America's Army: Special Forces Downloads
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Patch Change Log
America's Army: Special Forces (Overmatch)
Release Notes (Version 2.7.0)
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What's new
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New Cooperative Missions
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Overmatch debuts two new cooperative missions that will pit Rangers and
Special Forces against an overwhelming force of Enemy AI Soldiers and
vehicles. Rather than presenting players with the one-to-one odds, as is
customary in our current missions, these two new levels represent asymmetric
conflict; wherein the enemy outnumbers the U.S. forces by upwards of three-,
four- and even five-to-one! The new AI enemy represents a more organized
military force than the insurgency/terrorist antagonists of our multiplayer
missions.
- Interdiction (75th Rangers - 9 Player Co-Op vs. AI):
Deep in the jungle, terrorists have almost completed construction on
an underground compound to be used for biological/chemical weapons
manufacturing and distribution. Intelligence reports indicate the need to
obtain important information located within the hidden facility. A squad
from the 2/75 Rangers must breach and infiltrate the enemy compound, locate
and secure the sensitive material, and then proceed to the extraction point.
The 9 players will be outnumbered by an AI enemy force (including
quick reaction forces) and must work together to successfully complete the
mission. This mission features random AI placement/patrols, random objective
locations, and various Ranger weapon loadouts (including the AT4 and Door
Breachers).
- SF Snakeplain (SF Exclusive - 9 Player Co-Op vs. AI):
Recent reconnaissance has revealed a sizeable enemy force massing
inside a reinforced mudbrick fortress. Intel believes the enemy is
attempting to establish a forward base of operations in preparation for a
subsequent combined arms assault on our local indigenous allies. Sensitive
organizational and planning documentation is expected to exist on-site, if
obtained this would be invaluable in not only preventing this attack and but
also undermining potential future operations. Additionally, at 0500hrs today
a reconnaissance and surveillance (R and S) team failed to check in, all
efforts to contact them have failed and they are now considered missing. One
squad from the ODA 2037 has been tasked with this important mission. Against
overwhelming numbers, this elite SF team must infiltrate the fortress,
secure the sensitive documents, and then attempt to locate and recover
missing R and S team.
The 9 players will be outnumbered by an AI enemy force (including
quick reaction forces) and must work together to successfully complete the
mission. This mission debuts the following new America's Army features: The
M1114 Up-Armored HMMWV equipped with the Common Remotely Operated Weapon
Station (CROWS). SF Snakeplain features two unique CROWS weapon mounts - the
M2 (.50 Cal) and the Mk19 (Grenade launcher). In order to overcome the AI
enemy armored vehicles present, a few SF Soldiers will also be outfitted
with the new Javelin Missile System. One of the 9 player slots is the POW
player role representing the missing R and S team. This player role poses
unique challenges which include escaping your confinement, locating a
weapon, and meeting up with the SF team. This mission features random AI
placement/patrols, random objective locations, and various Special Forces
weapon loadouts (including the M4A1, M249, M82, AT4, Javelin, and Door
Breachers).
NOTE: The round time for these cooperative missions is a server setting and
can be altered by admins for the desired pacing of these missions.
New Multiplayer Mission
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Included in this version of America's Army is one new multiplayer mission
increasing the vertical dimension of close urban combat.
- Steamroller (75th Rangers - 13 vs. 13 Multiplayer):
Local sources report that insurgents have recently moved into a
heavily damaged city sector. Intelligence believes that the enemy will use
this neighborhood as a staging area for operations against the host nation.
One squad from 5/75 Rangers with Sniper/Observer team support must conduct
counter-insurgency operations within designated city sector in order to
drive out enemy insurgents, secure key terrain, and secure the city sector.
The urban terrain is heavily damaged with some buildings intact and there is
evidence of prepared fighting positions and other improvements to include
improvised bridges above street level. This mission features custom Ranger
weapon loadouts, random objective locations, and random spawn points.
NOTE: This mission is not included in the final installer of AA:SF Overmatch
and should be downloaded using the new Dynamic Content Delivery System
(DCDS). The map download can be initiated by attempting to join a server
running Steamroller in the AA Browser.
New Training Missions
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Overmatch includes a totally revamped player training program. Along with 3
completely new training levels to support the new features, this version of
AA includes new levels replacing several older training missions training
that were either no longer accurate to the current U.S. Army training
standards, or built with outdated technology. All training levels were
updated to the ACU dress standard and many now include several of our 'Real
Heroes' to allow for a more enriching Army experience during player
character progression.
- Javelin Training (Prerequisite - BCT Completion):
In this new training course, you will first learn how to operate the
Javelin missile system using the Basic Skills Trainer (BST). Upon successful
completion of the BST, you will be qualified to use the Javelin missile
system in the field. You will then also be qualified to participate in an
optional timed live fire exercise where you can improve and measure your
effectiveness at using the Javelin Missile System.
- HMMWV Driver Training Course (Prerequisite - BCT Completion):
The Vehicle Driving course familiarizes Soldiers with driving skills
needed to traverse rough terrain. Unlike civilian transportation, routes
are often difficult and dangerous even when there is no enemy threat. It
takes practice to handle most military vehicles due to the larger weights
and differences in gearing compared to civilian vehicles.
- CROWS Gunner Training Course (Prerequisite - HMMWV Driver
Qualification):
The Vehicle Gunnery range familiarizes Soldiers with operating the
CROWS from the M1114 Up-Armored HMMWV variant. CROWS stands for Common
Remotely Operated Weapon System. It takes the place of the traditional open
turret so that Soldiers can operate weaponry from inside the HMMWV.
- Updated Basic Rifle Marksmanship (BRM) Training (Prerequisite -
None):
The America's Army BRM training is now compliant with the current
U.S. Army standards, while also providing a more immersive training level.
Successfully qualifying with the M16A2 rifle will make you the most feared
combat system on the planet: a U.S. Army Infantryman. Qualifying 'Expert'
will allow you the opportunity to attend Advanced Marksmanship School.
- Updated 'Eagle Tower' Obstacle Course (Prerequisite - BRM
Qualification):
The Eagle Tower is a confidence course replacing the old obstacle
course, which combines a test of physical strength, endurance and the
ability to overcome daunting situations. There are 5 stations Soldiers must
work their way through the tower by following the instructions given to them
by a drill sergeant on each one.
