GEPO's Warfare Server (Benny Edition) Rank #167 Player count 0/24. Arma 2: Private Military Company (Lite), arma 2, Arma 2: Operation Arrowhead Signatures. This favorite WARFARE-mission of many players was carefully moved from ArmA 2 to ArmA 3. Just as in the original scenario, players will have a large-scale battle for establishing control over key cities, building bases and supplying their cities to improve equipment and vehicles. The M1 Abrams is a family of Main Battle Tanks featured in ArmA: Cold War Assault, ArmA: Armed Assault and ArmA 2. 1 ArmA: Cold War Assault 1.1 Overview 1.2 Design 1.3 Protection 1.4 Armament 1.4.1 Cannon 120 mm 1.4.2 M2.50 1.5 Trivia 1.6 Gallery 2 ArmA: Armed Assault 2.1 Overview 2.2 Design 2.3 Protection 2.3.1 Hull 2.3.2 Engine 2.3.3 Treads 2.3.4 Turret 2.3.5 Gun barrel 2.4 Armament 2.4.1.
Useful links: Buy Arma 2: Operation Arrowhead online Buy Arma 2: Combined Operations online Download the demoDevelopers pages Arma 2 forums Community wiki Three years after the conflict in Chernarus, portrayed in the original Arma 2, a new flashpoint in the Green Sea region heats up and coalition forces led by the US Army are sent to Takistan to quickly restore peace and prevent further. ARMA: Armed Assault (stylized as A RM A; known as ARMA: Combat Operations in North America) is a tactical military first-and third-person shooter, released in 2006. ARMA is the spiritual successor to Operation Flashpoint: Cold War Crisis and features an overhauled game engine, with improved graphics, physics, multiplayer functionality, scripting capabilities, and new units and vehicles.
|ARMA: Armed Assault|
ARMA: Armed Assault (stylized as ARMA; known as ARMA: Combat Operations in North America) is a tactical militaryfirst- and third-person shooter, released in 2006.
ARMA is the spiritual successor to Operation Flashpoint: Cold War Crisis and features an overhauled game engine, with improved graphics, physics, multiplayer functionality, scripting capabilities, and new units and vehicles. An expansion pack titled ARMA: Queen's Gambit was released in 2007.
Because of legal issues between Bohemia Interactive and Codemasters (the original publishers of Operation Flashpoint), Codemasters owns the intellectual property to the name Operation Flashpoint. Since Bohemia Interactive severed its connection with Codemasters and no longer has the legal right to use the Operation Flashpoint name, Armed Assault is considered to be the direct descendant of Operation Flashpoint. ARMA 2 (previously referred to as 'Game 2') was released in June 2009. Codemasters has released a rival title to Bohemia Interactive using the name Operation Flashpoint: Dragon Rising, in which Bohemia Interactive has no participation.
The multiplayer aspect of the game features a 'Join in Progress' option, so that players can play without waiting. The number of people allowed in a multiplayer game is limited only by the server's capability. NPCs are also available in multiplayer missions, both as allies and enemies, while the mission editor allows users to script battle scenarios. A cooperative mode of gameplay is also included, allowing players online to complete the single player missions as a human player squad. The Armed Assault community also creates custom content such as new missions, campaigns, factions and weapons.
A new multiplayer mode that blends FPS and RTS elements was released as ArmA Warfare in the official update 1.14.ArmA Warfare contains team-based multiplayer missions with realtime strategy. Two sides fight for control of the entire map or destruction of the enemy base. Players must capture whole cities to gain resources that can be channeled into manufacturing even more weapons, units and cars.
The campaign in Armed Assault is narrated by Private First Class William Porter of the United States Army (voiced by Todd Kramer), and takes place on the fictional Atlantic island of Sahrani, an island nation which is divided in two, with the northern section a Communist nation called the Democratic Republic of Sahrani (DRS) and the southern one an oil-rich monarchy called the Kingdom of South Sahrani. The narrative begins when American forces, after a few months of training the South Sahrani military, begin to depart the island. Prime Minister Torez, leader of the DRS, uses this moment of perceived weakness to launch a full-scale invasion of South Sahrani. The player takes on the role of an American soldier in one of the U.S. Army platoons not yet rotated off the island before the conflict began. The few U.S. Army platoons remaining on the island aid the Royal Army Corps of Sahrani (RACS), the South Sahrani military, in fending off the more powerful northern neighbor's offensive, being spearheaded by the North Sahrani military, with the Sahrani Liberation Army (SLA) at the forefront. While the SLA offensive is successful at first, U.S. Army manages to halt the offensive and starts driving the occupying forces from the southern part of the island with plans to topple the regime on the north.
