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> ANWM Releases, Armed Assault Naval Warfare Mod
Calm Terror
post Apr 3 2009, 02:41
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Arma Naval Warfare Mod

ANWM



Mod Info:
Myself and Conor1994 have been working a ship pack for Arma for some time now. We both have been working inside PRACS and still are but there is some stuff we have been working on personally. There are many ships and add-ons within this pack but the first will most likely be the smaller ships then moving onto the larger ships. I can almost guarantee that this mod will be the first to expand on the limits of the Arma engine in many ways most notable expanding on the number of turrets on one single add-on and the VLS abilities of the engine.

Note:
This is a WIP, give constructive criticism if you want but remember it's not done yet.
If anybody feels like he could give a hand on this (especially in texturing and advanced scripting) feel free to post or PM one of us.


Contact:
Feel free to PM me or contact Conor1994 at Conorbrown1@Btinternet.com (MSN). There are no mod leaders or anything we just work in conjunction with each other.

Help needed anyone experienced in the Visitor tool is desperately needed. If interested please contact us.

P.S I’m pretty crap at PR

Screenshots:
- Meko A100:











REQUIRED


UPDATED V2

Weapons PBO http://www.filefactory.com/file/agbf4bf/n/ANWM_Weapons_rar

Addons:

Ships:

Meko A100 Corvette – Beta - http://www.filefactory.com/file/afh26d7/n/ANWM_Meko_A100_rar
Meko 200 Frigate - Alpha - http://www.filefactory.com/file/afh26ga/n/ANWM_Meko_200_rar
Osa I & II Missiles boats Alpha - http://www.filefactory.com/file/af89hg4/n/anwm_osa_7z
Meko 360 Destroyer - 60%
Vittorio Veneto Class Helicopter Crusier - 50%
San Marco Class LPH - 80%
F100 Frigate - 40%
Ticonderoga class cruiser - 10%
Arleigh Burke class destroyer - 10%
Sprunce class Destroyer - 40%
Wasp class LPH - 30%
Type 42 RSN - Alpha - http://www.filefactory.com/file/agbf4bd/n/ANWM_Type42_rar
Type 42 UK - 90%
Type 45 - 30%
AFPV - Alpha - http://www.filefactory.com/file/agbf37h/n/ANWM_AFPV_rar

Plus many more..

Aircraft:

Jaguar
Buckanner

Maps:

Oceanic Map - Alpha - http://www.filefactory.com/file/agbf381/n/ANWM_Oceanic_rar
thanks

Credits:

ANWM Team
- Conor1994
- Calm Terror

NZDF Team
- NZDF Crash

PRACS Team
- WLD427
- Blue Flight

Big thanks to CBFASI for the Type 42 model thanks!

Special Thanks to Southy

This post has been edited by Calm Terror: Apr 17 2009, 14:10
 
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hispeed
post Apr 11 2009, 06:42
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Hi there,

This is a great effort.

Sent you a pm.

This post has been edited by hispeed: Apr 11 2009, 16:05
 
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Gnat
post Apr 15 2009, 12:58
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Hi Calm,
Nice work mate.
On the Island thing, I was going to release Water World (designed for Navy operations) to you, but recently discovered a serious problem for both of us.

It seems all binarized user made islands/terrain will not allow AI to move in large ships/subs etc. !! __furious.gif
Assigning waypoints to ships and subs on User made island does nothing at all.

Hopefully you can prove me wrong. If your ships or your islands allow AI movement, then I could maybe work out what the bug is.

Until the source of the problem is found (the BinPBO program? ), we are stuck with either;
1) Just using BIS islands for naval operations
2) Using un-binarized maps/terrain, which doesn't perform too well in MP

This post has been edited by Gnat: Apr 15 2009, 13:00


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D@V£
post Apr 15 2009, 16:50
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Surely if it's an entirely water map you could make it 2*2 and set the grid size insanely high? Would negate any real performance issues...

You can do that right? I remeber a map for OFP which was 1024*1024 and had the grid insanely small, cue mad detail mode! ohnoo.gif


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Calm Terror
post Apr 17 2009, 14:04
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Gnat yeah I noticed that on the BIS Porto map the AI ships would not move I do know the AI likes shallower water I am not sure what the depth is but on Sahrani map the AI will always move toward the shallow water follow it will it gets nearly the waypoint then cut out into the deep water to reach the point then cut right back into shallow water to move tot he next deep water waypoint.
also a few updated see first post for links

but an RSN Type-42 and an RSN AFPV
as well as a new weapons pbo do to an error with the Osa not having any weapons...
 
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Gnat
post Apr 20 2009, 14:35
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Hey Calm,
Per my PM in the other forums, interested to know why torpedoes "miss" the latest released.
The MEKO's are OK.

Cheers,
Gnat


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Calm Terror
post Apr 22 2009, 00:46
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oh I know why there is no "aim" memory point. the zamerny memory point to be exact..
it was just an oversite that I missed.and conor didn't know about.
 
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Gnat
post Apr 22 2009, 13:45
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Arh ... yes. That will cause a problem smile.gif


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Calm Terror
post Apr 26 2009, 02:35
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and a little sneak peak or two wink.gif

 
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bulkington80
post Apr 30 2009, 19:25
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is it hard to make those multiple turrets working?


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Linker Split
post Apr 30 2009, 19:34
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literally the BIG BOSS of OFP
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QUOTE(bulkington80 @ Apr 30 2009, 20:25) *
is it hard to make those multiple turrets working?

nope, you only have to define them in model.cfg and then in config.cpp.
If you make one, then the others will come one after another


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Calm Terror
post May 2 2009, 22:01
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multiworking turrets is easy only thing you can't do is make more then 1 missile turret the AI needs to see the IR/Radar thingie in order to fire missiles.
I think I can get 2 missiles turrets is I make a commander turret and then a gunner turret I haven't tried that just yet though.
 
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