- Updated Weapons Familiarization Training (Prerequisite - Eagle
Tower Qualification):
Replacing the old U.S. Weapons training level, this new mission has
been upgraded to feature additional America's Army U.S. weapons. During this
block of instruction, you will be familiarized on how to properly employ the
M9 9mm pistol, M249 machine gun, m203 grenade launcher, AT4 anti-armor
rocket, and the Bunker Defeat Munition (BDM). Complete each station and
thoroughly familiarize yourself with each weapon.
New Drivable Vehicle (M1114 Up-Armored HMMWV)
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Overmatch introduces America's Army's first implementation of player manned
vehicles. The first vehicle available is fittingly the U.S. Army's most
diligent workhouse, the M1114 HMMWV (High Mobility Multipurpose Wheeled
Vehicle). The M1114 Up-Armored HMMWV Armament Carrier is widely deployed
throughout the Army and is one of the vehicles most Soldiers will use at one
time or another during their careers. The vehicle was developed to fill the
need for higher protection against small arms, IEDs and mines. It has an
upgraded suspension system, a reinforced frame and ballistic protection
plating.
In America's Army, the M1114 HMMWV is currently deployed on the SF
Snakeplain Co-Op Mission and comes equipped with the CROWS weapon system. In
order to start the HMMWV in SF Snakeplain, the player must be Driver
Qualified. The realistic HMMWV driving experience includes the ability to
start the engine, drive, change gears (drive gears and hi/low toggle), use
the rearview mirrors, and change seats without leaving the vehicle. As in
actual combat, seatbelts can save your life and thus included as an option
when in a vehicle (and can save your life in game as well). The HMMWVs may
be mounted/exited when on the move and can be physically damaged (in
appearance and functionality). All ROE violations are in full effect and
will be incurred for running into teammates, damaging friendly vehicles,
etc.
This new AA feature includes the following new actions which can be
configured in the Input Settings section (listed below are the game
defaults):
- Gas Pedal: W (Forward)
- Brake Pedal: S (Backward)
- Turn Left: A (Strafe Left)
- Turn Right: B (Strafe Right)
- Enter/Exit/Start Engine/Transition Seats/Activate CROWS: F (Use)
- Shift Drive Gears (P/D/R): Mousewheel Up/Down
- Toggle Hi/Low Gears: Middle Mouse Button (Alt Fire)
- Left Rearview Mirror: Q (Lean Left)
- Right Rearview Mirror: E (Lean Right)
- Seatbelt: K
New Weapon: Common Remotely Operated Weapon Station (CROWS)
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CROWS: the Common Remotely Operated Weapon Station provides today's Soldiers
with an offensive advantage to rapidly identify, assess and engage the enemy
at greater distances. The CROWS is mounted on top of the M1114 Up-Armored
HMMWV and controlled from the rear passenger compartment via a Video Screen
Control Panel and joystick, giving the gunner a much safer way to perform
the mission and engage enemy targets.
CROWS provides a powerful enhanced magnification capability and a laser
range finder to pinpoint targets. The two-axis weapon can continuously
traverse 360-degrees and is equipped with an internal stabilizer allowing
the gunner to fire while the vehicle is on-the-move. Via the Control Panel
the gunner designates targets with the laser range finder; the computerized
fire control system instantly calculates a ballistic firing solution
allowing rounds to be placed accurately on the target.
In Overmatch, CROWS supports the Mk19 40mm Grenade launcher, and the M2 .50
Caliber Machine Gun. Currently, CROWS is mounted on all HMMWVs deployed in
the SF Snakeplain cooperative mission. The player in the left rear passenger
seat can man the CROWS interface by using the Use key (F) once they are
gunner qualified. All ROE violations are in full effect and will be incurred
for damaging friendly soldiers or vehicles with the CROWS.
This new AA feature includes the following new actions which can be
configured in the Input Settings section (listed below are the game
defaults):
- Activate/Exit CROWS Interface: F (Use)
- Zoom In/Out: Mousewheel Up/Down
- Lase Target: Right Mouse Button (Zoom)
- Fire Weapon: Left Mouse Button (Primary Fire)
New Weapon: Javelin Missile System
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The U.S. Army describes the Javelin missile as a medium-range, man-portable,
shoulder-launched, fire-and-forget, anti-armor weapon system that provides a
highly formidable capability able to defeat all known armor threats for the
dismounted close fight. The Javelin missile has proven to be extremely
versatile and effective in its radically different combat employments.
Consisting of a missile and command launch unit (CLU), the Javelin has an
effective range of less than 75 meters to more than 2,500 meters. In
addition to its day/night target engagement capabilities, the Javelin CLU,
with its 4X day magnification and 4X/9X thermal magnification, provides
thermal observation capabilities out to approximately 4,000 meters for
dismounted infantry and vehicles.
In America's Army, the Javelin is used primarily for armored AI enemy
targets in cooperative missions and is currently deployed in SF Snakeplain.
The Javelin player class loadout includes the CLU, and one missile tube.
Other Soldiers can carry extra missile tubes for the Javelin specialist.
This new AA feature includes the following new actions which can be
configured in the Input Settings section (listed below are the game
defaults):
- Select CLU from Inventory: B (pressing Reload will attach and arm
the tube)
- Select Javelin Tube from Inventory: 7
- CLU View Mode: V (NVG)
- Acquire Target: Middle Mouse Button or Backslash (Alt Fire)
- Top/Direct Mode Toggle: G (Secondary/Supported)
- Fire Missile: Left Mouse Button (Primary Fire)
New Situational Awareness Indicator (SAI)
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New to America's Army in Overmatch is Situational Awareness Indicator which
replaces the old compass and resides in the bottom left corner of your Heads
Up Display during gameplay. This teamwork enhancing tool is designed to
replicate a Soldier's real life situational awareness and efficient means of
communication not necessarily available playing through a 2D screen.
Consequently, it is not a far stretch from tools the U.S. Army is already
using in combat to increase Soldier's battlefield awareness.
The SAI represents a top-down view of the area immediately surrounding the
current player and is updated in real time with the following information:
- Your Fire Team Leader's Location, indicated by a light green color
with the fireteam letter designation. (Fire Team Leaders can see all Fire
Team members)
- Locations of Soldiers you are 'Linked' to by line of sight (LOS),
indicated in a dark green color. When linked to another player, both icons
will display an outer gray ring. When linked, you are both receiving the
teamwork CEM bonus.
- Your Squad Leader's Location, indicated by a yellow star (and the
Squad Leader can see everyone in the squad)
- The VIP's Location (If Applicable), indicated by a black star
- All Current Objective Locations, indicated by yellow as active,
red as failed, and green as completed.
