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    1. Sup everyone,

      So I've noticed our Arma servers don't get much use. I think the stuff we host just isn't interesting enough for people to want to play. i've been trying to figure out the best way for us to transform these servers into something people use, so I've checked out a few other popular servers and noticed a few things. 

      There is a server running annex/invade but they have it set up so good that the people that play there are basically like the folks that play PR here. That server lets players know once they're in the game what to do by going to these different stations, which finally places you into a squad where you wait to be picked up. They have static pilots, everyone is geared properly, missions are executed with precision, I love it! You get shuttled into the fight join up with your squad and do the mission. After mission everyone extracts to the same bird, returns to base, debrief, etc... And then get ready to go again. it'really freaking cool! But it can be a little slow at times waiting on people to get ready.  

      I'd love to get our own VG custom A3 server that is all our own development, gfx, in-game stuff, etc.. However, I do not know anything about making custom A3 maps, but I'd be willing to do whatever I could to help make it happen and contribute where I can. I'm fairly savvy, if someone taught me "imma fast learner".  

      Is there anyone else that has thought about this other than me? Do we have anyone at VG with the skills and knowledge enough to make something like this happen? 

      If you want to get together and think this through let's do it! Post up your thoughts and ideas, experience, etc.. let's see if we can do this for at least one of the servers. 

      Think about it! 

      Blud

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      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 55
      AIStrategicArea.setOrderPosition Infantry 88.0145/35/-254.01
      AIStrategicArea.setOrderPosition Vehicle 80.0101/35/-254.014
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 56
      AIStrategicArea.setOrderPosition Infantry 258.014/35/-254.037
      AIStrategicArea.setOrderPosition Vehicle 249.962/35/-254.022
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 57
      AIStrategicArea.setOrderPosition Infantry 428.018/35/-254.004
      AIStrategicArea.setOrderPosition Vehicle 420.001/35/-254.024
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 58
      AIStrategicArea.setOrderPosition Infantry 598.026/35/-253.99
      AIStrategicArea.setOrderPosition Vehicle 590.003/35/-254.022
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 59
      AIStrategicArea.setOrderPosition Infantry 768.021/35/-254.011
      AIStrategicArea.setOrderPosition Vehicle 760.019/35/-254.016
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 6
      AIStrategicArea.setOrderPosition Infantry -80.5629/35/-936.821
      AIStrategicArea.setOrderPosition Vehicle -85.8587/35/-938.901
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 60
      AIStrategicArea.setOrderPosition Infantry 938.018/35/-254.021
      AIStrategicArea.setOrderPosition Vehicle 930.045/35/-254.048
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 61
      AIStrategicArea.setOrderPosition Infantry -929.993/35/-83.9982
      AIStrategicArea.setOrderPosition Vehicle -937.998/35/-84.0037
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 62
      AIStrategicArea.setOrderPosition Infantry -759.963/35/-84.0248
      AIStrategicArea.setOrderPosition Vehicle -767.971/35/-84.0168
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 63
      AIStrategicArea.setOrderPosition Infantry -589.994/35/-84.0317
      AIStrategicArea.setOrderPosition Vehicle -598.006/35/-84.0103
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 64
      AIStrategicArea.setOrderPosition Infantry -419.986/35/-84.0042
      AIStrategicArea.setOrderPosition Vehicle -427.994/35/-84.0021
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 65
      AIStrategicArea.setOrderPosition Infantry -249.986/35/-84.0069
      AIStrategicArea.setOrderPosition Vehicle -257.99/35/-84.0051
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 66
      AIStrategicArea.setOrderPosition Infantry -81.9915/35/-83.9739
      AIStrategicArea.setOrderPosition Vehicle -90.0094/35/-84.0193
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 67
      AIStrategicArea.setOrderPosition Infantry 88.0079/35/-84.0001
      AIStrategicArea.setOrderPosition Vehicle 80.0177/35/-84.0056
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 68
      AIStrategicArea.setOrderPosition Infantry 258.009/35/-83.9991
      AIStrategicArea.setOrderPosition Vehicle 249.985/35/-83.9967
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 69
      AIStrategicArea.setOrderPosition Infantry 428.038/35/-84.0072
      AIStrategicArea.setOrderPosition Vehicle 420.047/35/-84.0204
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 7
      AIStrategicArea.setOrderPosition Infantry 86.1765/35/-934.045
      AIStrategicArea.setOrderPosition Vehicle 82.0851/35/-933.918
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 70
      AIStrategicArea.setOrderPosition Infantry 598.032/35/-83.9974
      AIStrategicArea.setOrderPosition Vehicle 590.017/35/-84.0228
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 71
      AIStrategicArea.setOrderPosition Infantry 768.032/35/-84.0175
      AIStrategicArea.setOrderPosition Vehicle 760.036/35/-84.0299
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 72
      AIStrategicArea.setOrderPosition Infantry 938.03/35/-84.0281
      AIStrategicArea.setOrderPosition Vehicle 930.039/35/-83.9782
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 73
      AIStrategicArea.setOrderPosition Infantry -929.964/35/85.974
      AIStrategicArea.setOrderPosition Vehicle -937.981/35/85.9904
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 74
      AIStrategicArea.setOrderPosition Infantry -760.007/35/85.9852
      AIStrategicArea.setOrderPosition Vehicle -767.998/35/85.9884
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 75
      AIStrategicArea.setOrderPosition Infantry -590.049/35/85.9741
      AIStrategicArea.setOrderPosition Vehicle -597.969/35/85.9409
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 76
      AIStrategicArea.setOrderPosition Infantry -419.988/35/85.9615
      AIStrategicArea.setOrderPosition Vehicle -427.983/35/86.0072
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 77
      AIStrategicArea.setOrderPosition Infantry -251.98/35/85.9941
      AIStrategicArea.setOrderPosition Vehicle -260.014/35/85.9596
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 78
      AIStrategicArea.setOrderPosition Infantry -81.9713/35/85.9808
      AIStrategicArea.setOrderPosition Vehicle -89.9855/35/85.9985
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 79
      AIStrategicArea.setOrderPosition Infantry 88.0331/35/86.0081
      AIStrategicArea.setOrderPosition Vehicle 80.0197/35/85.9966
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 8
      AIStrategicArea.setOrderPosition Infantry 256.126/35/-934.443
      AIStrategicArea.setOrderPosition Vehicle 253.225/35/-934.479
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 80
      AIStrategicArea.setOrderPosition Infantry 258.03/35/85.9695
      AIStrategicArea.setOrderPosition Vehicle 250.003/35/85.967
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 81
      AIStrategicArea.setOrderPosition Infantry 428.037/35/85.9886
      AIStrategicArea.setOrderPosition Vehicle 420.016/35/85.9839
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 82
      AIStrategicArea.setOrderPosition Infantry 598.063/35/85.9854
      AIStrategicArea.setOrderPosition Vehicle 589.981/35/86.0029
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 83
      AIStrategicArea.setOrderPosition Infantry 768.001/35/85.9817
      AIStrategicArea.setOrderPosition Vehicle 760.003/35/85.9844
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 84
      AIStrategicArea.setOrderPosition Infantry 937.998/35/85.9949
      AIStrategicArea.setOrderPosition Vehicle 929.996/35/86.016
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 85
      AIStrategicArea.setOrderPosition Infantry -929.936/35/255.961
      AIStrategicArea.setOrderPosition Vehicle -937.952/35/255.947
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 86
      AIStrategicArea.setOrderPosition Infantry -759.967/35/256.01
      AIStrategicArea.setOrderPosition Vehicle -767.986/35/255.949
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 87
      AIStrategicArea.setOrderPosition Infantry -590.014/35/256.028
      AIStrategicArea.setOrderPosition Vehicle -9.9989/0/-10.0051
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 88
      AIStrategicArea.setOrderPosition Infantry -421.96/35/255.988
      AIStrategicArea.setOrderPosition Vehicle -429.981/35/255.993
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 89
      AIStrategicArea.setOrderPosition Infantry -252.016/35/255.981
      AIStrategicArea.setOrderPosition Vehicle -260.045/35/256.014
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 9
      AIStrategicArea.setOrderPosition Infantry 429.758/35/-936.22
      AIStrategicArea.setOrderPosition Vehicle 421.075/35/-934.749
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 90
      AIStrategicArea.setOrderPosition Infantry -81.9817/35/255.995
      AIStrategicArea.setOrderPosition Vehicle -89.9777/35/255.971
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 91
      AIStrategicArea.setOrderPosition Infantry 88.052/35/255.968
      AIStrategicArea.setOrderPosition Vehicle 80.0042/35/255.991
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 92
      AIStrategicArea.setOrderPosition Infantry 258.027/35/255.98
      AIStrategicArea.setOrderPosition Vehicle 249.99/35/255.965
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 93
      AIStrategicArea.setOrderPosition Infantry 428.045/35/255.993
      AIStrategicArea.setOrderPosition Vehicle 420.032/35/255.949
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 94
      AIStrategicArea.setOrderPosition Infantry 597.982/35/255.971
      AIStrategicArea.setOrderPosition Vehicle 590.048/35/255.973
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 95
      AIStrategicArea.setOrderPosition Infantry 768.018/35/255.999
      AIStrategicArea.setOrderPosition Vehicle 760.027/35/255.994
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 96
      AIStrategicArea.setOrderPosition Infantry 938.021/35/256.021
      AIStrategicArea.setOrderPosition Vehicle 930.019/35/255.979
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 97
      AIStrategicArea.setOrderPosition Infantry -929.984/35/425.988
      AIStrategicArea.setOrderPosition Vehicle -937.992/35/425.978
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 98
      AIStrategicArea.setOrderPosition Infantry -759.952/35/426.002
      AIStrategicArea.setOrderPosition Vehicle -767.967/35/425.976
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 99
      AIStrategicArea.setOrderPosition Infantry -591.973/35/425.975
      AIStrategicArea.setOrderPosition Vehicle -600/35/425.992
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      rem *** Create strategic areas ***
      aiStrategicArea.create 1 -1014/-1014 -934/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 10 514/-1014 594/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 100 -506/346 -426/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 101 -336/346 -256/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 102 -166/346 -86/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 103 4/346 84/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 104 174/346 254/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 105 344/346 424/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 106 514/346 594/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 107 684/346 764/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 108 854/346 934/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 109 -1014/516 -934/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 11 684/-1014 764/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 110 -844/516 -764/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 111 -674/516 -594/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 112 -504/516 -424/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 113 -334/516 -254/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 114 -166/516 -86/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 115 4/516 84/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 116 174/516 254/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 117 344/516 424/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 118 514/516 594/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 119 684/516 764/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 12 854/-1014 934/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 120 854/516 934/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 121 -1014/686 -934/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 122 -844/686 -764/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 123 -674/686 -594/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 124 -504/686 -424/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 125 -336/686 -256/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 126 -166/686 -86/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 127 4/686 84/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 128 174/686 254/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 129 344/686 424/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 13 -1014/-844 -934/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 130 514/686 594/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 131 684/686 764/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 132 854/686 934/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 133 -1014/856 -934/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 134 -844/856 -764/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 135 -674/856 -594/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 136 -504/856 -424/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 137 -334/856 -254/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 138 -166/856 -86/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 139 4/856 84/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 14 -844/-844 -764/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 140 174/856 254/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 141 344.01/856 424.01/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 142 514/856 594/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 143 684/856 764/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 144 854/856 934/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 15 -674/-844 -594/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 16 -504/-844 -424/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 17 -334/-844 -254/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 18 -166/-844 -86/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 19 4/-844 84/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 2 -844/-1014 -764/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 20 174/-844 254/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 21 344/-844 424/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 22 514/-844 594/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 23 684/-844 764/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 24 854/-844 934/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 25 -1014/-674 -934/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 26 -844/-674 -764/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 27 -674/-674 -594/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 28 -504/-674 -424/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 29 -336/-674 -256/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 3 -674/-1014 -594/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 30 -166/-674 -86/-594 35 50
      aiStrategicArea.layer 1
      
