Close Assault is a company level, team vs. team Armed Assault game mode for up to 32 players. Close Assault aims to combine the realistic combat density and engagements of a solid tactical wargame (such as Close Combat) with the immersion and first person interaction of a war simulator (Armed Assault).
- Squad Command: Players each command a squad or vehicle crew of AI teammates as they try to capture all of the sectors in a map from the enemy or eliminate them entirely. With each player controlling a squad, a 4v4 game is roughly a platoon level engagement, while a 16v16 game is company level.
- Sector Control: Sectors may only be captured after controlling a neighboring sector, concentrating battles along a front line. Most battles take place in mission areas of about 2-4 square kilometers.
- Realistic Force Pool: Players choose units from a limited pool of forces; when units are lost, they cannot be replaced. Platoons arrive at different times during the battle, granting players an increased variety of equipment as the game progresses.
- Teamswitch & Group Respawn: To improve squad combat while commanding AI, players may switch first person control between team members at will, and respawn into them when killed.
- Combined Arms Combat: Over a dozen unique unit types expand the possibilities in combined arms combat. Units include: combat engineer squads which can deploy mines and fortifications, airborne infantry squads that let the player fly a helicopter into combat and then fight as the infantry, and self propelled mortars with manually controlled aiming.
- Designed for Editing: Flexible Scenario and Unit data files allow easy creation of new scenarios without editing game code, as well as integration of popular Arma mods. However, no addons are required to play the basic game.
I have been working on Close Assault for about a year and a half, with various incarnations dating back to my early Operation Flashpoint missions. My dream since owning my original copy of Operation Flashpoint was to have a large scale multiplayer war, with combined arms forces locked in a vicious engagement. With the improvements in network speed, computing power, and game engine features (like Join in Progress) since 2001, my original dream has almost become reality.
The first public version of Close Assault will be version 0.4, which will incorporate all of the features displayed in the following preview, and not require any addons. Future versions will support AI 'bots' controlling their own squads, a command system for players to control subordinate squads and platoons, a support system for calling in artillery, airstrikes, and reinforcements (limited to officers), and expanded unit options such as engineers, artillery batteries, self propelled artillery, and parachute-dropped special forces. Look for v0.4 to be released in May 2009. Development for Arma 2 will be pursued once a stable version has been released for Arma 1.
I have hosted CA on the dev-heaven website to help streamline development, and hopefully make it easier to collaborate with other developers. Until now, Close Assault has been a one-man operation, making it hard to share code or resources with others. Thanks to Dev Heaven for hosting the project and helping me get set up!
Here is a 36 image preview of upcoming version 0.4 that I have posted to Flickr. I have narrated the action of a 30 minute engagement to demonstrate Close Assault's features and game flow in a small 4v4 map.
- Fixed: OAC RES installer only requires OFP/GOTY.
- Fixed: Community campaign also visible as PBO.
- Minor fixed.
Check the OAC Roadmap for details.
Here you will find the details how to get anon read only access for git and SVN,
for both project managers and anon users.
Check the BIF thread for more details.
Foremost the release of OAC CWC and Resistance campaign conversion,
as well as zillion more replacement configs are the highlights.
WACO has a new name: Warface.
- I like it ;-)
- To indicate that I will only develop the ACE branch of this mission from now on. Playing ArmA without ACE just isn't half the fun!
Also, there is a cool new logo:
You find now a total of 71 replacement addons in the repository.
See the readme for download links.
The replacement have be split to single unit replacement to allow
customized sets to your liking.
Pack the folder to pbo for a replacement to be active and have the
respective base addon loaded as well. The second part of the replacement
file contains the filename of the base addon.
See commit:7c65520854c102c223a97022d0940bfc531e57aa for the list of new replacements.
There is a wiki section that lists various tools to aid in our tasks.
Please feel free to make suggestions for additions, tips and tricks,
or feedback on usability for the included programs.
I just uploaded a new version of my mission WACO to the Files section. As requested, I added the ACE head bug fix. You can use it by using the radio alpha trigger (0-0-1). Then, I think I solved the elusive problem of disappearing AI squad leaders, and their teams becoming unresponsive. I also made some changes to the GUI that will make it easier to see how many camps you own in a town, and when you are able to capture the town (the town marker becomes yellow). Finally, some small fixes and balance tweaks.
Here is the full changelog:
- (ALL) Town supply value marker extended with number of camps
captured. Also, the marker turns yellow if your side has enough
camps to capture the town.
- (ALL) Prevented factory icons to be drawn when camp capture bar is
up. This should reduce the flashing of the camp capture bar.
- (ACE) T72A and M60A3 prices changed to 3500.
- (ACE) Added ACE head bug fix (use radio alpha).
- (ALL) AI leader respawning re-worked (again). Should prevent teams
from breaking when leaders went unconscious (ACE). Leader respawn
as team member enabled again, should increase AI efficiency.
- (ALL) AICOMBATFORMATIONRANGE constant added. Default set to 500.
- (ACE) Fix: Rucksacks in player's second weapon position were being
counted as field radios.
- (ALL) AI leaders could be unable to move when switched back from
independent air team type.
DH now features a new state called duplicate for future use.
Related issues - duplicate ID has to set separately.
Mostly fixes for the .yas files (both creation and import)
.yas files allow people to put "their server list" online and then import them via file association.
In order for it to work you need to launch the tool with administrator rights and click the "associate .yas files" button in settings.
(You could also simply add file association in windows manually)
After that you'll be able to doubleclick .yas files and the tool will open an import window for easy server imports.
.yas files can be linked to online, and opening the files in your browser should open the import window.
However, internally the files are xml so webservers will need to handle the mime type or else the files will simply open in your browser as text.
This behaviour can be worked around client side by clicking save as and running the downloaded file.
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