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Résultats de la recherche (76 résultats)

Hier, 23:42
10 Juin 2019, 20:18
Bel et bien présent, je confirme :)
07 Juin 2019, 19:18
07 Juin 2019, 14:33
Pas sûr d'être présent ce lundi 10, à confirmer !
07 Juin 2019, 13:53
Je pense très sincèrement que je vais laisser un peu d'eau couler sous les ponts avant de me repencher sur ce jeu. Les deux parties d'y hier mon clairement rebuter sur le jeu. Aucune communication, 0 défenses (à part des RAF), impossible de kicker les joueurs sans micro de la Squad ou de Locker la Squad
Sans parler des trolls ingame ... Un mec s'amuser sortie de garnison à blesser ses alliés au pistolet, les obligeants donc à gaspiller des bandages (sachant qu'en plus on se faisait retourner). Je tk donc ce mec et je me fais traiter de fdp ... La mentalité sérieusement ....
Je pense que tant qu'on aura pas notre propre serveur et un lock/kick de l'escouade je vais m'abstenir d'aller m'arracher les cheveux tous les soirs 3h.
Une partie de temps à autre avec tout le monde oui mais pas 3h à m'agacer
07 Juin 2019, 11:18
Pour le mode TC le gagnant est celui qui possède le plus de territoires ou qui amène les tickets de l'autre à 0. Donc en soit avoir 500 ticket mais ne possède que 10% de la Map ne veut pas dire que tu gagneras.
Je pense qu'il va falloir créée une escouade dédié à la protection de la zone bouclier, ne serait-ce qu'une petite pour faire tampon si on se prend un assaut
06 Juin 2019, 20:32
Je l'avais dit, la v14 est dispo !
06 Juin 2019, 20:17
Hey squaddies,

Bet you didn’t expect to see Alpha 14 so soon! We’ve been working hard to get patches out more quickly and the results are paying off. If you're in a hurry, check out the Video Patch Notes, or read on for the complete list of changes. There's even a handy comic by TheFalcon, one of our community partners!

Alpha 14 Changelog

Overhauled the Player Ragdoll System

The ragdoll system has been updated to improve the overall look when a soldier goes into the ragdoll state, such as when incapacitated or run over by a vehicle. Soldiers getting hit by vehicles should look more realistic, and there should be less twitching of corpses in most cases. However, as this is still a work in progress, there may still be an occasional visual glitch.

Upgraded Unreal Engine version to 4.21.2

This upgrade introduces a variety of hotfixes implemented to the version implemented in Alpha 13. A full list of engine fixes can be found here.

Game Modes
Added Territory Control Game Mode

This new game mode has two teams facing off to capture contiguous hex tiles across a map and will continue to evolve through the next few versions of Squad. Territory Control consists of a grid of hexagonal regions, which function like capture zones, anchored by a “key territory” hex for each team as the base of their grid. If a group of hexes is disconnected from this key territory, or the territory itself is contested, a team will need to recapture it before claiming any new territories. The status of a hex is hidden by the fog of war until a team controls an adjacent hex, cloaking enemy movements until conflict erupts.

This new game mode is in the early stages of development and will be evolving through the next few versions.

A few key rules for gameplay:
  1. A neutral hex requires one player to capture. A contested hex must be neutralized and captured by at least three players.
  2. An enemy hex takes 40 seconds to neutralized and a neutral hex takes 40 seconds to capture.
  3. Capturing a hex unlocks all adjacent (bordering) hex zones for capture.
  4. Bleed: For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%.
  5. When a team captures 95% of all hexes, that team instantly wins.
  6. Losing all tickets will cause a team to lose the round.