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      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 77
      AIStrategicArea.setOrderPosition Infantry -251.98/35/85.9941
      AIStrategicArea.setOrderPosition Vehicle -260.014/35/85.9596
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 78
      AIStrategicArea.setOrderPosition Infantry -81.9713/35/85.9808
      AIStrategicArea.setOrderPosition Vehicle -89.9855/35/85.9985
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 79
      AIStrategicArea.setOrderPosition Infantry 88.0331/35/86.0081
      AIStrategicArea.setOrderPosition Vehicle 80.0197/35/85.9966
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 8
      AIStrategicArea.setOrderPosition Infantry 256.126/35/-934.443
      AIStrategicArea.setOrderPosition Vehicle 253.225/35/-934.479
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 80
      AIStrategicArea.setOrderPosition Infantry 258.03/35/85.9695
      AIStrategicArea.setOrderPosition Vehicle 250.003/35/85.967
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 81
      AIStrategicArea.setOrderPosition Infantry 428.037/35/85.9886
      AIStrategicArea.setOrderPosition Vehicle 420.016/35/85.9839
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 82
      AIStrategicArea.setOrderPosition Infantry 598.063/35/85.9854
      AIStrategicArea.setOrderPosition Vehicle 589.981/35/86.0029
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 83
      AIStrategicArea.setOrderPosition Infantry 768.001/35/85.9817
      AIStrategicArea.setOrderPosition Vehicle 760.003/35/85.9844
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 84
      AIStrategicArea.setOrderPosition Infantry 937.998/35/85.9949
      AIStrategicArea.setOrderPosition Vehicle 929.996/35/86.016
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 85
      AIStrategicArea.setOrderPosition Infantry -929.936/35/255.961
      AIStrategicArea.setOrderPosition Vehicle -937.952/35/255.947
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 86
      AIStrategicArea.setOrderPosition Infantry -759.967/35/256.01
      AIStrategicArea.setOrderPosition Vehicle -767.986/35/255.949
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 87
      AIStrategicArea.setOrderPosition Infantry -590.014/35/256.028
      AIStrategicArea.setOrderPosition Vehicle -9.9989/0/-10.0051
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 88
      AIStrategicArea.setOrderPosition Infantry -421.96/35/255.988
      AIStrategicArea.setOrderPosition Vehicle -429.981/35/255.993
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
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      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 89
      AIStrategicArea.setOrderPosition Infantry -252.016/35/255.981
      AIStrategicArea.setOrderPosition Vehicle -260.045/35/256.014
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 9
      AIStrategicArea.setOrderPosition Infantry 429.758/35/-936.22
      AIStrategicArea.setOrderPosition Vehicle 421.075/35/-934.749
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 90
      AIStrategicArea.setOrderPosition Infantry -81.9817/35/255.995
      AIStrategicArea.setOrderPosition Vehicle -89.9777/35/255.971
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 91
      AIStrategicArea.setOrderPosition Infantry 88.052/35/255.968
      AIStrategicArea.setOrderPosition Vehicle 80.0042/35/255.991
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 92
      AIStrategicArea.setOrderPosition Infantry 258.027/35/255.98
      AIStrategicArea.setOrderPosition Vehicle 249.99/35/255.965
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 93
      AIStrategicArea.setOrderPosition Infantry 428.045/35/255.993
      AIStrategicArea.setOrderPosition Vehicle 420.032/35/255.949
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 94
      AIStrategicArea.setOrderPosition Infantry 597.982/35/255.971
      AIStrategicArea.setOrderPosition Vehicle 590.048/35/255.973
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 95
      AIStrategicArea.setOrderPosition Infantry 768.018/35/255.999
      AIStrategicArea.setOrderPosition Vehicle 760.027/35/255.994
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 96
      AIStrategicArea.setOrderPosition Infantry 938.021/35/256.021
      AIStrategicArea.setOrderPosition Vehicle 930.019/35/255.979
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 97
      AIStrategicArea.setOrderPosition Infantry -929.984/35/425.988
      AIStrategicArea.setOrderPosition Vehicle -937.992/35/425.978
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 98
      AIStrategicArea.setOrderPosition Infantry -759.952/35/426.002
      AIStrategicArea.setOrderPosition Vehicle -767.967/35/425.976
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 99
      AIStrategicArea.setOrderPosition Infantry -591.973/35/425.975
      AIStrategicArea.setOrderPosition Vehicle -600/35/425.992
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      

      This is a generic StrategicAreas template for 2K maps for the coop insurgency gamemode. Totally 144 (12x12) StrategicAreas. It can be used for all 2k maps. 