The campaign follows a linear storyline. However, each level in the campaign has options for the player on how to progress through the mission. The player's in-game performance and choices determine how the storyline progresses and ultimately will have a bearing on the war itself. For example, a mission to seize a crucial town can have a substantial effect on the story depending on the player's level of success or failure. Failure to successfully complete an objective does not result in the game ending but will affect the storyline. Hostile squads act independently of the player's actions so that they may be engaging in an activity dictated by the game A.I. that does not necessarily involve the player. This implies that the game has high replay value as no two games will be identical.
ARMA's expansion pack, ARMA: Queen's Gambit (also known as Royal Flush in the USA), was released on September 28, 2007 and contained a followup to the original storyline and added a second event afterward.
ARMA received average reception on its release, praised for the unique believability of its action but criticized for its difficulty, complexity, and bugs. IGN said 'ArmA's adherence to realism and accuracy in terms of weapons and world design is highly commendable and hopefully will inspire other developers in similar directions.' GameDaily praised its 'spectacular graphics' and its multiplayer, but criticized its bugs and 'complicated menu system'. Computer Games Online said 'It’s hard...to believe that they actually thought that such an unpolished game would enjoy any kind of success.'
The game has sold 300,000 units as of 28 February 2008. By 2010, sales has surpassed 400,000 copies.
The sequel, ARMA 2, is a standalone military simulation video game for Microsoft Windows that was released in June 2009 using the Real Virtuality game engine. A well known mod DayZ was released on this title, it requires the standalone expansion pack game titled ARMA 2: Operation Arrowhead.
- ^Bohemia Wiki: Is ArmA the sequel to OFP? What is Game 2?Archived 2008-04-04 at the Wayback Machine
- ^BI Studio – Open LetterArchived April 12, 2008, at the Wayback Machine
- ^ArmA WarfareArchived 2008-06-20 at the Wayback Machine
- ^ArmA: Queen's GambitArchived 2008-07-28 at the Wayback Machine
- ^Neigher, Eric (2007-05-21). 'ArmA: Combat Operations Review for PC'. 1UP.com. Archived from the original on 2010-01-05. Retrieved 2011-11-13.
- ^Leach, Gracie (2010-10-03). 'ArmA: Combat Operations – Overview'. Allgame. Archived from the original on 2010-02-12. Retrieved 2011-11-13.
- ^'PC Review: Armed Assault Review'. ComputerAndVideoGames.com. 2007-02-14. Archived from the original on 2010-11-15. Retrieved 2011-11-13.
- ^ ab'ArmA: Combat Operations for PC'. Metacritic.com. Archived from the original on 2010-02-18. Retrieved 2011-11-13.
- ^Clare, Oliver (2007-02-15). 'Armed Assault'. EuroGamer. Archived from the original on 2011-09-07. Retrieved 2011-11-13.
- ^Archived April 13, 2009, at the Wayback Machine
- ^ ab'ArmA: Combat Operations for PC'. GameRankings. 2007-05-04. Archived from the original on 2011-11-05. Retrieved 2011-11-13.
- ^Archived April 12, 2009, at the Wayback Machine
- ^'GameSpy: ArmA: Combat Operations – Page 1'. Pc.gamespy.com. Archived from the original on 2011-10-28. Retrieved 2011-11-13.
- ^'ArmA: Combat Operations – PC'. Pc.ign.com. Archived from the original on 2011-08-25. Retrieved 2011-11-13.
- ^'ArmA: Combat Operations, ArmA: Combat Operations PC Reviews'. GamesRadar. 2007-05-08. Archived from the original on 2011-06-16. Retrieved 2011-11-13.
- ^ArmA: Combat Operations on PC Reviews – GameDailyArchived 2008-10-19 at the Wayback Machine
- ^ArmA: Armed Assault PC Review ¦ ArmA: Armed Assault ¦ Review » ComputerGames.roArchived 2012-02-15 at the Wayback Machine
- ^'ArmA 2 - exkluzivní dojmy'. Games.cz. Archived from the original on 11 January 2016. Retrieved 5 April 2015.
- ^'ARMA II Operation Arrowhead'. Gamesindustry.biz (Press release). June 25, 2010. Archived from the original on October 8, 2017.
- Official website via Internet Archive
These parameters can be configured by creating a new shortcut on your desktop and then adding the appropriate option in the target line.
For Steam version:
- Choose the game shortcut in Library
- Right click on the game
- Select properties
- Hit 'Set launch options'
- 'C:arma2arma2.exe' -nosplash -mod=test;xtest;c:arma2test2
- 1Available parameters
- 2Closer Description
- 2.1Path info
|-window||Displays Arma windowed instead of full screen. Screen resolution / window size are set in arma2.cfg.|
Game Loading Speedup
|-nosplash||Disables splash screens.|
|-world=<string>||Select a world loaded by default. Example: -world=Utes.|
For faster game loading (no default world loaded and world intro in the main menu, only at game start, disabled): -world=empty.
|-skipIntro||Since OA 1.55 - Disables world intros in the main menu permanently.|
|-maxMem=<number>||Defines memory allocation limit to number (in MegaBytes). |
256 is hard-coded minimum (anything lower falls backs to 256). 2047 is hard-coded maximum (anything higher falls back to 2047).
