Summary
A living fog, from haze to a wall you could cut -- and the Hunt: whispers beside you, laughing in the fog, a breath behind you, figures between the trees. Sound spots, church bells. Needs TNT Core.
Description
TNT FOG -- TACTICAL NAP TIME
Psychological warfare, with fog.
A fog that lives through the game. Long hazes, then walls of fog thick enough to cut with a bayonet (30-40 m of sight), never on a clock: thicker where soldiers are alone and nothing happens, thinner within a minute of a fight. The ground gets wet with it and the wind drops. Low fog banks can lie in the trenches and hollows around you (a Game Master switch); a round through one parts it, a blast blows it open.
THE HUNT (new in 1.1)
In thick fog you are not alone. Around you, never from where you are looking, closer and more often the thicker it gets: cracks, snaps and creaks; a little girl whispering right beside you; laughing far off; the voice of a girl; men talking somewhere; a far call; a voice that comes apart; a scream far away. Something runs past behind you. Stand still alone and you hear a step that is not yours -- or a breath right behind your head. At the edge of your eye a tall dark figure crosses from one tree to the next, or stands half behind a trunk and is gone the moment you turn to it; a shadow slides over the ground; a bush stirs. Alone, you get your own now and then; together (within 60 m), everyone sees the same figure at the same moment. Rare, never on a rhythm, quiet whenever real fire is near.
Teams that keep moving and stay together hear and see less of it. A lone soldier standing still gets the worst. And it answers you: look at the figure, shoot at it, go after it or run about in the fog, and it comes more often and closer -- sometimes it comes running at you out of the fog.
DOORS (new in 1.1.3)
Clear a building and, now and then, a closed door a few meters from you creaks and swings open by itself -- slowly, the way the game opens doors, so everyone in there sees the same door move and hears the creak. Never a door someone is standing in, never during a fight.
SOUND SPOTS FOR THE GAME MASTER (new in 1.1)
In the Game Master Systems list (TNT Fog: ...): 22 sounds you put down anywhere -- a whisper, the voice of a girl, laughing, a scream, a breath, men talking, a far call, a disembodied voice, sticks snapping, a door creaking / slamming / rattling, knocking, tapping, someone walking or running on the floor above, church bells, one bell toll, the scream of the Hunter, and three mixes (woods, house, everything). Each plays ONCE from where you put it, right away, for everybody close enough to hear it, in any weather -- then it removes itself. Every church and chapel on the map rings its bells by itself.
GAME MASTER SETTINGS (TNT Settings from TNT Core, section TNT Fog -- every game starts at Heavy)
- Fog: Off / Light / Heavy / Nightmare
- Haunt level: Off / Light / Heavy / Nightmare (the sounds, voices and figures; Off keeps the fog without them)
- Eerie sounds in the fog
- Things that catch the eye
- Low fog banks that bullets cut (off at the start)
- Sound spots
- Church bells toll by themselves
- Doors open by themselves (while players clear buildings)
Fog and Haunt level are also in the Game Master's weather menu (Edit scenario properties > Weather).
NEEDS: TNT Core (loaded before TNT Fog). Works on every map. Server side for the fog, the sound spots, the bells and when and where the figures appear; the sounds and the things you see play on the machine of each player and respect the TNT Core performance guard.
SOUNDS: made by TNT. Made from the own recordings of Arma Reforger (owls, trees, doors, bells, floors, the breaths and voices of the soldiers) re-cut, slowed and layered, plus the own whispered lines of TNT spoken by an open-source computer voice. Nothing from any film, game or library outside Arma Reforger.
Tactical Nap Time -- Hard Fights. Short Walks.
License
Arma Public License (APL)