      The purpose of this is to not do it for each 2k map seperate.

      The codelines must be added manually into the StrategicAreas.ai file

      aiStrategicArea.setTakeable 1 X (Team 1 / 0 = not takeable or 1 = takeable)

      aiStrategicArea.setTakeable 2 X (Team 2 / 0 = not takeable or 1 = takeable)

      Grozny.jpg.d130e9a7952230612297636182fab074.jpg

      Grozny

      or

      Kafar.jpg.cf58634a844896775a8809f726cc34fb.jpg

      Kafr Halab

      .... and all other 2k maps :kirtsun_05:

    3. Hello guys, Inch here~ ( ´ ▽ ` )/

      It's been awhile no seeing around. Good thing now i 've got time to do some random blogging here related to military, in real-life nor in-game. Today, we will be talking about how HK M27 Infantry Automatic Rifle exist and adopted in the US Marine Corps, why the US Army doesn't want M27 IAR adopted to their section, and what their possible plans on making their own gun, replacing the M249 in service?

       

      ciBF2bV.jpgeJ5Pb0B.jpg 

       

      As far as few people know, the M27 Infantry Automatic Rifle (IAR) is a lightweight, magazine-fed 5.56mm, select-fire weapon based on the HK416 rifle designed and manufactured by the German company Heckler & Koch. It is used by the United States Marine Corps and is intended to enhance an automatic rifleman's maneuverability. The U.S. Marine Corps initially planned to purchase 6,500 M27s to replace a portion of the M249 light machine guns employed by automatic riflemen within Infantry and Light Armored Reconnaissance Battalions. Approximately 8,000–10,000 M249s will remain in service with the Marine Corps to be used at the discretion of company commanders. The United States Army does not plan to purchase the IAR. In December 2017, the Marine Corps revealed a decision to equip every Marine in an infantry squad with the M27.

       

      • The Short History:

      In 1985, the U.S. Marine Corps adopted the M249 Squad Automatic Weapon (SAW), one year after the U.S. Army. Procurement of this 22 lb (10.0 kg) loaded weight Light machine gun was a service-level decision because the weapon was adopted by the Army with a contract method the Marines could use. While the belt-fed M249 was portable and had a high volume of fire, its relatively heavy weight meant gunners could have trouble keeping up with riflemen.

      The M249 light machine gun provides infantry squads with the high rate of fire of a machine gun combined with accuracy and portability approaching that of a rifle. It can be fed from both linked ammunition and STANAG magazines, like those used in the M16 and M4. M249's have seen action in every major conflict involving the United States since the U.S. invasion of Panama in 1989.

       

      • The Infantry Automatic Rifle program for Marine Corps, the tests and fielding:

      ixpuIO9.jpg

       

      In 1999, a Universal Need Statement was issued for an Infantry Automatic Rifle (IAR). Around 2000, the 1st Marine Division’s 2nd Battalion, 7th Marines Regiment conducted initial, limited IAR trials which confirmed the desirability of a light automatic rifle. The key difference between a lighter infantry rifle and a more heavily built automatic rifle is the ability of the latter to maintain sustained continuous fire without stoppages, overheating the barrel or receiver and losing accuracy. Experiences in Iraq and Afghanistan resulted in formal requests for recommendations. The Universal Need Statement spent six years going through the procurement process before an official program was begun and a list of required capabilities was created in early 2005.

      The Infantry Automatic Rifle program began on 14 July 2005, when the Marine Corps sent Requests For Information to arms manufacturers. Characteristics desired in the weapon included: portability and maneuverability; similarity in appearance to other rifles in the squad, reducing the likelihood that the gunner will receive special attention from the enemy; facilitation of the gunner's participation in counter-insurgency operations and capability of maintaining a high volume of fire. An initial requirement for a magazine with a minimum capacity of 100 rounds was dropped in favor of the 30-round STANAG magazine because, at the start of testing, available 100-round magazines were unreliable. Caliber was specified as 5.56×45mm with non-linked ammunition, so as to achieve commonality with existing service rifles.

      In 2006, contracts were issued to several manufacturers for sample weapons. These are:

      1. Fabrique Nationale d'Herstal submitted an IAR variant of the FN SCAR (or as far as i know, the FN HAMR) 

      QP4pReG.jpg

      2. Heckler & Koch (H&K) submitted an HK416 variant (obviously M27 IAR)

      3zCzexK.jpg

      3. Colt Defense submitted two designs (One of them are Colt IAR series)

      dFziO7G.jpg

      Zs4g1Zz.jpg

      Companies that attempted to compete but were not accepted as finalists for testing included:

      1. Land Warfare Resources Corporation (LWRC) M6A4 IAR (i'm familiar with LWRC M6A2 back in the day)

      gMmpGPP.jpg

      2. Patriot Ordnance Factory IAR

      H07oFMP.jpg

      3. General Dynamics Armaments and Technical Products CIS Ultimax 100 MK5 (marketed as the GDATP IAR) - is also known as Singapore product made by ST Kinetics Armaments

      TcLs0s4.jpg

       

      In December 2009, the H&K weapon won the competition and entered into a five-month period of final testing. In the summer of 2010, it was formally designated as the: M27 Infantry Automatic Rifle, coincidentally sharing a designation with the 2nd Battalion, 7th Marines, who had been testing fully automatic rifles since 2001.

      After the Marine Corps Operational Test and Evaluation Activity conducted further testing at MCAGCC Twentynine Palms, Fort McCoy and Camp Shelby (for dust, cold-weather, and hot-weather conditions, respectively), limited fielding of 458 IARs began to four infantry battalions (one per each Marine Expeditionary Force, one reserve) and one light armored reconnaissance battalion, all of which deployed to Afghanistan in 2011.

      In May 2011, Marine General James Amos approved the conclusion of the Limited User Evaluation (LUE), and ordered the replacement of the M249 LMG by the M27. Fielding of the approximately 6,500 M27 units was expected to be completed in the summer of 2013, at a cost of $13 million. Each M27 gunner was to be equipped with around twenty-two 30-round magazines of the type currently in use with the M16 and M4 carbine approximating the combat load of an M249 SAW gunner; although the M27 gunner would not be expected to carry all 22 magazines. The individual combat load would be determined at the unit level and was expected to vary by unit, based on results of evaluations conducted by the four infantry battalions and one light armored reconnaissance battalion that participated in the Limited User Evaluation. Though program officials were aware that switching from the belt-fed M249 would result in a loss of suppressive fire capability, Charles Clark III, of the Marine Corps' Combat Development and Integration Office, cited the substantially increased accuracy of the M27 as a significant factor in the decision to replace the M249.

       

      • USMC on replacing their main rifles with M27 (a.k.a M16/M4 series alongside M249's):

      In early 2017, Commandant of the Marine Corps General Robert Neller said he wanted to equip every "0311" rifleman with an M27 IAR. Because of that, the Marine Corps issued a request in early 2017 for 11,000 M27 IARs from H&K. While talking about the Corps' request, Chris Woodburn, deputy of the Maneuver Branch, Fires and Maneuver Integration at Marine Corps Combat Development Command, said "The new order will replace all M4s in every infantry squad with an M27, except for the squad leader." He also stated that the change includes infantry training battalions. The timeline for funding was planned for fiscal years 2019 and 2020, with the Corps acquiring some of the rifles in fiscal year 2018. As of August 2017, officials have stated that "riflemen are the top priority," but that the M27 "will be in the hands of combat engineers and light armored reconnaissance battalion scouts next." The Corps later issued a pre-solicitation notice for the M27. "The new pre-solicitation notice of 50,184 [M27s]," said Woodburn, "is [meant] to up the production capacity that H&K must be able to meet as the sole-source provider [of the M27], should the Marines decide to order more in the future." At SHOT Show 2018, the Marine Corps announced that the deal with H&K to produce 11,000 M27s for the Marine Corps had been finalized and that the M27 IAR would be adopted as the standard issue service rifle of the Marine Corps infantry, replacing the M4A1.

      bCMw4fk.jpg

      The M27 IAR now is adopted as the standard issue service rifle of the Marine Corps infantry - replacing the M4A1 - in 2018. Once the change is fully implemented, the M27 IAR will be issued to all riflemen in the Marine Corps infantry, while the M4A1 will only be issued to non-infantry Marines. It was originally fielded as a proposed replacement for the M249 SAW between the years 2010 and 2017. During that time period, it was distributed one per four-man fireteam, three per squad, 28 per company, 84 per infantry battalion and 72 per Light Armored Reconnaissance Battalion, with a total of 4,476 being serviced by the Marine Corps as a whole. However, the M249 was not completely replaced by the M27 IAR, and six M249s were still issued to rifle companies between 2010 and 2017.