- All Medics' Locations when Injured, All Injured Players' Locations
when Medic, indicated by red flashing icons and medic plus icon (activated
when a 'Medic' call is made).
- Exact location of where teammates crosshair was pointed when they
reported enemy location (Z Key). This will not move and is a static enemy
spotted icon that will fade away after a few seconds.
- Static blip flashing icon at the location where a teammate reports
their location (reporting in).
- Flash red in the quadrant you were shot from, only flashes when
player is actually hit (one of 4 directions that the bullet entered body
when causing injury).
What the SAI will NOT do:
- Show you any enemy locations at all. Only locations where
teammates have pointed their crosshair and pressed the enemy spotted key
(Z).
- Show you everyone on your team (only Squad Leaders get this
ability), it will show you your Fire Team Leader & Squad Leader and anyone
you are linked to.
- Show you where you were shot from. The damage indicator included
with the SAI only tells you which part of your body the bullet entered the
body, which is not necessarily the direction you were shot from. This damage
indicator is additional situational awareness new to the game that would
normally be known in the real world.
The Situational Awareness Indicator also includes the following
functionality:
- All maps provide at least 3 levels of zoom on the SAI (some
provide more than 3 zoom levels)
- All maps currently in Overmatch (old & new) support the SAI and
include a SAI map
- The SAI can be toggled into full screen mode for the full map
display
- SAI/CEM linking is "chained", such that if A can see B, and B can
see C, A can also see C even if A doesn't have LOS w/ C.
- Objectives and Players' elevations relative to you are indicated
with icon changes.
- Squad Leaders can set the Squad's Target Objective by using the
'O' Key, then pressing the letter of the Objective to prioritize - which
will then flash on all Squad Members' SAI.
- Players' Names can be displayed next to their SAI icons.
- The SAI commo calls are all SPAM limited (flood protection).
- Players will have the ability to make the SAI semi-transparent,
toggle its ability to rotate, toggle player names/elevation info display, or
even disable the SAI entirely via both the Settings UI and Keyboard
Mappings.
This new AA feature includes the following new actions which can be
configured in the Input Settings section (listed below are the game
defaults):
- Report Enemy Location: Z
- Report Your Location: U
- Call For Medic: M
- Set Squad Objective (Squad Leaders Only): O and then the letter of
objective to prioritize.
- Toggle Full Screen SAI: F4
- Toggle SAI: [
- Toggle Objective Text: ]
- Toggle Player Info: CTRL
NOTE: Currently, the report enemy feature will not be able to work when
pointing through glass (will show up where it hit the glass), but most of
the glass in the game can be broken out with objects or bullets.
Meet America's 'Real Heroes'
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The America's Army Real Heroes program identifies and honors the valorous
actions of some of today's U.S. Army soldiers in combat. Visiting the
Virtual Recruiting Station and progressing through player training will
provide players with unique opportunities to meet and interact with avatar
representations of four distinct Soldiers, all of them Combat Veterans of
the conflicts in Afghanistan and Iraq.
In the initial debut of the Real Heroes program, you'll meet SFC Gerald
Wolford of the 82nd Airborne, SGT Tommy Rieman of the 51st LRRPS, SSG
Matthew Zedwick of the 7th Cavalry Regiment and MAJ Jason Amerine of the
Special Forces. In the main Real Heroes user interface section, you can read
their bios and view interactive representations of both their Class A and
ACU uniforms. Here you can read their story and learn about all their U.S.
Army accomplishments and qualifications. In addition each Real Hero can
relate their combat experiences via special full-motion video interviews
online. There are also special videos describing their Military Occupational
Specialties (MOS's) and Skill Qualifications; specifically the Infantry,
Airborne Rangers and Special Forces.
As a special thanks to our America's Army players we're granting a one-time
Experience Point bonus after viewing each of the Real Hero Video Interviews
online. In order to obtain the XP Bonus players simply have to be logged-in
and watch each Real Hero Video Interview. Once each video has been completed
the player database will automatically apply the XP Bonus.
New Player Stats
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AA:SF Overmatch debuts the initial phase of the America's Army player stats
system powered by Pragmatic Solutions, Inc. Player stats are now kept and a
subset of those stats are viewable in the player's 'Record Brief' section of
the user interface. These player stats are focused on teamwork, completion
of the mission, and the welfare of your squadmates.
The following stats are now recorded and displayed for each AA player
character:
- Account History:
- Player ID
- Last Login Date
- Member Since Date
- Group ID
- Player Notoriety & Reputation:
- Experience/Honor Totals
- Experience Required for next Honor level
- Total ROE (Rules of Engagement violations)
- A new Army Ranking system which correlates to your current
Honor level
- Tactical Experience & Leadership:
- Hours Played
- Favorite Map
- Matches Completed
- Rounds Won/Lost
- Objectives Completed
- Number of Deaths while Completing Objectives
- Average Mission Score
- Number of Times Healed
- Medic Packs Applied
- Time in Squad Leader Role
- Time in Fire Team Leader Role
- Time in Non-Leadership Role
- Time Linked to Squad Leader
- Time Linked to Fire Team Leader
- Total Time Linked to Other Soldiers
- Core Soldiering Skills:
- Field Medic Qualification Date
- Airborne Qualification Date
- Advanced Marksman Qualification Date
- Special Forces Qualification Date
- Rifle Marksmanship Qualification Date
- Driver/Gunner Qualification Date
- Pistol Class Specialization (shots fired, hits, kills,
accuracy, total usage %)
- Assault Rifle Class Specialization (shots fired, hits,
kills, accuracy, total usage %)
- Machine Gun Class Specialization (shots fired, hits,
kills, accuracy, total usage %)
- Rocket Class Specialization (shots fired, hits, kills,
accuracy, total usage %)
- Sniper Class Specialization (shots fired, hits, kills,
accuracy, total usage %)
- Grenade Class Specialization (shots fired, hits, kills,
accuracy, total usage %)
New Army Combat Uniforms (ACU)
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As the U.S. Army updates their uniforms, so will America's Army! Overmatch
marks the official debut of the new Army Combat Uniform (ACU) in America's
Army. The ACU is the new combat uniform ready to take the Army into the
future and is often referred to as 'Digital Camo' due to the pixilation of
the camo pattern. In addition to the ACU uniforms, the following player
model updates are featured in Overmatch:
- All U.S. Soldiers now wear the new MICH Helmet (Arctic and ACU
versions added)
- Player Models updated to represent new ACU and standard gear.