Invasion Mode Changes
  1. Defenders will win with a time-out even if they have fewer tickets than the Attackers. For the Attackers to win, they will need to either completely drain the Defenders tickets or fully capture all flags in the map.
  2. Tweaked starting tickets: 150 for attackers and 600/700/800 for defenders on corresponding 4/5/6 flag layouts

New Infantry Weapons

Added M3 MAAWS Carl Gustaf

The M3 MAAWS (or Multi-Role Anti-Armor Anti-Personnel Weapon System) is the American adoption of the 84mm Carl Gustaf recoilless rifle developed in Sweden shortly after World War 2. The M3 can fire a variety of different ammunition, making it a very diverse weapon system. The optic mounted on the weapon system can either be used to calculate drop in 100m increments or be directly zeroed to the desired range. The M3 can fire High Explosive Anti Tank, Heavy Tandem HEAT, and Smoke rounds. This has replaced the AT4 as the US Army Heavy Anti Tank weapon.

Added AK74 Bayonet

Russian Ground Forces will now receive the AK74 Bayonet, which replaces the older AKM bayonet model.

Infantry Gameplay
  1. Major overhaul of the M4 weapon series, updating it visually to modern art standards and details.
  2. Improving ladder sight mount on the M4 M203, making it easier to aim with the ladder sight and giving it more ranging options.
  3. Added a non-functioning cosmetic PEQ-15 laser module to all US Army primary weapons.
  4. Added deployable bipods to the US Army M110 marksman rifle and the British L129A1 sharpshooter rifle.
  5. Buffed British AT4 variant’s penetration capability to 600mm RHA, British are now using the ILAW High Penetration variant.
  6. Debuffed the US AT4’s penetration capability to 420mm RHA, assigned it as a secondary US Army LAT.
  7. Fixed zeroing text appearing incorrectly as 300m on the SA80 SUSATs (should be 100m)
  8. Tweaked the sight picture for the RPG29, making it easier to aim with.
  9. Fixed M72A7 LAW using incorrect ADS fire animation.
  10. Fixed some US Army Squad Leader roles not having tracers on their M4s.

New Vehicles

FV4034 Challenger 2 Main Battle Tank.

The FV4034 Challenger 2 is the main battle tank of the British Army and holds a crew of 4 (Driver, Gunner, Commander, and Loader). This tank sports a stabilized 120mm rifled main gun capable of firing armor-piercing SABOT rounds, High Explosive, and Smoke rounds. In addition to its main cannon, the tank also has a 7.62mm coaxial machine gun and smoke launchers for self-defense. The commander has access to a high-powered optical periscope featuring hunter-killer functionality with the gunner. The loader’s position has a Remote Weapon Station with a 7.62mm GPMG slewed to it, allowing for additional anti-personnel firepower should the need arise.

For a list of layers featuring the FV4034, see below.

BMP-1 Infantry Fighting Vehicle.

This Soviet-made IFV was developed in the 1960s and is now featured in Militia and Insurgent arsenals. This vehicle seats 3 crew (Driver, Gunner, and Commander) and can hold up to 8 passengers, plus 4 riding on top. Putting public transit to shame, this vehicle has a 73mm smoothbore cannon capable of firing projectiles similar to that of the SPG9 recoilless rifle. As such it has access to High Explosive Anti-Tank and Fragmentation rounds for its main gun, as well as a PKT coaxial machine gun. An additional Malyutka-P missile adds a slow, but devastating wire-guided option for enemy armor.

For a list of layers featuring the BMP-1, see below.

Vehicle Gameplay

  1. Added Loaders Cupola station to the T62 tank. This is a manually operated DsHK mounted onto an anti-aircraft style mount which allows for 360 traverse and high angle engagements and gives the T62 tank additional firepower by adding another station for the crew to go into.
  2. Updated T72B3’s commander cupola station artwork.
  3. Adjusted M2 Bradley, FV432, FV510, MTLB, T62, T72B3, and M1A2 Abrams front and rear wheel suspension to make it less likely to get stuck.
  4. Fixed physics collision shapes on some vehicles that caused them to get easily stuck on terrain or objects.
  5. Tweaked default physmat friction values which were way too high and therefore causing vehicles to get stuck more easily.
  6. Fixed T62 tank’s engine throttle being a bit inconsistent.
  7. Fixed MTLB Insurgent variant track collision location being in the wrong place.
  8. Added a range card to the Rocket Artillery Technical gunner HUD.
  9. Added bullet drop compensator to the reticle for the BTR80/BRDM2’s KPVT machine gun and MTLB 6MB/BTR82A’s 30mm 2A72 cannon.
  10. Fixed players that got shot off from gunner seat of the ZU23 AA Truck not being able to be revived.