      Also more around late 2017, the Marine Corps began fielding an optimized version of the M27 which was given a new number, the: M38 designated marksman rifle (M38 DMR). Although certain selected M27s had been employed as marksman rifles since 2016, the M38 version outfits M27's selected for accuracy with a Leupold TS-30A2 Mark 4 MR/T 2.5-8x36mm variable power scope, the same optic fitted on the Mk 12 Special Purpose Rifle. The naming of the M38 followed a similar convention to the M27, being named after the 3rd Battalion, 8th Marines unit that tested the rifle out. By April 2018, fielding to all three Marine Expeditionary Forces had been completed. One M38 marksman version, fitted with a scope and QDSS suppressor, is to be fielded per infantry squad to hit targets at 600 meters. Full operational capability is planned for September 2018.

       

      • What is their combat reviews on M27 and how Suppressive Fire debate exist at that time:

      The IAR was initially fielded in December 2010. 1st Battalion 3rd Marines were deployed to Afghanistan in April 2011 with 84 IARs. Former SAW gunners initially did not like the M27, but appreciated it as time went on. It weighed 9 lb (4 kg) loaded, compared to 22 lb (10 kg) for an M249, which was a significant difference when on five hour missions. Gunners said it was "two weapons in one," being able to fire single shots accurately out to 800 meters and have fully automatic fire. It also blended in with standard M16-style service rifles, making it difficult for enemy forces to identify the machine gunner. The battalion leadership also saw the M27 as better at preventing collateral damage, as it is more controllable on fully automatic than the M249. Concern of volume of fire loss was made up for through training courses developed in December 2010. With the M249 SAW, the idea of suppression was volume of fire and the sound of the machine gun. With the M27 IAR, the idea of suppression shifts to engaging with precision fire, as it has rifle accuracy at long range and fully automatic fire at short range. Shooters transitioned from long-range precision fire at 700 meters to short-to-medium suppressive fire at 200 meters, both while in the prone position. Some gunners in combat have been used as designated marksmen. An M27 gunner with one aimed shot has the effect of three or four automatic shots from the SAW, and still has the option of a heavier volume with an accurate grouping.

      oAEeODR.jpg

      Marines issued with the M27 enjoy its familiarity with the M4-style weapons in service. Its gas-operated short-stroke piston action with a rotating bolt runs cooler, cleaner, requires less maintenance, has less internal parts wear and is less susceptible to malfunctions compared to previous direct impingement M4/M16 style weapons. IAR gunners consider the rifle-grade accuracy to be a huge improvement over the SAW, despite the loss of sustained firing. With a shrinking budget, the Marine Corps is looking at ways to implement the IAR as a multipurpose weapon. Suggestions included use as an automatic rifle and as a designated marksman rifle, a role where it replaced the Squad Advanced Marksman Rifle. Additionally, the free-floating barrel offers improved accuracy at approximately 2 MOA compared with 4.5 MOA for M16A4 rifles.

      While Marine Corps Systems Command was optimistic about operational testing, former Marine Commandant General James T. Conway remained skeptical because of:

      1. The reduction in firepower at the fireteam-level that would result if the M27 was adopted. He felt that, while more accurate, it was unlikely that the M27 could provide fire-superiority over the belt-fed M249 SAW. A magazine-fed rifle, requiring frequent reloading, would not be able to sustain the same rate of fire. In a firefight, squad members carrying extra magazines for the M27 might not always be in position to supply them to the gunner. Further, the SAW was already a battle-proven weapon. It was also significant that the Army had chosen not to pursue the IAR concept.
      2. The notion that the M27 represents a reduction in suppressive fire has spawned considerable debate between proponents of the M249 SAW within the infantry and those who advocate that a lighter, more maneuverable, and accurate weapon is sufficient to support offensive operations at the squad level. It is debatable, in fact, that program officials actually concede a loss of suppressive fire capabilities, as the only statements of concern over this concept were made by General Conway.
      3. With a SAW, the doctrine of fire suppression is the sound of continuous fire with rounds landing close to the enemy. While the M249's volume of fire may be greater, it is less accurate. Experienced troops who have dealt with incoming fire are less likely to take cover from incoming rounds if they are not close enough. With an IAR, the doctrine is that lower volume of fire is needed with better accuracy. Fewer rounds need to be used and automatic riflemen can remain in combat longer and in more situations.

      Another benefit of the M27 over the M249 is that in many respects it resembles an M4 rifle as used by the rest of the squad. This makes it harder to identify by enemy troops.

       

      •  The M27 IAR design for the armed forces:

      50XNeiF.jpg

      The M27 is based on the H&K HK416. It features a gas-operated short-stroke piston action with a rotating bolt and a free-floating barrel. The handguard has four MIL-STD-1913 Picatinny rails for use with accessories and optics. The simpler gas-piston rifle system reduces the amount of time it takes to resolve malfunctions on the IAR compared with the M249. Alternate calibers other than 5.56 mm are being considered for the M27.

      The M27 usually draws ammunition from a standard 30-round STANAG magazine. The improved STANAG magazine with the tan-colored anti-tilt follower is favored over the previous version with the green follower because it can be inserted more easily and the anti-tilt follower can handle high rates of fully automatic fire with less chance of malfunction. There have been issues with some STANAG magazines sticking in the magwell, especially when painted and or damaged. While a rifleman normally carries seven 30-round magazines, an IAR gunner has to carry up to sixteen, and may carry as many as twenty one, due to its role and fully automatic rate of fire.

      LmfPKSQ.jpg

      The magazine well has a flared opening that aids in magazine insertion, but a PMAG 30 GEN M2 magazine cannot be inserted due to the frontal plastic bevel on the PMAG. Because the M27 cannot be fed from the widely used M2 PMAG magazines that M4s or M16 rifles in the squad could take, the Marines banned the polymer PMAG for issue on November 26, 2012 to prevent interchangeability issues. In response, Magpul began the process of arranging verification and official testing for their improved PMAG 30 GEN M3 magazine, which is compatible with both the M27 and M16-series rifles. After Marine Corps testing of the M855A1 Enhanced Performance Round with the M27 showed reliability problems from feeding issues from standard magazines, the PMAG 30 GEN M3 Window, which had better reliability with the EPR, was approved for use by Marines in December 2016 so that M27 gunners who receive M855A1 rounds do not face such issues. Due to its role, high capacity magazines of between 50 and 100 rounds are being explored.

      The M27 is essentially an HK416 with accessories required by the Marine Corps. The standard optic is the Trijicon ACOG Squad Day Optic (SDO), officially designated the Sight Unit, SU-258/PVQ Squad Day Optic. It is a 3.5×35 machine gun optic that has a Ruggedized Miniature Reflex (RMR) sight screwed on top for close-quarters engagements under 100 meters. Created for the SAW, the day optic offers slightly less magnification, but longer eye relief than the ACOG Rifle Combat Optic (RCO) on M16's and M4's. The longer relief helps reduce injury risk from recoil. It is issued with the Vickers Combat Applications sling and rail sling mounts, AIM Manta Rail Covers, Harris bipod, KAC backup iron sights, a foregrip, and bayonet lug. The M27 initially had a Grip Pod, which is a foregrip with bipod legs inside, but it was later replaced by a separate foregrip and bipod.