- All Canteens replaced with standard Camelback hydration systems.
- Medic Pack updated with ACU camo
- Boonie Hats, Ball Caps, MILES gear, and Airborne Uniforms all
updated with new ACU Camo Patterns.
- Several New Soldier Faces added
- Several New Attachments Added (ESS Goggles, etc.)
This feature has been completely integrated into the game including being
retrofitted into all legacy training levels and multiplayer missions.
Updated AA Browser (Including Favorites and Buddies)
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The Overmatch America's Army Browser - AA Browser (Match-Making System)
powered by Pragmatic Solutions, Inc. not only includes an overhauled server
browser/filtering interface, but also includes new Favorites interface tab.
This new tab contains two new features intended to help support the AA
community and give the player more control of their gameplay experience -
favorite servers list and battle buddies:
- Favorite Servers:
Players can now add servers to a 'favorite servers' list that is
tied to your AA player account (no matter where you log in). These servers
will then be listed in the Favorites tab and also highlighted in the main
browser server list. There are several ways to add and remove servers from
your list: through the in-game menus, by right-clicking a server in the
browser, or by manually adding the server IP in the Favorites tab. Currently
your Favorites server list is limited to 20 per player account, however this
max number may be increased in the future based on demand and resources.
- Battle Buddies:
Players can now add other AA players to a 'battle buddies' list that
is tied to your AA player account (no matter where you log in). These
buddies will then be listed in the Favorites tab and also highlighted in the
main browser player list. There are several ways to add and remove buddies
from your list: through the in-game menus, by right-clicking a player in the
browser (player list window), or by manually adding the player's exact
username in the Favorites tab. Currently your Battle Buddy list is limited
to 20 buddies per player account, however this max number may be increased
in the future based on demand and resources.
The server browser has also been enhanced with the following additions:
- Collapsible Filters Tab
- New Filter Sets for Quick Access
- New Filters: By Current Round, By Time Left, By Average Honor
- New Multiple Filters can be applied to enhance the user's gameplay
experience
- New Server List Country Icons
- Enhanced Right-Click Menus (Server List, Player List, Favorites
tab)
- Player/Server Search Remembers Past Entries
- New Clear/List Filter Functions
- New LAN Player Name Entry Field for Quick LAN Play w/o an Account
- New Ping Field Now Displays Your Actual Ping and Average Player
Ping
- New Server Return Field for Operating System, Current Round, and
Time Left, Average Honor
- New Server Column for Average Honor of All Players on Server
- New Options available in Settings>Game section of UI: Disable
Server Color Names, and Disable Server List Auto-Update
NOTE: The GameSpy server browser is still available, and can be selected in
the Settings>Game section of the UI. However, many of the new Overmatch MBS
features will not be available with GameSpy.
Updated User Interface
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With Overmatch, we've overhauled the game's main UI to make it easier to
navigate the game's features. Every page was updated and converted to a new
NML format which can be dynamically updated on the fly in between releases.
This allows the news and features in the UI to stay current with the state
of the game in real time, as well as accommodate future additional content
(missions) through DCDS. The highlighted features on the updated UI are as
follows:
- New 'Record Brief' page replaces the old Personnel Jacket and is
the centralized place for all dynamic information related to your America's
Army player account. This includes a News page, your Player Stats, your
Badges representing your training qualifications, and your M4A1 Weapon Mods
configuration (Special Forces only).
- New Training and Deployment Sections with Overview pages
displaying a view of all available levels in each tour.
- New Login page which direct links to the most used UI sections.
- Signout added as an option, instead of only Exit (to get back to
the Login page, or Login with a different account).
- New Real Heroes interactive uniform display which allows use to
click on each medal/ribbon/patch for a larger display and more information.
- New Sections added to support new features, such as Explore the
Army, and Real Heroes.
- New Dynamic NML Update Icon indicating current UI status.
- New AA Animated Logo Intro Added
- Integrated Use of Bink Video for in-game quality videos.
- Links tab expanded with more community and competitive websites.
- Added 4 New Loading Screens
- Added New AA Splash Screens
The Heads Up Display (HUD) has also been completely reworked. Not only
visually through resizing, placement (stamina meter removed), and new art -
but also 'under the hood' with a complete code overhaul. Consequently, this
has given us back a few frames as a result of the more efficient rewrite
(even with the SAI). Many issues with the console, text chat, and spectating
were also improved or enhanced (console scales with resolution).
New 'Explore the Army' Instant Action Mode
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"Explore The Army" is a new feature in America's Army allowing both new and
veteran players to jump right into some of our best multiplayer missions,
where we've suspended our usual training and qualification requirements.
However, players will not earn any persistent experience score or player
stats on ETA servers. This "Instant Action" mode provides free play on more
than a dozen specially designated servers provided by the America's Army
Honor Preferred Providers. Prior to joining an "Explorer" server players
will be able to choose a temporary username; during these sessions players
will not accrue statistics or experience points (Explorer servers are
Official but non-HONOR-gaining environments). We've set aside 10 of our most
diverse and popular maps, organized by Infantry, Ranger and Special Forces.
Explore the Army LAN servers can be set up using the following new server
modes:
LANETA - Use this for an Explore The Army LAN server over an internal
network. This server will be listed in the LAN server browser.
LANETATOURNAMENT - Use this for an Explore The Army lan server running in
Tournament Mode. This server will be listed in the LAN server browser.
New Dynamic Content Delivery Service (DCDS)
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Dynamic Content Delivery System powered by Pragmatic Solutions, Inc. is a
tool to facilitate the distribution of America's Army content from a
centralized location. DCDS will be released in several phases beginning with
Overmatch. This initial implementation will encompass support for dynamic
map delivery. The functionality in-game will be automated, and the player
will not have to install a separate application to gain DCDS functionality.
The player can access the main DCDS tab by navigating to the AA Browser
section in the user interface and selecting the DCDS tab in the top right of
the screen.
This new feature provides players with a simple means to obtain new or
updated maps between major releases. This feature is usually passively
triggered by trying to join a server with a map you currently do not have.
Player DCDS downloads can be queued and canceled at any time via a "CANCEL"
button. Players can also Pause and Resume DCDS downloads. During download
the DCDS tab can also stream several images and links to you for access to
online content and additional information.
NOTE: The following maps did not ship with the final Overmatch install and
will be available via DCDS: Steamroller, Insurgent Camp, SF Dockside.