Deployables Gameplay
  1. All emplacement weapons now retain their rotations when the player has exited them. This includes mortars as well.

User Interface
  1. Added a short introduction animation with voice-over upon joining a team.
  2. Added an end of round card showing team ticket scores that includes music and voice-over to smooth the transition going from the end of the game to the scoreboard.
  3. Added the first iteration of a voice command radial menu that allows players to give simple voice-over call-outs. At the moment, only American English is available but more voices will be added in later.
  4. Added a “Medic” voice command call button for when you’re incapacitated on the ground.
  5. Added a progress bar for when you are building deployables and repairing vehicles.
  6. Added a key help list for players in a vehicle to show the available keys and features that are in that particular vehicle seat.
  7. Added Game Mode help cards upon joining a server

New Map

Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks for any mechanized force. Keeping your supply lines open is also difficult given there not being much room to maneuver. Utilizing the varying elevation of the landscape and hidden forest roads will yield many advantages, but be aware that the enemy might also have the same idea.

Skorpo will feature AAS, RAAS, Invasion, Skirmish, and the brand new Territory Control game modes.

Map Updates
  1. Chora: gameplay improvements for vehicles, including widening the driving lanes and bridges, widening holes in walls, removing some frustrating obstacles, adding rock cover in open areas, and smoothing some of the roughest bumps in the terrain.
  2. Kokan: Updated foliage.
  3. Fixed collisions on several map objects and rocks to prevent exploits.
  4. Re-attached power lines on numerous maps.
  5. Fixed some buildings on Narva that changed color at distance; a few more still to fix.
  6. Fixed interiors on Sumari so objects have correct materials displayed]
  7. Added new RAAS layers to Kohat Toi (RAASv2 and RAASv3).
  8. Fixed Logar Insurgency v1 wrong location of INS main base flag.
  9. Fixed Logar Insurgency v1 Night having the wrong team for INS protection zone.
  10. Fixed Belaya AAS and Invasion layers RU vehicles at RU main to spawn flipped or upside down.
  11. Fixed Tallil Invasion v2 having East/West Khidir named incorrectly.
  12. Fixed Gorodok having a couple of floating metal beams on the train.]
  13. Fixed some shipping containers on Logar switching colors as you moved nearer or further away from them.
  14. Adjusted Belaya AASv1 tickets to 300/300 (from 250/250).
  15. Kamdesh Invasion v3 set defenders to 700 tickets.
  16. Kokan AAS_v1, AAS_v2 and RAAS_v1 updated tickets to 250/250.
  17. Logar AAS_v1 and RAAS_v1 updated tickets to 250/250.
  18. Mestia AAS_v1, AAS_v2 and RAAS_v1 set tickets to 250/250.
  19. Sumari AAS_v2, AAS_v3 and RAAS_v1 increased tickets 250/250.
  20. Tallil Outskirts RAAS_v3 set to 250/250 tickets.
  21. Added BMP1 to the following layers:
    1. AlBasrah_Invasion_v1
    2. AlBasrah_Invasion_v2
    3. AlBasrah_RAAS_v1
    4. Belaya_AAS_v3
    5. FoolsRoad_AAS_v4
    6. FoolsRoad_AAS_v5
    7. FoolsRoad_RAAS_v1
    8. Gorodok_Invasion_v2
    9. Jensens_Range_v1
    10. Jensens_Range_v2
    11. Jensens_Range_v3
    12. Mestia_RAAS_v1
    13. Kamdesh_Insurgency_v2
    14. Kamdesh_Invasion_v2
    15. Kohat_Insurgency_v1
    16. Kohat_Invasion_v1
    17. Kohat_Invasion_v2
    18. Skorpo_Invasion_v1
    19. Sumari_Insurgency_v1
    20. Tallil_Outskirts_AAS_v3
    21. Tallil_Outskirts_Invasion_v2
    22. Yehorivka_Invasion_v1
  22. Added FV4032 (Challenger) to the following layers:
    1. AlBasrah_Invasion_v2
    2. Belaya_AAS_v3
    3. Belaya_Invasion_v3
    4. FoolsRoad_AAS_v5
    5. Gorodok_AAS_v3
    6. Gorodok_RAAS_v2
    7. Jensens_Range_v1
    8. Kamdesh_Invasion_v2
    9. Kamdesh_RAAS_v2
    10. Narva_Invasion_v2
    11. Tallil_Outskirts_RAAS_v4
    12. Yehorivka_AAS_v3
    13. Yehorivka_Invasion_v3
Bug Fixes and Miscellaneous
  1. Fixed mortar, UGL grenades and rocket projectiles not dealing damage if the shooter was killed after launching the projectile.
  2. Optimized certain aspects of the vehicle code dealing with closed turrets.
  3. Optimized the way HUD UI is drawn and updated.
  4. Fixed Insurgent/Militia Vehicle Repair station mesh having an overlapped US/GB repair station mesh on it
  5. Fixed ambient smoke columns stopping emission of smoke randomly.
  6. Fixed C4 explosions not displaying when detonated on asphalt and gravel.
  7. Fixed a client crash when launching the Shooting Range.
Known Issues
  1. Tracks, Wheels, and other components are not destructible while on a local server running Jensen’s Range.
Offworld out.
05 Juin 2019, 19:25
Éléments nouveaux de cette v14 que j'ai déjà recensé qui ne sont pas dans la vidéo publiée par Palerm':