Engine uses automatic values (512-1536 MB) w/o maxMem parameter.
yet FileCache was always excluded from the virtual address limit, see our developers blog: http://www.bistudio.com/index.php/company/developers-blog/85-breaking-the-32-bit-barrier
|-maxVRAM=<number>||Defines Video Memory allocation limit to number (in MegaBytes). Use to resolve e.g. Windows problem: http://support.microsoft.com/kb/2026022/en-us?p=1|
128 is hard-coded minimum (anything lower falls backs to 128). 2047 is soft-coded maximum , any value over 2GB might result into unforseen consequences!
|-winxp||Forces the game to use Direct3D version 9 only, not the extended Vista / Win7 Direct3D 9Ex http://msdn.microsoft.com/en-us/library/windows/desktop/ee890072(v=vs.85).aspx|
- the most visible feature the Direct3D 9Ex version offers is a lot faster alt-tabing. May help with problems using older drivers on multi-GPU systems.
|-noCB||Turns off multicore use. It slows down rendering but may resolve visual glitches.|
|-cpuCount=<number>||Change to a number less or equal than numbers of available cores. This will override auto detection (which equate to native cores). Details below.|
|-exThreads=<number>||Change to a number 0,1,3,5,7. This will override auto detection (which use 3 for dualcore and 7 for quadcore). Details below.|
|-malloc=<string>||Since OA 1.60 - Set the particular allocator to be used. Significantly affects both performance and stability of the game. More details. !!! DOES NOT WORK ON BE SERVERS!!!|
|-noLogs||Since A3 0.76 and A2: OA 1.63 - More details here.|
Be aware this means none errors saved to RPT file (report log). Yet in case of crash the fault address block info is saved.
|-profiles=<path>||Location of user-profile folder. Details: -profiles.|
|-noPause||Allow the game running even when its window does not have focus (i.e. running in the background)|
|-showScriptErrors||Introduced to show errors in scripts on-screen.|
|-noFilePatching||Ensures that only PBOs are loaded and NO unpacked data. For more info see CMA:DevelopmentSetup.|
|-init=<command>||Run scripting command once in the main menu. For example to start a certain SP mission of choice automatically. Example: -init=playMission[','M04Saboteur.Sara']. See also playMission. The Mission has to reside in the 'arma2Missions' folder, NOT the user directory.|
|'<path>mission.sqm'||Load a mission directly in the editor. Example: 'c:arma2usersmyUsermissionsmyMission.intromission.sqm'|
|'<path>mission.biedi'||Load a mission directly in the 3D editor. Example: 'c:arma2usersmyUsermissionsnextMission.intromission.biedi'|
|-autotest||Loads automatically a series of defined missions and on error writes to a log file. See below for details.|
|-beta=<string>||Loads the specified beta sub-folders. Separated by semi-colons. Absolute path and multiple stacked folders are possible.|
In Linux multiple folders arguments need the following separation syntax: -mod=betamod1;betamod2;betamod3
This allows use of beta build w/o disabling in-game mod/extension management (in UI menu).
|-checkSignatures||Introduced to provide thorough test of all signatures of all loaded banks at the start game. Output is in .rpt file.|
|-buldozer||Starts Buldozer mode.|
|-noLand||Starts with no world loaded. (Used for Buldozer)|
|-noSound||Disables sound output.|
|-donothing||Engine closes immediately after detecting this option.|
|/secuexp||Starts securom support for troubleshooting.|
|-mod=<string>||Loads the specified sub-folders for different mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible.|
In Linux multiple folders arguments need the following separation syntax: -mod=mod1;mod2;mod3
This setting always auto-disable in-game mod/extension management (in UI menu).
- Complex example
- 'test' is located in the arma2 installation folder ('Arma 2test') (relative path)
- 'xtest' is in the installation folder ('ArmA 2xtest') (relative path; subfolder)
- 'c:arma2test2' is in 'c:arma2test2' (absolute path)
'Relative path' starts from, or is rooted at, the directory from where the arma2 executable has been started, and is not always the same where the executable is, like in betas. Usually this is the same as the installation path and the same of what's written in Windows registry. But if you copy or symlink the necessary file and folders, you may have different roots. It's useful when have more dedicated server.