Updated System Requirements:
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All new Overmatch content is advanced development and as such will require
additional PC resources to run efficiently (common in most of today's
current gaming machines). Below are the updated Minumum and Recommended
System Specifications for running the new America's Army Overmatch content:
NOTE: Players using machines meeting the old v2.6 system requirements should
still be able to play most of the legacy (Pre-Overmatch) content.
The current Minimum System Requirements for AA:SF (Overmatch) are as
follows:
- 3-D graphics card with 128 MB memory and support for hardware
transformation and lighting
- 2.4 GHz processor or equivalent
- English version of Windows(r) 2000/XP Operating System with latest
updates
- 512 MB RAM
- 3.5GB of uncompressed hard disk space for game files
- 4X DVD-ROM (not required for downloaded installations)
- Windows 2000/XP compatible system (including compatible 32-bit
drivers for CD-ROM drive, video card, sound card, mouse and keyboard)
- DirectX(r)9.0
- 100% Compatible DirectX 9.0 soundcard
- Broadband Network Connection
- NVIDIA(r) nForce(tm) or other motherboards/soundcards containing
the Dolby(r) Digital Interactive Content Encoder required for Dolby Digital
audio
The current Recommended System Requirements for AA:SF (Overmatch) are as
follows:
- 3-D graphics card with 256 MB memory and support for hardware
transformation and lighting
- 3.0 GHz processor or equivalent
- English version of Windows(r) 2000/XP Operating System with all
updates
- 1 GB RAM
- 3.5GB of uncompressed hard disk space for game files
- 4X DVD-ROM (not required for downloaded installation)
- Windows 2000/XP compatible system (including compatible 32-bit
drivers for CD-ROM drive, video card, sound card, mouse and keyboard)
- DirectX(r) 9.0
- 100% Compatible DirectX 9.0 soundcard
- 56kbps Modem or other network connection *NvidiaR nForceT or other
motherboard/soundcards containing Dolby DigitalR Content Encoder required
for Dolby DigitalR audio.
Technical Notes
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Do not use any .ini files from any previous versions of America's Army with
v2.7 (full install only).
*IMPORTANT NOTE FOR SERVER HOSTS/ADMINS:
NOTE: The new Overmatch cooperative missions will take significantly more
CPU resources to run during normal gameplay due to the additional AI
processing load (shared between the server & client). Server hosts planning
to run Co-Op servers should plan accordingly. In addition, players running a
Co-Op server and client on the same machine will experience heavy CPU
demand.
It is recommended that server rotations switch only from Co-Op level to
Co-Op level, or MP to MP level for best performance.
UPDATED GAME PORTS:
The internet ports currently required to be open for America's Army v2.7 are
listed below:
UDP - 1716, 1717, 1718, 8777, 27900
TCP - 20025-45, 20046, 20047, 20048, 14200
UDP ports: 1716 for the Game, 1717 for the GameQuery, 1718 for the
Master Server Query, 8777 for the Standard UT Query, and 27900 for GameSpy.
TCP ports: 20025-45 for MBS Game Server, 20046 for the Auth server,
20047 for MBS, 20048 for DCDS, and 14200 for LAN.
=======================================================
What's Changed
=======================================================
Everything! (Actually, the core gameplay is untouched, only enhancements to
everything supporting it.)
Added admin console command "admin forceclass * " will forceclass all
players to specified class. We understand the desire to play different
missions with different weapon loadouts. However, we prefer the community
use this new tool to do so, instead of running altered maps which take
control away from the server administrators.
Added help specific to player admins to explain forceclass usage (type
"help" in console or "helpadmin" for player admin specific help). User must
be player admin to see "help".
=======================================================
What's Fixed
=======================================================
NOTE: This list only includes bugs present in v2.6 that have been fixed.
Bugs fixed related to new v2.7 features and certain security/exploit fixes
have been removed from this list.
[CATEGORY] ISSUE
[Admin Command] Spectate - When PlayerAdmin is dead and uses spectate
command on another dead player admin is given bouncing view
[Admin Command] Spectate: PlayerAdmin who is dead can obtain a viewpoint
underneath map
[Admin Command] using Admin Forceclass [all* | player] [class] locks player
under chute
[Animation] Player can lose ability to take out weapon if player attempts to
throw a grenade and swaps too another item too quickly.
[Animation] MILES players are not displaying correctly.
[Animation] While prone & slow crawling, there is a missing 3rd person
animation.
[Art] Art: Attachments: Sniper player pawn does not have a pistol holster
attachment
[Art] Dusk: VIP has wrong uniform textures
[Audio] Need 'Cloth Foot' & 'Tile Bullet' sounds for S_AA2_Material package
[Audio] PCR: Floor tiles sound like soil and not a solid when walked on.
[Audio] SF Hospital - Outside Ambush Door sounds reversed
[Audio] Tile floors sound like a wooden floor when shot
[Audio] Opfor Weapons Sound like US Weapons
[Authentication] Auth: Player's IP address is being reversed in transmission
to SAS
[Authentication] Auth: Special Characters interfering with player
communication
[Authentication] Auth: When a player joins a server right as a round is
beginning odd behavior occurs
[Authentication] Authentication: Player is able to join an SF exclusive
server without having completed any SF training
[Authentication] Client crashed when invalid log in credentials present in
the user.ini
[Crash/Lockup] Possible Crash "Infinite script recursion (250 calls)
detected"
[Crash/Lockup] Possible Crash in "HUDFRAME"
[Crash/Lockup] Client crashes to desktop after changing setting via UI
[Crash/Lockup] Client is crashing while observing players
[Crash/Lockup] MILES Play crashes when walking through another player who is
sitting down.
[Crash/Lockup] Player who initiates map change crashes when attempting to
reconnect to the server
[Crash/Lockup] Possible stack corruption issues
[Crash/Lockup] Spectating a MILES teammate while close enough to
transparency their skins
[Crash/Lockup] Game locks after user tries to adjust key setting then
returns to game.
[Crash/Lockup] Server Crash:
AAGP_Vehicle::Tick:AAGP_WheeledCraft::Tick::TickAllActors:
[Enhancement] Allow MaxPlayers INI configuration directive to be overridden
on the command line
[Enhancement] Alphabetize "Infantry, Ranger & Special Forces' Deployment
drop-down boxes
[Enhancement] Change "TTS for IRC" from being defaulted on to off in
default.ini
[Feature Request] Request ability to get rid of red enemy indicator or at
least create server setting to toggle it
[Feature Request] Added Missing F Keys to 'Configure Controls' - Gamma,
Brightness, Contrast, admin commandpost
[Gameplay] When a team wins a round without a squad leader a VO plays
stating that the mission was failed.