      In January 2017, a USMC unit deployed with suppressors mounted to their M27 rifles as part of a concept to suppress every weapon in an infantry battalion. Exercises showed that having all weapons suppressed improved squad communication and surprise during engagements; disadvantages included additional heat and weight, increased maintenance, and the greater cost of equipping so many troops with the attachment.

       

      • How is it, in the present day view's?

      The US Marine Corps is fielding thousands of its new M27 Infantry Automatic Rifles to grunts across the service and, for now, it’s not buying any more. The last of the M27's come into the Marine Corps inventory this year and are expected to be in the hands of each infantryman from platoon commander and below by mid-2021, officials said. Some still questioned its fire suppression capability over the SAW, but the weapon finally got the blessing of top brass.

      Commandant Gen. Robert B. Neller liked what he saw enough to not only push for the M27 to replace the SAW but also the M4, at least within rifle companies and for those working alongside them, such as combat engineers. The initial goal of getting 6,500 of the M27s into the ranks jumped to 11,000 and plans later called for 15,000 rifles. Any of the figures would have worked, fitting well below the maximum procurement contract number of 50,184. Ultimately, the Marines bought just over 14,000 M27s, Manny Pacheco, spokesman for Marine Corps Systems Command, told Marine Corps Times. Those were purchased at an estimated:

      • 1,600 initial purchase
      • 2,600 in 2017
      • 2,900 in 2018
      • 7,000 in 2019
      • A little less than half of those, between 6,000 and 7,000, have not yet been fielded.

      While Neller repeatedly has said that the weapon has received majority positive reviews from the infantry it has not come into the ranks without its own controversy. In April 2018, members of the House Armed Services Committee told Neller that they wanted him to provide them an assessment of the service’s view of the Small Arms Ammunition Configuration study and include near and long-term small arms modernization strategy for the Corps. And future funding for the rifle could be cut or withheld if he didn’t provide that report.

      At that point, the Corps had fielded 6,500 M27s. During a March 2018, House Armed Services Committee hearing Rep. Joe Wilson, R-S.C., grilled Marine leaders about why the weapon wasn’t being provided by a U.S. company. Lt. Gen. Brian D. Beaudreault, deputy commandant of Plans, Policies and Operations, told the congressman that H&K, a Germany-based company, won the competition and changes now would put fielding behind by two years and substantially raise the price of the contract. Despite its successes in fielding, certain elite within the Marine ranks decided not to take the new rifle and are sticking with the M4s.

      Marine Special Operations Command Raiders continue to carry the M4 carbine. That has had to do both with the profile of missions requiring shorter barrels and also a need for a greater volume of fire they still get from the SAW, a MARSOC spokesman told Marine Corps Times in 2018.

      Quote

      “Given the smaller size of our operational units, the M249′s volume of fire provides a greater tactical benefit than the advantages provided by the M27,” said Maj. Nicholas Mannweiler.

      Raiders use an M4 lower receiver, the trigger and housing, attached to a Special Operations Command-upper receiver, the barrel and bolt. That way operators can swap out components in their weapon system to meet various mission demands. The SOCOM upper receiver group and M27 lower are not compatible.

      Quote

      “If we need to do shorter suppressed barrels, that’s an option. If we need to have a certain number of weapons within a team or company configured for designated marksman duties, we can do that too,” Mannweiler said.

      A 2015 report that was leaked online evaluated the use of the M27 as a designated marksman rifle, the role it has come to play in its M38 configuration. That report found weapon stoppages at high cyclic rates ― a problem for what’s meant to be the squad’s machine gun.

      But, retired Marine Chief Warrant Officer 5 Christian Wade, who worked closely with evaluation, testing and fielding of small arms and training in the Marine Corps, told the website Task & Purpose that the problems in that test were not with the weapon but rather with the aluminum magazines that had feed problems and with the type of ammunition that was being used ― the M855A1 Enhanced Performance Round. Marines have since adopted a polymer magazine that does not have the feed problems and certain deploying units have obtained another type of 5.56 mm ammunition to correct for past problems with the EPR, he said.

       

      • Why the US Army never wanted HK M27 in their section?

      While the Marines love their M27 rifle, it’s not good enough for the Army — they’re building their own. Army leaders in week around February 8th, 2018 provided key weapons updates during a Senate hearing on modernization that included timelines on an improved armor-piercing round, sniper rifles and their Next Generation Squad Weapon. They asked for updates to the rifles and rounds infantry soldiers use, given advancements in body armor that can defeat the standard 5.56mm round fired by the M4 carbine and M16 rifle variants.

       

      • What are their plans on making their own gun replacing M249's in service?

      The US Army is building a “Next Generation Squad Weapon,” the first variant, one of the Army deputy chief of staff said, will be an automatic rifle to replace the Squad Automatic Weapon, which is chambered in 5.56mm.

      They've been pushed on the M27, which the Marine Corps has adopted. That is also a 5.56mm, which doesn’t penetrate. They’re going to go down the path of [the] Next Generation Squad Weapon, automatic rifle first, to be closely followed — very hopeful — for either a rifle or carbine that will fire something other than 5.56mm. He quickly added that the new round will likely not be in 7.62mm.

      I9lCUy4.jpg

      "As the Textron Systems release the weapons above, it was meant for replacing weapons for the Army, the NGSW-R (left) replacing M4 series and NGSW-AR (right) replacing M249 SAW in service"

       

      The weapon will probably weigh a little bit more, the ammo will probably weigh a little bit less, and Army soldiers can get penetration of the most advanced body armor in the world, probably well out beyond even max effective range of the current M4, and that’s what the Army see as a replacement for the M4 in the future, not the [Squad Designated Marksman Rifle].

      Advancements not only include a new round but also improved fire controls and polymer casing. Textron Systems has partnered with the Army to develop a cased telescope cartridge and weapons built around the shortened polymer round. They also have a 6mm carbine variant, which was on display at the Association of the U.S. Army annual meeting last year. The principal military secretary to the assistant secretary of US Army for acquisition, logistics and technology, told the senators that the work with Textron and others will be offered to vendors in 2018, with the goal of seeing a decision by 2021 and having the capability ready by 2022 or 2023.

      Deputy chief of staff also listed several other, interim efforts, including the near-term gap of providing a Squad Designated Marksman Rifle chambered in 7.62mm that also fires the Advanced Armor-Piercing Round. While the SDMR program has been sped up and will see fielding among infantry units this year, the round program has been delayed to field in 2019. You can still fire a 7.62 and still able to penetrate; you just can’t get quite the range you will with the next generation round.

       

      • Bonus: The M27 IAR in my country?

      According to news reported from tnial.mil.id (2/3/2018), soldiers of the 1st Marine Infantry Brigade conducted a test of this weapon at the Gedangan Marine Brigif-1 firing range. The trial was carried out by Brigif-1 Marine Combat Squad (Regu Pandu Tempur or Rupanpur) and Marine soldiers from a distance of 25 meters and 50 meters in a standing, squatting and lying down position. After testing, it was concluded that the weapon endurance is quite good, the beat is almost not felt (stable), but more trials are needed to check the accuracy of the shot / wear, check the M-Point attached to the weapon for night accuracy testing and check the durability of the weapon in wet conditions and muddy.

      l20N5IB.jpg

      Some TNI special forces, such as Kopaska (Navy Frog Forces Command), Kopassus (Army Special Forces Command) and Denjaka (Jala Mangkara Detachment), have seen the M27 as the familiar HK416 figure, this assault rifle is indeed known to have high accuracy and quality that is 'resilient' like an AK-47. The Military Times Gear Scout Blog and the Soldier Systems website even referred to HK416 as a weapon used by Navy SEALS to kill Osama Bin Laden. For this one, the M27 philosophy is similar to the Ultimax 100 used by the Marines Amphibious Reconnaissance Battalion (Taifib Marinir)

       

      • Bonus 2: Should this be in Project Reality (PR:BF2) on US Marine Corps (USMC) faction? What will it costs you if it exist in-game?

