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Road runner released his Tier 1 Special Operations Forces uniform addon on the BI forums.

    Quote :
    Here's a handful of uniforms using Hawaiian's outstanding Crye G3's.



Written on 2016-05-30 by Road Runner

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Makhno released an updated version of his Gunkizli terrain on the BI forums.

    Quote :
    The map is a 20 x 20 km plain.

    Main features :
    More than 100 villages and hamlets, 3 Airfields, heavy wood cover and vast expanses of shalow marshes.

    This map has close to 3 000 000 objects. And view distance is ralely over a couple hundred meters.
    I recomment to set view distance to 1200m , and if you can set shadows to 200m.

    Changelog:
      I forgot about some old buildings from outdated IBR* Addons.
      They've been converted to CUP version, so now the only dependancy is CUP Terrains.



Written on 2016-05-30 by Makhno


Roh_Z the Lord_Booka submitted a new version of the WarfareThai Ex. Thai Armed Force addon.

    Quote :
    WarfareThai Ex. Thai Armed Forces (WFT EX TAF) is aimed at adding the Thai Armed Forces to Arma 3. It includes Thai Armed Forces (Modern), Thai Armed Forces (CSAT-2035), Free Thai Movement (2035), Takistan Kingdom Army, Takistani Insurgents, Chernarus Defense Force, Chernarus Insurgents, Terrorists (Middle East), and some minor factions. It also includes new weapons, new various map objects, and consumable items: food (heal) and drinks (restore stamina). Although the name implied as Thai Armed Force(s), in fact, this mod attend to focus more on weaponry, opfor units, and factions.

    Changelog:
    • Fixed some errors in Unconscious system.
    • Added items (Ammo) 82mm Mortar Shell,(Ammo) 50 Rnd. DshK,(Ammo) 100 Rnd. M2,(Ammo) PG-9V HEAT, and (Ammo) OG-9VM FRAG.
    • Compatible with APEX 1.60 RC.
    • Added new faction: Terrorist (Africa).
    • Fixed some minor issues.


Written on 2016-05-30 by lordbooka

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Planelover390 showed the community on the Armaholic forums some new progress screens of the Thunderbirds F-16 Reskin he is working on using the F-16C Fighting Falcon Standalone by Firewill.


You can find more screens and information in the Thunderbirds F-16 Reskin wip topic.


Written on 2016-05-30 by planelover390


Vlad333000 submitted his Double Weapon mod.

    Quote :
    This mod allows players to carry 3 weapons, 2 of which can be heavy and 1 light, in any combination of the primary and secondary weapons.

    Features:
    • Carry 2 primary/secondary weapon
    • Carry 2/1 heavy weeapon and 1/2 light (Exml: 2 launchers + SMG/RHS: 2 RPG-26 + AK-74M)


Written on 2016-05-29 by Vlad333000


W. Carruthers submitted his Task Force Radio Auto Channel Set Script.

    Quote :
    This script is designed to set 8 short range and 9 long range radio channels every time you exit your inventory menu. It is ment to clear up any channel issues during gameplay and save the mission developers time by adding it their template



Written on 2016-05-29 by W. Carruthers


Special ed released an updated version of his AI Modify -Ai Script System on the BI forums.
The AI Modify script system itself does not require any addons but to be able to use the example mission you will have to make sure you have certain addons installed. See the usage section on the downloadpage for information.

    Quote :
    It would be difficult to describe everything the system does in a short generic description, so here is the best I can do.

    The system primarily works with 1 man AI Opfor groups, and overall aims towards providing good quality combat environments for Special Ops type scenarios. On the flip side, the system certainly does not lend itself to large scale combat scenarios where such scenarios should simply not use this system. The system can be cpu demanding depending on how many Ai units are placed and of course the operating system performance. I use a laptop that barely meets the requirements for Arma 3 and have found that I only get reasonable in game performance in general by using ported Arma 2 maps and units, and while using Arma 2 content I am able to run the AI_Modify on roughly 40 Ai units that are in actual combat at a time before script lag is threatened, while out of combat ai unit total allowed on my system may actually be over 100 - they must be split up. So in knowing this, it is likely that anyone that can run Arma 3 well on their system can probably afford roughly the same numbers in Arma 3 vanilla content.

    The AI_Modify is an AI system that a mission is built around, it is not an AI replacement mod. It is also fairly easy to use, where most of the usage involves simply inputting certain values into arrays in various Ai units Initialization fields and placing markers and unit waypoints down.

    Changelog:
    • Sample and TestBed missions included that do not require addons.
    • Ai System delay message switched to using globalchat for Mp.
    • Updated included documentation with a few additional potentially helpful bits of information


Written on 2016-05-29 by special Ed


Road runner released an updated version of his LBT 6094 vest addon on the BI forums.

    Quote :
    Okay, I'm done testing this, all seems to be fine, I'm not going to list all the patches, there's enough there to keep people going.

    There's US, UK, Polish, Italian, French, Australian, and Norwegian IR patches, there's some flags from icebreakers Islands too. There's a blank patch to work on as well.
    There's only 2 belt kits, both are set to an individual vests, don't like them, don't use them, better still, make your own!

    Oh, did I mention there's 2 new camo sets, again with 10 vests in each,wont tell you what they are, you need to download and find out!

    So there you have it, 120 vests, Belt Kits, individual patches.. enjoy.

    Changelog:
    • Replaced all the AOR2 textures


Written on 2016-05-29 by Road Runner


Tom_48_97 submitted an updated version of his Poseidon text editor, an advanced text editor for Scripts & Configs.

    Quote Tom_48_97 :
    It's based on the text editor "Sublime Text 2". Then, basically, it's a kind of sophisticated text editor (yet another notepad) with some options for any type of text/code file and other options and features dedicated to content developments for the Arma series.

    I developed it a long time ago (maybe a year or two...) for internal use and just decided to share it last month.

    Note: The name, "Poseidon", is a tribute to the very first version of the Real Virtuality engine. "Poseidon" is the base of all the Arma series.
    You can find a very sketchy document here.

    Changelog:
    • Added: SQF definitions for Arma 3 1.60+
    • Added: Utility to refresh the installation (Preferences > Refresh registry)
    • Added: Utility to browse and edit the snippets (Preferences > Explore snippets)
    • Changed: The snippet Param now used the correct scripting command
    • Fixed: Default indentation for internal build
    • Fixed: RPT file type configuration
    • Fixed: Wrong indentation of some file types
    • Tweaked: Simplifies status bar
    • Tweaked: init process
    • Removed: The community update is now removed, awaiting to have a reliable update process


Written on 2016-05-29 by Tom_48_97


RPFramework team informed us they released in the BI forums a couple of updates of this modular roleplaying mission, server, and addon framework for Arma 3.

Changes:
    v3.0.0
  • Core & Modules
      - Finally switched away from BIS_fnc_MP, sorry that it took so long
      - cursorTarget > cursorObject
      - while > for

  • v2.0.0
  • Core
      - ExtDB2 >>> ExtDB3
      - Removed some log spam I used for debugging



Written on 2016-05-29 by Kerkkoh

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