[Gameplay] Admin forceclass while being zoomed with sniper causes bug
[Gameplay] IF players are able to get the medic role.
[Gameplay] Player gets stuck in the "ready to throw" animation state by
pressing fire after pressing sprint
[Gameplay] Player is able to vote in a vote kick before they have finished
authorizing
[Gameplay] Pressing prone key has delayed action, sometimes pawn stands
right back up
[Gameplay] SF Hospital: attachments are missing from Opfor uniforms
[Gameplay] Spam protection on the comm. does not work
[Gameplay] Weapon mods not always spawning properly at start of round
[Gameplay] Radio Tower: No ROE for shooting Doctor at Obj-C
[Gameplay] Player with rocket weapon cannot stand after being prone.
[Gameplay] Playeradmins have the ability to get free points for being idle -
Playeradmins can not be kicked / votekicked from servers
[Gameplay] Spectating: player locked to a single viewpoint when joining a
server, can't spectate team members
[Gameplay] Spectating: POV shifts rapidly (bounces) when viewing from a body
that is still effected by Karma
[Gameplay] Spectating: POV sometimes rises vertically to the sky upon player
death
[Gameplay] Spectating: When spectating after dying, if the player being
spectate dies the view sometimes returns to where the player died
[Gameplay] Weapon Ready Animation Plays Twice At Round Restart
[Graphics] Graphics: Sorting issues present when player is in the water on
River Basin
[Graphics] Spectating: Alpha transparency does not function correctly on
certain parts of pawns body
[Graphics] Tournament Mode: Decals do not clean up after swapping sides
[HUD] (Console): Can't read all of "playerlist" or "pb_plist" when >24
players on server - now 30 lines long
[HUD] Disable Enemy ID on HUD Display
[HUD] Honor Too High/Low has trailing spaces
[HUD] Console Box is too short when it's expanded.
[HUD] HUD Elements are hidden after exiting or completing training missions.
[HUD] Training: Medic Field: Medic Pack HUD Icon is not shown
[HUD] Parental Control: Does Not Filter (Derogatory) Player Names in Death
messages
[IRC] "Leave" Button should be changed to "Close PM" when a private message
window is open
[IRC] Double Click on channel/user should open new window
[IRC] IRC client doesn't understand channel modes a/q
[IRC] IRC Client Floods IRC server with /away messages
[IRC] Network Service name not displayed in notice
[IRC] Private Messages that begin with ": "or"! "Are displayed incorrectly.
[IRC] Reorder IRC Channels Dropdown
[IRC] In game client does not display notices sent by another user
[IRC] Player is unable to "CLOSE PM" window if user joins main chat room and
closes chat room first.
[Map Specific] SF Recon: Unable to destroy guard towers with RPG
[Map Specific] Border: 2 dead trees on this map don't have blocking volume
[Map Specific] Border: Able to get on top of building on defense side using
a barrel and a window sill
[Map Specific] Border: Blocking Volume on downed fence
[Map Specific] Border: bushes are floating above ground
[Map Specific] Border: bushes are floating off the ground
[Map Specific] Border: Comm. volume is improperly named.
[Map Specific] Border: Conflicting rooftop graphics
[Map Specific] Border: Exploit to get on back defense building
[Map Specific] Border: Exploit to get on back defense building at long wall
[Map Specific] Border: Exploit to get on back south building
[Map Specific] Border: Floating Bushes [Map Specific] Border: Graphics: Bushes and shrubs do not render until player is close to the area. [Map Specific] Border: Incomplete Downed Fence Texture Sticking to the ground [Map Specific] Border: Mosque Wall does not have decals [Map Specific] Border: Player is able to gain access to a rock that should be inaccessible. [Map Specific] Border: Player is unable to enter doorways in building where objective is located by standing. [Map Specific] Border: Player warps when walking under towel on clothes line. [Map Specific] Border: Shader applied to window does not depict environment [Map Specific] Border: Static mesh not properly aligned [Map Specific] Border: Window sills are "sticky" [Map Specific] Dusk: Able to reach unintended ledge [Map Specific] Dusk: Blocking Volume Prevents player from walking under right side of bridge [Map Specific] Dusk: Boards on windows cannot be penetrated by bullets [Map Specific] Dusk: Bullets do not pass through door when you shoot at another player [Map Specific] Dusk: Comm. volume has a capitalization typo [Map Specific] Dusk: Doorway Texture Inside Town Center disappears when pawns viewing angle changes [Map Specific] Dusk: No bullet decals on Embassy cupola [Map Specific] Dusk: No bullet decals when shooting house near Ambush spawn [Map Specific] Dusk: Overhang above doorway blocks player movement from its sides [Map Specific] Dusk: Player Pawn Is Able To Access Rooftops [Map Specific] Dusk: Player warps when walking diagonally through light blue towel on clothes line [Map Specific] Dusk: Players are able to gain experience too quickly; honor needs to be modified. [Map Specific] Dusk: power transformers do not display bullet decals when shot [Map Specific] Dusk: Vines static meshes prevent/do not display bullet decals [Map Specific] Exploit: Border building able to go prone on table [Map Specific] Exploit: Border Long wall building canopy accessible [Map Specific] FLS: Bushes are not visible unless smoke is present. [Map Specific] FLS: Defense Medic Cannot Heal Teammate if Teammate is injured and in the other pen [Map Specific] FLS: Defense Pawns are invisible from Assault Pawns vision from a distance. [Map Specific] Medic Field Training: HUD text instruction player to follow 'Compass' [Map Specific] Medic Training: Table in test room has clipping issues [Map Specific] Mountain Ambush: Sorting Issue between trees and waypoint smoke. [Map Specific] MountainPass/MountainPassSE - Hemmit tires/wheels do not show bullet or damage decals [Map Specific] Mountian_Pass & SE: Texture wrong on Hemmits (Objective A) [Map Specific] MOUT McKenna: Player gets stuck at the bottom of tunnel ladder. [Map Specific] Pipeline: Glass is difficult to see, can't tell whether it's shot out or not [Map Specific] SF Arctic: Rounds end in ties if time expires. Defense should win [Map Specific] SF Arctic: Strykers show up on SAI as objectives but are not shown in the Objective List [Map Specific] SF Arctic: Unable to destroy Stryker with AT4 or RPG [Map Specific] SF Courtyard - Shooting informant does not result in end of round or ROE [Map Specific] SF Courtyard Informant floats above bed [Map Specific] SF Courtyard: Objective NPC Character has the wrong skin [Map Specific] SF Courtyard: Overhangs missing bullet texture [Map Specific] SF CSAR: Unable to destroy Blackhawk objective with RPG as IF. [Map Specific] SF Dockside: Able to take objective thru container [Map Specific] SF Dockside: Fence object piercing concrete sidewalk [Map Specific] SF Dockside: Ledge of Southern Billboard has two elevations [Map Specific] SF Dockside: No bullet decals show on certain doors and floor mats [Map Specific] SF Dockside: Player misses ladder and falls from cargo containers [Map Specific] SF Dockside: Player movement blocked on ladder at Southern Barges [Map Specific] SF Dockside: Player standing in back of objective shipping container is not affected by flash/Frag Grenades [Map Specific] SF Dockside: Player standing on speaker attached to outside of building. [Map Specific] SF Dockside: See through smoke using truck windows
[Map Specific] SF Dockside: Sprint movement blocked by downed fence post
[Map Specific] SF Dockside: West ladder bracket does not touch building
[Map Specific] SF Extraction: No bullets or animation through phone booth
[Map Specific] SF Extraction: NPCs are levitating and are not able to be
shot.