      One word, YES~!

      "It will cost your soul to make the M27 model in 3D and the ability to suppressive fire become lacking, considering how less the ammo count it has.."

      The good thing is the gun itself should be handling CQC best than M249's (meaning very accurate in few ranges), probably going to be much stable in hipfire and ADS, nimble, reliable, easy to control the gun's recoil etc.

      Also, why not having Beta C-Mag for this one? Just to compensate the ammo count obviously :P

       

       

       

       

      Thank you and enjoy the reading, feel free to give your thoughts and comments down below, or even corrections if i'm wrong. I'll see you out in the battlefield- soon~ ;)

      (image still in progress, brb) Its done, enjoy~

       

       

      (°▽°)/

      - Inch

       

       

       

       

       

      Extras:

      - GDATP IAR's:

      ik9OCqR.jpgi8TgDDw.jpg

       

      - LWRC M6A4 IAR:

      uvsUYz4.jpg

       

      - Patriot Ordinance Factory (POF) IAR's:

      5ENaKzr.jpg

      Us7yX0c.jpg

       

      - Colt IAR's:

      B7DZHDB.jpgLEMlK5A.jpgx2Frzbj.jpgRWLk74X.jpg

       

      - Volod.41 Christmas Gift, The Ironman Ammunition Backpack (You don't have to worry about ammo no more :P)

      BcHW9Jc.jpgdIsH3Co.jpgvtDDGB8.jpg

       

       

      Sauces:

    4. I write this so we have something to point new people to.

      This will be a quick how-to regarding keybindings for players new to BMS and unsure of what controls need to be bound. Also explained will be a vital control mechanic in BMS known as the Pinky Shift button, and how this will help you when you don't have $500 to blow on a new stick.

      Anybody used to a universal "do this" buttons as found in any normal video game needs to know that every in-game control mimics a control in the real F-16, and many of them serve multiple purposes. Attached in image format is a list of buttons on the real F-16 HOTAS, their functions and their in-game callbacks.

      stick-aa-msl-dgft.png

      stick-ag-nav.png

      thrt-aa-msl-dgft.png

      thrt-ag-nav.png

       


      For those who don't yet know what the above is and what it means for you, below is a basic rundown of callbacks, how important they are and what they do. As I rarely use the keyboard, I can't say what the keyboard binding for any of these would be. For those with not enough buttons it's perfectly fine to put things wherever you want them, as long as they're easy to remember and (preferably) make sense logically:

      Vital keys:

      • SimTriggerSecondDetent = Gun
      • SimPickle = Weapon Release
      • SimTMSUp = Target Select / "Do" button
      • SimTMSDown = Target Deselect / "Undo" Button
      • SimDMSDown = Switch SOI (Switch MFD)
      • SimMissileStep = Change weapon / pylon / bombing mode
      • SimRadarElevationUp = Raise Radar Altitude
      • SimRadarElevationDown = Lower Radar Altitude
      • SimDropProgrammed/SimCMSUp = Drop countermeasure prgms. 1-4
      • SimToggleMissileCage = Cage / Uncage Sidewinder seeker, remove maverick cover
      • SimHotasPinkyShift = Zoom / change FOV when press, acts as shift button when held
      • SimCMSRight = ECM Standby
      • SimCMSDown = ECM Consent
      • SimSelectSRMOverride = Dogfight override mastermode
      • SimDeselectOverride = Cancel override

      Hat Switch:

      • SimCursorUp = Radar cursor
      • SimCursorDown
      • SimcursorLeft
      • SimCursorRight

      (Recommendation) Shifted Hat Switch:

      • SimTransmitCom2 = Transmit VHF Radio
      • SimTransmitCom1 = Transmit UHF Radio
      • SimCommsSwitchLeft = A-A Datalink Transmit (not as important for beginner)
      • SimCommsSwitchRight = A-G Datalink Transmit (not important for beginner)

      Brakes:

      • SimWheelBrakes = Wheelbrakes (K by default)
      • AFBrakesToggle = Toggle airbrakes

      Or:

      • AFBrakesIn = Airbrakes retract
      • AFBrakesOut = Airbrakes extend 

      Useful, not vital:

      • SimDMSLeft = Cycle left MFD pages
      • SimDMSRight = Cycle right MFD pages
      • SimSelectMRMOverride = Missile override mastermode, for quick A-A use
      • SimSpotLight = Cockpit spotlight, comes on with battery power, recommend bind to keyboard

      Things I've never used:

      • SimDMSUp = Change SOI to HUD

      For users with no head tracking I highly recommend never using the hat switch for viewing and learning to use the mouse effectively instead, as it frees up the hat switch for vital functions. By default, one can look around by holding down the right mouse button, and can drag the head around using the middle mouse button.

      The pinky shift mechanic in BMS allows the pinky button on the F-16 HOTAS to function similar to the shift button on your keyboard, or the function button on some laptops. Just as the keyboard shift button allows other buttons to have multiple uses, the pinky shift mechanic allows you to effectively have two callbacks assigned to one joystick button and allows you to access the second callback by holding down SimHotasPinkyShift and pressing the desired button.

      SimHotasPinkyShift must be assigned twice to the desired shift button, as the act of pressing the shift button will shift the shift button too, and the game will not recognize the release of the button unless the callback is present in both the normal and shifted states.

      The only issue is that this mechanic is not accessible through the in-game setup screen (the in-game editor has other issues as well, one being that it does not actually show the correct callback names). To make use of it, one has to resort to using spreadsheets included with the game, third party editors (linked below), or modifying the keyfile by hand.

      Third Party Editors:

      https://www.bmsforum.org/forum/showthread.php?10821-Keyfile-editor-Alpha-Release!

      Pros:

      • Easy to use, no spreadsheets.

      Cons:

      • Old program, lacks new keybindings.
      • Has a habit of crashing, save often.
      • Default quickstart keyfile is missing a few things, attached in this post should be a modified version for use with the program (Quick HOTAS Setup.key). One can also edit the default BMS keyfiles.
      • Built-in callback reference is outdated.

      Other:

      • Use this one.
      • If the program has issues after setting shift button, save and reload the keyfile after setting shift.
      • If you have program crashes at the same point consistently, saving and reloading the file sometimes fixes it.

       

       

      https://www.bmsforum.org/forum/showthread.php?31774-Falcon-BMS-Alternative-Launcher-(Easy-Setup-Keep-Joystick-Assignments)

      Pros:

      • Seperate launcher for game, still no spreadsheets.

      Cons:

      • Not as easy to use.
      • One has to fiddle around with toggle button to assign shifted states.
      • Cannot shift hat switch.

       

      Other References:

      http://www.unitedoperations.net/wiki/Controllers

      http://forums.unitedoperations.net/index.php/topic/15693-bms-advanced-joystick-bindings-shift-states-without-joystick-software/

      Quick HOTAS Setup.key
       


      See Also: 

       

    5.  

      AVCS_CORE_Title_QUARTER.png

      Profile for  VoiceAttack
      by =VG= SemlerPDX

       

      Description:

      AVCS CORE is the new framework for any VoiceAttack profile I release in future, and provides awesome tools to any VoiceAttack user.  It can be used alone and by itself, or as a base to build a VoiceAttack profile around, including its functions in your own creations.  The Quick Command Creator cannot possibly replace the very easy and very powerful voice commands we can create through VoiceAttack in the standard fashion, but allow users to quickly create simple keypress commands for a phrase, or even advanced multi-step macros that can use a limited selection of common VoiceAttack actions.  The very fun Voice Authorization System lets us create passphrases that we can gate a QCC Command behind, for example, "Execute self destruct mode", 'command code required!', "Picard 4 7 Alpha Tango", 'confirmed'.

      I've even created a special home page and forum section here at the VG website, and a channel in the VG Discord, to provide Help & Support for the many users of my profiles - with voice controlled bug reporting to make it easy to let me know when I need to fix something.



