all is going to be implemented ? We can use rvmat materisals now with cfgTexturetomaterial but ther's no link in the configs for bisurf files :(
Does Anyone know how it all is going to be implemented ? We can use rvmat materisals now with cfgTexturetomaterial but ther's no link in the configs for bisurf files :(
--[[User:Bdfy|Bdfy]] 29 May 2007
--[[User:Bdfy|Bdfy]] 29 May 2007

Revision as of 08:45, 29 May 2007

No word on HDR audio?


Does anyone have the specifics on the scale of battles allowed in ArmA? I know OFP was something like 144 (12 units per group, 12 groups) units per side with four sides. Does ArmA have similar group size limitations, or is the limit on groups overall increased? Also, does it have a hard coded limit on how many players can connect, or is it solely limited to however many playable slots there are? [Tychon 07:09, 22 November 2006 (CET)]


Group size is very high now in ArmA. I am not sure about the exact limit but can be something like 100 soldiers per group.

Also, nore more 144 groups per side but much much more (again, I am at the momentu usure of exact number).

--Maruk 17:26, 22 November 2006 (CET)

>Penetrable material properties I wonder if it really working ? Did anyone see surfaces ingame penetratable from heavy weapons only? *.bisurf materials can be found in ca\data\Penetration. I unraped glass.bisurf for ex.

Density = 2400; rough = 0; dust = 0; bulletPenetrability = 150; soundEnviron = "Empty"; isWater = "false"; friction = 0.1; restitution = 0.1; impact = "default_Mat";

Does Anyone know how it all is going to be implemented ? We can use rvmat materisals now with cfgTexturetomaterial but ther's no link in the configs for bisurf files :( --Bdfy 29 May 2007