[Map Specific] SF Extraction: Objective location description wrong
[Map Specific] SF Extraction: Pawn able to access an improbable area
[Map Specific] SF Extraction: Player can jump from roof to street light.
[Map Specific] SF Extraction: Player can not pass thru door
[Map Specific] SF Extraction: Player cannot shoot through ladder.
[Map Specific] SF Extraction: Player Pawn Able to Access Ledge/Light Above
Doorway
[Map Specific] SF Extraction: Tables do not show bullet penetration (holes)
[Map Specific] SF Extraction: trash dumpster is penetrating wall
[Map Specific] SF Hospital: Fence post is clipping through crate
[Map Specific] SF PCR: Papers on the ground make wood sounding footsteps
[Map Specific] SF PCR: Shuttered windows not displaying bullet decals
[Map Specific] SF Water Treatment - Changed Visibility of the CarryObjective
to only be seen by the friendly team when it is dropped.
[Map Specific] SF Water Treatment: Pawn gets stuck when attempting to look
at camera monitors.
[Map Specific] SFCourtyard: Nades can be thrown through fencing
[Map Specific] SFCSAR: Error: Accessed None 'PS' found while walking through
fire.
[Map Specific] SFDockside: Able to see through the wall
[Map Specific] SFDockside: Players movement is blocked by parking spot
cinderblocks
[Map Specific] SFExtraction: Able Access Top of Roasted Nut Stands
[Map Specific] SFExtraction: level has an objective player can take that is
not related to level design.
[Map Specific] SFExtraction: Missing Bullet Hole Decals on Surfaces
[Map Specific] SFExtraction: Missing Umbrella on Hotdog Stand
[Map Specific] SFExtraction: NPC Pawns: pawns do not take damage nor is ROE
issued when shooting or fragging them.
[Map Specific] SFExtraction: Pawn Able to Jump on Power Boxes
[Map Specific] SFExtraction: Shooting the Skybox triggers a particle effect
[Map Specific] SFExtraction: There is a mysterious objective in one of the
doorways
[Map Specific] SFHospital NPC Male Nurses/Doctors are levitating and are not
able to be shot
[Map Specific] SFHospital: lighting on patient in operating room to dark
[Map Specific] SFHospital: smoke is emitting from ground with no apparent
source.
[Map Specific] SFHospital: can see through smoke on taxi windows and door
windows.
[Map Specific] SFPCR: Wall near south spawn point has no texture.
[Map Specific] SFRecon: Wrong bullet decals are appearing truck
[Map Specific] SFTaiga: Player can get stuck by pole
[Map Specific] SFWatertreatment: Gap between pillar and wall
[Map Specific] Shoothouse: Instructor VO does not play
[Map Specific] Shoothouse: Training cadre do not turn to look at player when
player "uses" them to initiate VO
[Map Specific] Swamp Raid: Blocking Volume above wood fence
[Map Specific] Swamp Raid: invisible collision between fences prevents
player movement through open space
[Map Specific] Swamp Raid: Player can climb tree
[Map Specific] Swamp Raid: Player can ghost thru map
[Map Specific] Swamp Raid: Players are able to get on top of blocking volume
above wood fence
[Map Specific] Urban Assault: Metal objects such as the fences and 50 gallon
drums are not able to be penetrated by bullets.
[Map Specific] Urban Assault: Weapons/grenades irretrievable after being
dropped on stairs.
[Map Specific] Weapons Cache: Elevator has no karma, bodies fall through it.
[Map Specific] Weapons Cache: light post blocking volume causes player to
end up in unintended spot
[Map Specific] Woodland Outpost: See through smoke.
[PunkBuster] Tip for updating PB still says to use PBWeb. Now States Use
PBSetup for Windows Builds.
[Exploits] Constant Binocular Vision
[Exploits] "Audio Flush True" command is still enabled in both the public
(2.6) and beta builds.
[Exploits] Console Command: Editobj gives user ability to edit items on the
server while in play.
[Exploits] Dusk and Border: Certain type of car (taxi) windows allow players
to see through smoke.
[Exploits] Dusk and Border: Tacoma truck windows allow players to see
through smoke.
[Exploits] Exploit fixed of switching to grenade while bipod is deploying.
Also prevents switching to grenade during fixjam animation.
[Exploits] Console Command "Poke" allows player to change in game variables
[Exploits] Console Command: FirstColoRedMip X allows player to change colors
of the map.
[Exploits] Constant Binocular Vision
[Exploits] Dusk: Using clothes line player is able to jump on the roof and
get under the map
[Exploits] FLS: Defense Pawn is able to stand on a crossmember in the
northern pen.
[Exploits] Player is able to Run and Shoot at the same time.
[Exploits] SF Extraction: Seeing through smoke
[Exploits] Sound_reboot when bound to a key will clear current sounds
[Exploits] Fake picking up objective exploit.
[Exploits] Fix for original fix related to starting out in windowed 16 bit
mode. America's Army Must be run in 32 bit mode.
[Exploits] Fix for sprinting and swapping weapons.
[Exploits] Going prone while swapping RPG (or other weapons) skips readying
animation (or shouldering animation)
[Exploits] MOUT McKenna: Glass windows tops in buildings allow player to see
through smoke
[Exploits] Old Exploit: Taking an obj, and secure it from a distance
[Exploits] Player can throw grenades while on ladders
[Exploits] RFE: Encrypt the user's password in User.ini
[Exploits] Run swap grenade/shoot exploit
[Exploits] Running while shooting should no longer be possible.