Client Network Options
|-connect=<ip>||Server IP to connect to.|
|-port=<number>||Server port to connect to.|
|-password=<string>||Server password to connect to.|
|-host||Start a non-dedicated multiplayer host.|
|-server||Start a dedicated server. Not needed for the dedicated server exe.|
|-port=<number>||Port to have dedicated server listen on.|
|-pid=<filename>||File to write the server's PID (process ID) to. The file is removed automatically when the exe is stopped. Only works for dedicated servers.|
|-ranking=<filename>||Generates a ranking file. See below for details.|
|-netlog||Enables multiplayer network traffic logging. For more details see server configuration.|
|-cfg=<filename>||Selects the Server Basic Config file. Config file for server specific settings like network performance tuning.|
|-config=<filename>||Selects the Server Config File. Config file for server specific settings like admin password and mission selection.|
|-BEpath=<path>||If you are running BattlEye this allows you to specify a separate path for the BattlEye auto updates - this is required if you are running multiple dedicated servers.|
|-ip=<nnn.nnn.nnn.nnn>||Command to enable support for Multihome servers. Allows server process to use defined available IP address. (b1.57.76934)|
|-par=<filename>||Command to read startup parameters from a file. For more details see Startup parameters config file|
|-download||Use unknown. (Possibly set auto download of missing Mod pbo's from server.)|
|-generateShaders||Use unknown. (Possibly for use with Buldozer)|
|-disableProgramDrawing||Use unknown. (Possibly for use with Buldozer)|
|-useProgramDrawing||Use unknown. (Possibly for use with Buldozer)|
|-benchmark||Intended for automated benchmarking, but was never finished and is not working.|
|-noTexHeaders||Use unknown. (does seem to prevent error messages like 'Failed to load TextureHeaderManager from file 'caprovinggrounds_pmctexheaders.bin' - failed to open the file.' on linux dedicated server)|
There are a few basics to keep in mind when defining path as part of a parameter.
When your path contains spaces, you need to enclose it with quotes, like:
- '-profiles=c:arma 2profiles'
Relative vs Absolute
You can define most, if not all path in both ways.
The relative path is normally based on the game main folder, where the exe resides in. Using beta patches does NOT change this!However when you use -profiles, some commands use this path defined there as base.
The option -config allows you to specify a specific server.cfg file.
-profiles is a startup option allowing you to choose an alternate location for the user profile files, such as downloaded missions and .cfg files.
The windows user account would need permissions to write to the folder of choice.
- An example might be like this
- 'C:arma2Arma2.exe' -profiles=C:arma2Profiles
- 'C:arma2Arma2.exe' -profiles=Profiles
would store all your profiles/configs/downloaded content into your ROOT ArmA folder under the folder name 'Profiles'
See Full List On Armedassault.fandom.com
-ranking is a startup option allowing you to output ranking info or othewise know as player stats.
The windows user account would need permissions to write to the folder of choice.
- An example might be like this
- 'C:arma2Arma2.exe' -ranking=C:arma2ranking.log
-nosplash is a startup option that allows you to bypass the splash screens on startup of Arma2.
Note: Real speed-up gained with this is likely to be negligible with Arma2, as the loading screens are handled in parallel with the game data being loaded, and the loading itself takes quite long thanks to the amount of data needed.
-cpuCount= is option which allows define number of CPUs/cores available.
The best way to simulate dual core on quad core is to use -cpuCount=2 when you run the game and then change the affinity to 2 cores to make sure additional cores can never be used when some over-scheduling happens. It might be also possible to set the affinity in the OS before you launch the process, that would work as well.
-exThreads= is option to define extra threads.
All file operations go through a dedicated thread. This offloads some processing from the main thread, however it adds some overhead at the same time. The reason why threaded file ops were implemented was to serve as a basement for other threads ops. When multiple threads are running at the same time, OS is scheduling them on different cores. Geometry and Texture loading (both done by the same thread) are scheduled on different cores outside the main rendering loop at the same time with the main rendering loop.
Arma 2 Warfare Benny Edition Wiki Dungeons And Dragons
|Number||Geometry loading||Texture loading||File operations|
The parameter can be used to automatically run a series of test missions. For example FPS measurement or scripting validation.
- The game runs in special mode. It runs all missions from the given list.
- If any mission fails (ends with other than END1), it is logged into the rpt file (search: <autotest).
- In case of any fail, the game also returns an errorlevel to DOS. This can be used to issue an notification by a secondary application.
- Launch arma with
The autotest.cfg looks like:
Arma 2 Warfare Benny Edition Wiki Free
If possible use simple worlds, like Desert, to keep the loading times short. The loading screen command might be useful as well to speed up task that need no rendering.
Arma 2 Warfare Benny Edition Wiki Fandom
Tag: Commandline; Command-line