- Nouveau kit !!!! Le soldat non-armé, waaaaaaouuuuh ! Il n'a strictement rien ! Ni même bandages ! Le seul truc qu'il peut faire c'est clic droit pour lever les bras et faire signe qu'il se rend
- Nouveau fonctionnement pour les FOB : 1 homme + 1 logi obligatoire sont nécessaires pour poser une FOB (système inchangé pour les rally, toujours 1 homme pour poser le rally)
- Refonte visuel de la carte des maps
- Refonte visuel de la map de Kokan : moins gris, plus sable marron et non jaune, un plus boisée
- Changement de kit impossible dans le logi vs possible dans la v13 (je crois !)
- Animation vocal en début de partie quand on rejoint un camp: annonce du mode de jeux et de ce qu'il faut faire brièvement
- Descriptif du mode de jeux sur l'écran de sélection du camp qui explique quoi faire
- Animation visuelle et vocal de fin de partie : affichage sur tous l'écran de quel camp a gagné et si c'est une victoire écrasante ou pas

Pour info y a déjà eu 3 hotfix sur cette v14 (dont 1 de 800 Mo) donc on peut pré-sentir une v14 bientôt ("3 weeks" ? LOL) car les grosses nouveautés sont implémentés (nouveau mod, nouvelle carte, nouveaux véhicules)
03 Juin 2019, 18:31
J'ai solutionné le problème en téléchargeant le mod (à la même version que le repo) depuis Armaholic et j'ai récupéré le fichier .pbo manquant
03 Juin 2019, 18:21
En téléchargement
03 Juin 2019, 17:09
Non je n'ai pas le fichier manquant du mod ace_compat_afrf
Je peux toujours les prendre hors repository BWF. On est bien calqué sur les versions à jours ?
03 Juin 2019, 12:26
J'ai relancé une synchro aujourd'hui et le soucis est toujours présent.
A3Sync ne voit qu'un fichier dans le dossier addons de "ace_compat_afrf" comparé à 2 pour les autres
02 Juin 2019, 21:45
Présent lundi 3
30 Mai 2019, 8:46
Il y a un soucis avec le mod "ace_compat_afrf", le launcher d'Arma me dit qu'il manque un fichier PBO ou EBO et que le mod est corrompu