[Exploits] SF Hospital: Exploit that allows players to see through walls.
[Exploits] SFHospital - Player can see through wall on West Wing Roof when
on top of light
[Exploits] SFHospital: See Through Smoke Exploit
[Exploits] Shooting While going prone - Enhanced BUGFIX because sometimes
firing doesn't always stop if player is going prone
[Exploits] Shooting While Going Prone.
[Exploits] Urban Assault: Player can gain access to roof above west
objective by using clothesline
[Exploits] Using Turn180 disables recoil if held while user shoots.
[Exploits] When player is dead, player can report enemy spotted to live
soldiers
[Exploits] Player can enter a state of "Supported" Standing or Crouching
prohibiting Player from Moving
[Exploits] Player is able to skip weapon reload animation on all weapons
[Exploits] Shooting while going prone
[Exploits] While taking objective, player has the ability to pull out
Grenade, Flash bang, Incendiary, smoke and throw it.
[Exploits] Remove fixedfps console command
[Server Browser] Add a tooltip for Player & Server Search history box in MBS
to notify the user that the last 10 searches will be remembered.
[Server Browser] MBS: AA-Browser causes lag on client pc when viewing list
of all AA servers.
[Server Browser] MBS: Min and Max Honor Filters do not function
[Server Browser] MBS: Ping filter is broken
[Server Browser] MBS: Server ping times not showing correctly in AA Browser
[Server Browser] Pings reported by MBS and GS are significantly different
[Server Browser] Sliding the Middle Splitter Bar to the left/right causes
repeating rectangles to appear - Limited Scrolling Range to fix.
[Server Browser] UI Add Option to disable colors in server names in the MBS
browser.
[Server Related] Admin switching server from cheat to non-cheat - should now
alert all players, update their HUD, and reset any cheats that are enabled.
[Server Related] Crash: Server crashes when trying to rotate server via in
game Admin CP
[Server Related] Create "Logs" folder upon Starting a Server.
[Server Related] Honor restrictions not working
[Server Related] Server Crash: Critical: UGameEngine::Tick (Traveling from
SFHospital to Weapons cache)
[Server Related] Server: Unable to sprint after respawning, weapon
disappeared after slinging
[Server Related] TM: Accessed None "C" in "CheckEndGame"
[Server Related] Warnining: ThrowWeapon::SpawnPickup() Already has a pickup
ptr!! Must have already dropped!
[Tournament Mode] Take away hit animations in setup and discard rounds
[Tournament Mode] TM Unable to spawn in first live round
[Tournament Mode] TM: Admin spectate functionality is not consistent
[Tournament Mode] TM: Restarting a tournament is broken
[Tournament Mode] TM: Set up round is repeated with 10 minute counter after
sides are switched.
[Training] Medic Training 2: Table where player sits to take the desk has no
collision. Player can walk through it from the left side
[Training] MOUT Shoothouse: Player can run through shoothouse without
shooting at all and pass mission
[U.I.] Added new Splash Screen for Overmatch Release.
[U.I.] Cancelled Connect Dialog is not sized properly or worded properly
[U.I.] Creative EAX Logo takes a user to a website that does not work
[U.I.] ESRB Link is not named correctly.
[U.I.] MBS Tab in Settings is off the screen - This Setting has been moved
to the Game Settings page.
[U.I.] Remove "Clicking" sound in Configure Keys section of Settings
[U.I.] Remove "Speech Recognition" from Game Settings Panel
[U.I.] Removed deprecated player icons (US Retired & US Reserve and US SF)
[U.I.] The 'Honor too low' and 'Honor too high' message has too many spaces.
[U.I.] U.I. Browser Screens Not Resizing Correctly
[U.I.] (Deployment - Internet/LAN - Browser) Browser is reporting the amount
of kills a player has instead of the score they have.
[U.I.] "Unable to Join Server" dialog box is hidden when an unsuccessful
attempt to join by command line is made
[U.I.] Auto login does not work
[U.I.] Change game browser warning text not wrapping to fit inside message
box
[U.I.] Exit Dialog Message caused by an "Engine Mismatch" is outside its
dialog
[U.I.] HUD Opacity does not work
[U.I.] HUD Scaling does not work (Removed)
[U.I.] Icon spacing to close to honor for folks with 100 honor level
[U.I.] Playeradmin cannot open game console after closing Admin Command post
[U.I.] Unable to join servers through UI due to "required training not
complete" error
[U.I.] Unable to unbind a key using backspace
[Vehicles] Stryker overlay missing or not working properly and sometimes
locks player's view
[Weapons] Door Breacher can get stuck to a pawns head, killing them.
[Weapons] Sights on AK74SU with red dot sights view blocked
[Weapons] There is no class command for the AK74SU with the reflex site.
[Weapons] When M583A1 Flare is fired no Projectile travels through the air.
=======================================================
Known Issues
=======================================================
-The HMMWV engine sound may cut off during gameplay (the engine will remain
on).
[Workaround: The engine sound will reset next round]
-When exiting a HMMWV, player's view may be forced to the ground briefly.
[Workaround: If it occurs, it will only be for a split second]
-Sometimes the Javelin Missile will not fire (indicated by reloading an
invisible tube - occurs under high latency conditions)
[Workaround: Drop (Backspace) the Javelin and then pick the weapon back up]
-When joining a server (reported rarely, often after map rotation) the
player may see the level displayed without the proper lighting information
(very bright buildings/objects).
[Workaround: Reconnect to the server]
=======================================================
America's Army Server Manager (AASM):
Installation and Uninstallation Notes
=======================================================
To remove previous installations (or if the install fails and is unable to
automatically remove the previous version) do the following:
1. Download and install from Microsoft the Windows Installer Cleanup
Utility. You can retrieve it from Microsoft on this webpage:
http://support.microsoft.com/default.aspx?scid=kb;en-us;290301
2. Delete the contents of the AASM folder (unless you are planning on
installing the new AASM 1.4 version provided with 2.7.0, in which case
simply skip this step).
3. Run the Windows Installer Cleanup Utility and select the "America's Army
Server Manager 1.0" (or 1.1, 1.2, 1.3 depending on which version you have
installed) from the list. The utility will remove it from your Add/Remove
programs list.
For help using AASM please see the provided manual or press F1 to get help
for specific portions of the program.