      As I plan to release more and more VoiceAttack profiles for various games, I needed a framework to standardize my methods, and to help keep profiles used by other people up to date and in proper working order.  I never quite expected such a large user base, and with that I've decided to offer much more direct support through in-profile options menus and help & support options that tailor themselves to whatever AVCS4 profile is active.  By checking for just 8 bytes of an update number on the VG website when loading, AVCS CORE can provide a pop-up choice for users to view the latest changelog, apply the latest patch (or open the website to download a new major update version), or just postpone until later.  I've even included an option to turn off minor patch update prompts, and to roll back to the last version if desired!




      The purpose of this profile is to function as the backbone of any AVCS4 game profiles I release, such as the current AVCS4 Falcon BMS Radios profile, and provide users with a host of profile and update controls.  When AVCS CORE is first loaded by VoiceAttack, it will initialize itself and any other AVCS4 Profile that is switched to, bringing its full list of commands into the end game profile.  This includes the Quick Command Creator and Voice Authorization System, with new commands or codes saved to the Active Profile's save file.  Any other AVCS4 Profile that gets switched to will clear and re-load its own QCC Commands or VAS Passphrases (if any), working out of it's own save file as well.

      Included is the AVCS CORE profile package that includes the AVCS CORE Profile designed for VoiceAttack, as well as the optional AVCS CORE Framework blank Template Profile for VoiceAttack profile builders.  To keep AVCS CORE startup fast for any AVCS4 Profiles, commands cannot be added directly to the CORE Profile, so the Template is available, and can include all of the functionality of AVCS CORE by including the CORE profile commands through its profile options.  This profile will have its own save file and config files folder in the VoiceAttack Apps folder along side other AVCS Profiles data.  Since AVCS CORE needs to load before any other AVCS4 Profile (including the AVCS4 Template Profile), it will be updated the least, and has been tested the most over a year and a half of development.  I will continue to support all AVCS4 Profiles through AVCS CORE and its powerful profile control options.



      Say goodbye to the keyboard, and enjoy the immersion! Cheers!
       

      Features:

      AVCS_CORE_Info1.pngAVCS_CORE_Info2.pngAVCS_CORE_Info3.png
      *The optional Push-To-Talk mode is disabled by default.  Say, "Turn On Push To Talk Mode" to enable


       

      Download: (Click Here)

       

      Tips for this profile:

      Please use the voice command "Open Help and Support Menu" to communicate any bug reports.  These help menus can be expanded without new profile versions, so suggestions are welcome.
      Thank you for checking out AVCS CORE for VoiceAttack!

      (click here to view tips)
      • *On first import, you should say, "Initialize Profile" - after first time, this is automatic.  Any attempt to use commands before this will trigger auto-initialization.
      • If you get errors from my profile, Launch VoiceAttack and open Options (wrench icon in lower right):
      •   -Under last tab on top, System/Advance, check box next to "Use Nested Tokens" as in image 1 below
      •   -Unless absolutely required, during testing it's recommended to uncheck "Allow command segment info for composite commands"
         
      • Open the profile - if not already done, group commands by category and consolidate multi-part commands as in image 2 & 3 below
      • Click on the Description tab at the top to help sort commands further (see image 4)
      • Read a semicolon ";" as the word "or" and look at long commands as having many options like saying "2;Two;Too;To;Wingman"  (read as "2 -or- Two -or- Too -or- To -or- Wingman")

      image 1image 2image 3image 4

       

       

      Commands Reference:

       

       

      CommRef-AVCS4-CORE-25.png

      Say, 'Open the Command Reference', anytime to view available voice commands:

      avcs_core_commref.PNG

       

       

      Quote

       

      v1.11 Major Profile Update (public release)

      Please download and import this updated final version!  Link below and updated in the main post above!  AVCS CORE v1.11 will also import a new 'AVCS4 USER PROFILE TEMPLATE (v1.0)' - this template has not been changed from before.  If you had AVCS CORE v1.0 and that template profile already, you can delete this duplicate 'AVCS4 USER PROFILE TEMPLATE (v1.0)

      *Follow instructions during update to import previous version Save Files and to uninstall and delete the previous AVCS CORE v1.0 profile and config files

      I had hoped that AVCS CORE v1.0 would be the final version, but I had not anticipated issues with Joystick POV directional buttons in the Push-To-Talk system, and I had not included a handy way to delete saved PTT buttons or keys.  With this update, I'm happy to announce that AVCS CORE is now feature stable and (as far as I know) 100% bug free!  I keep throwing every curveball and edge case I can think up at it, even including the update or new version profile import process, and everything just works.  I don't have anything more to add, and there is nothing left to take away.

      As the 'hub' profile for my AVCS4 BMS Radios profile, and others I plan to release in time, it has always been my goal to have AVCS CORE as an unchanging stable framework that I can use as a platform to support end-game profiles indefinitely.  Eventually, I plan to return to AVCS CORE to create a separate version packed with well designed and themed user interfaces for all options and menus which presently use simple VoiceAttack 'Get user input' actions, and while still supporting the original v1 simple 'get user input' interface version(s) which will remain free for all users.  The artwork and GUI coding will take some time, and I have many other projects on my plate, so I don't expect to be working on AVCS CORE again until late 2022 or even later.

      I use AVCS CORE every day myself, with the included AVCS Template profile as my 'main' Windows voice control system, and am very glad to have this project version wrapped up for now.

      Thank you all again for all the support and for the coffees!  Cheers! :coffee:

      Public Release AVCS CORE v1.11 Changelog Oct-1-2021
      
      Fixes/Improvements:
      
      	-Updated minimum required version of VoiceAttack to 1.8.9
      	-Created new system in Push-To-Talk Mode for Joystick POV (4-way directionals only)
      	-Created Delete system in PTT Mode to allow removal of any PTT entry already set
      	-Fixed PTT Buttons Display List not retrieving correct keyboard key from keycode # (showing 'square' symbol instead)
      	-Fixed CORE Config #2 (TTS file) error near 'AlreadyOn' phrase, CRLF (NewLine) missing, merging the variables into one
          

       

       

      On 5/15/2021 at 11:02 PM, =VG= SemlerPDX said:

      FINAL RELEASE TO v1.0

      Please download updated final version!  Link below and updated in the main post above!  You don't have to remove the old 0.92 beta profile, but it is recommended to not use both at the same time or variables may get messed up.  Thanks to everyone for helping to finish up final testing and for your patience this year as I've been so busy with this website!

      I cannot believe I'm finally here!  I've been working on this vision of a project for over a year and a half, and came up with the idea after the first "day one patch" due to a typo in one of my public voice command profiles.  I dreamed of a profile hub that could help manage any game profile I release, as well as work like a template for VoiceAttack profile builders to use for their own projects, including AVCS CORE functions and methods in an included Template Profile.

      Several interesting voice control systems are used by me in various games, so it only made sense to flesh those out and place them in a central profile, then release game profiles which include AVCS CORE profile commands into themselves.  If I update a command system inside AVCS CORE, users only have to download that one profile, and likewise, I don't have to place those systems into each game profile and update each profile when a common command system is changed.  Additionally, since I place so many of my operational variables in flat text files, it is very easy to edit or update exactly how the hard set systems in the profile operate, and allowing 'patch' updates through these configuration files without forcing a new profile to be downloaded and imported.  And of course, through AVCS CORE, I can notify users of major profile updates requiring a new download, with the added bonus of special initialization logic to detect a new profile version and offer to import the previous save file containing user profile settings, or even delete the previous version configuration and/or save files.

      With this final public release of AVCS CORE, I can even add new voice commands through patch updates between major profile updates if needed, to further minimize the need to force new profile download and imports for minor changes.  So long as AVCS CORE command systems do not change, it should be very easy to support additions to games through game updates, or even modify and add to existing commands with new alternate phrasings to help maintain my goal of conceptual command use, "any way you say it".


      Huge thanks to everyone who helped out with comments, feedback, bug reports, and testing - there is no way I could have come this far without all the support and I just can't thank everyone enough!  Special thanks for the coffees!  I'm looking forward to using this framework in the coming months and years to release AVCS4 game profiles for plenty of titles, the end of this one project makes possible so many more!:coffee: 
       

      Here's a copy of the latest changelog entry:

      Public Release AVCS CORE v1.0 Changelog May-11-2021
      
      New Commands:
       -"Open the Command Reference" (or variations - open up-to-date command reference page online, or last updated reference file locally if offline)
       -"Set a Computer Name" (or variations - set a 'Computer' Assistant name for AVCS PTT mode, say before any command to wake listening temporarily)
       -"Set a Push to Talk Button" (or variations - set up to 6 total keyboard, mouse, or joystick buttons through automated script - just press when asked)
      
      Fixes/Improvements:
       -Improved PTT (Push to Talk) Mode with voice controlled automated key/button detection during "Set" command
       -Added PTT Modes (chosen during "Set" command) for game/QCC commands only (default), or toggle VoiceAttack Global Listening Mode
       -Added PTT Mode 'Wake' by 'Computer' Assistant Name - set a name to say before any existing command to temporarily wake Global Listening Mode
       -Added Profile Misc. Commands to QCC, allows new commands or macros to be added via Live Update Patch Fix to CORE or AVCS4 profiles between major updates if needed
       -Added requirement to Include AVCS CORE Profile Commands through any used AVCS4 Profile Options, instructions provided during first-time init
       -Added optional File Explorer GUI to select item for QCC Advanced Commands 'Play a Sound File' and 'Open File Shortcut or Program' actions
       -Added option to Save File Options Menu to import save file (config settings, QCC commands, or all) from existing Profiles (for any game) or from file path entered
       -Fixed When setting Preferred, found duplicates of a non-AVCS profile (created unique list for AVCS and non-AVCS profile list choices)
       -Fixed QCC commands set in CORE persisted into next profile, should have been 'wiped' and unavailable in different AVCS profile
       -Fixed International Decimals - All Decimal Variables finally compatible for international users via cultural identification fix during init
       -Fixed infinite loop on Minor Version Rollback toggle and version display errors following toggle
       -Fixed many more minor issues throughout, from options menus to get-input pop-up boxes including direct profile name choice instead of shortname ID and version number ID

      Any problems or new bugs, or brilliant ideas, feel free to drop some feedback!  Cheers! :drinks: 

       

      Quote

      v0.92b Major Profile Update (beta)

      I have fixed the issue with international decimal separators, and everything should work well now for all users.  Initialization optimization has been a large focus of this update, especially when using CORE alongside AVCS4 Falcon BMS Radios.  Users will need to download this new version of the profile to take advantage of the updates and fixes listed below.

      Thanks for your patience during the beta test rounds here, again, the end goal for AVCS CORE is to be a stable un-changing profile that can handle profile management for any new AVCS4 game profile I create in the future without needing updates itself, and I think we're well on our way to that.  Cheers!

      Please be sure to download the AVCS4 Falcon BMS v1.3.92b Profile (if used), this updated changed the AVCS CORE function commands inside AVCS4 BMS, too...

       

      
      
      
      
      
      BETA Release AVCS CORE v0.92 Changelog Dec-6-2020
      
      	! USER NOTICE!
      	-This is a major profile update, users of v0.91b must download the new v0.92 beta test profile
      		-(AVCS CORE profile version 0.91b will be retired in 60 days)
      
      Fixes/Improvements:
       -Improved AVCS_CORE profile initialization optimized again for decreased load time - most noticeable on first use
       -Fixed All Decimal Variables now compatible for international users via cultural invariant token "DECINV"
       -Fixed infinite loop on Minor Version Rollback toggle and version display errors following toggle
      

       

      Quote

      v0.91b Major Profile Update (beta)

      Due to some initial issues right off the bat, it seems the concept of having some AVCS CORE functions outside the profile itself as part of an App for VoiceAttack would have included a bit more work, but more importantly increased the profile package size from around 1MB to over 25MB, and it's just not worth it.  The idea was specifically for things like my Save File Sort function that orders the lines of the save file into a readable alphanumeric sorting, where AVCS4 module specific entries were properly grouped together (like saved Quick Commands or VAS Passphrases), and any new AVCS4 profile such as Elite Dangerous could introduce new sorting rules by simply including a new version of the AVCS_CORE App for VoiceAttack in it's profile package.  This would have removed the need to update the base AVCS CORE profile that all AVCS4 game profiles rely upon anytime I wanted to modify those game-specific functions.

      I've done away with the app completely now, and recreated the simple functions like sort and initialize as inline functions for VoiceAttack.  This requires everyone to download a new version of AVCS CORE and the AVCS4 Falcon BMS Radios (beta) profile if currently used.

      Thanks for your patience during the beta test rounds here, the end goal for AVCS CORE is to be a stable un-changing profile that can handle profile management for any new AVCS4 game profile I create in the future without needing updates itself, and I think we're well on our way to that.  Cheers!

      Please be sure to download the AVCS4 Falcon BMS v1.3.91b Profile (if used), this updated changed the AVCS CORE function commands inside AVCS4 BMS, too...

       

      
      
      
      
      
      BETA Release AVCS CORE v0.91 Changelog Aug-22-2020
      
      	! USER NOTICE!
      	-This is a major profile update, users of v0.90b must download the new v0.91 beta test profile
      		-(AVCS CORE profile version 0.90b will be retired in 30 days)
      
      Fixes/Improvements:
       -AVCS_CORE App removed in place of internal systems - was too slow, and had compatibility issues
      


      ___ (previous version changelogs) ___

      (click here to view previous changelogs)

       

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      BETA Release v0.90 Changelog Aug2020
      
      New Commands:
       -AVCS CORE Commands Included into AVCS4 User Template Profiles so users can add commands, adding to CORE increases its load time
       -"Create a new Voice Authorization Phrase" and other included commands in Voice Authorization System
       -VAS can allow QCC commands to be locked behind a required authorization phrase as set by users, in up to 10 weighted levels
       -Integerated Bug Reporting and debugging options for easy troubleshooting
       -Versioning allows for Mutiple prior versions (reinitialization required) for easy profile version rollback if desired
       -Included UPDATE command to allow users to import previous saved user settings and saved Quick Commands from previous version of profile
       -Full profile control through command, "Open CORE Options Menu"
       -Better user support through command, "Open Help and Support Menu"  (will expand in time)
       -User settings save file control through command, "Open Save File Menu"  (includes save file backup and restore system)
       -...and much more (see posts at avcs homepage)
      
      Fixes/Improvements:
       -Set First Use to present user with Get Choice box for Profile Update Notifications and Preferred Profile (auto-switch) choice
       -Setting 'CurrentBackupIndex' and 'SaveFileBackupCount' to 'Not Set' inside F_SFS_LOAD_ALL  (was getting corrupted in save file)
       -Separated 'new_profiles.txt' file from AVCS4 profiles and AVCS CORE profiles to handle two imports before first time run/initialization of either
       -Added Duplicate Profile check, informs user of non-functional AVCS profiles (if ending in 'dash number' such as '-1')
       -Edited Preferred Profile command to allow for any user profile to be set to be auto-switched to after AVCS CORE finishes initializing
       -Included VoiceAttack Profile Builders Template profiles for use of AVCS CORE as a standalone profile framework for any game
      
      ___
      
      BETA Release v0.80 Changelog July2020
      
      New Commands:
       -"Add a new Voice Command" and others in new Quick Command Creator system
       - QCC can be used to create Simple Keypress Commands or Advanced Multi-Step Macros with a limted selection of common VoiceAttack actions
       -"Edit Keypress Timings" to open options menu to set custom timings
      
      Fixes/Improvements:
       -AVCS CORE Profile and Updates Management systems allow version control and user notification of updates (minor or major)
       -Full Profile Update Control added with user choice, only downloads if allowed by user (only checks 8 bytes of a version number before that)
       -Profile Updates set to allow choice for majority of fixes/changes to occur without new VoiceAttack Profile download/import  *called "LIVE UPDATES"
       -Physical Profile Updates set to allow previous versions to remain installed without conflict, and also import/uninstall previous version files  *called "MAJOR UPDATES"
       -Fixed integer/decimal recognition in Save File system "LOAD_ALL" command
       -Set most profile variables to config files in VA Apps Folder (edit with "Open Advanced Core Options" command)
       -Set most commands to Text Variables, read from config files

       

       

       

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