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G.Arruda has submitted this mod that adds a simple non distractive FPS counter to the top left of the screen, and that can be hidden\shown via a button in the escape menu.



Written on 2014-08-30 by Arruda0820

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Kosmonaut90 released in the BI forums the first mission is more of an exposition, focusing on the tough training and selection process required to become a member of the SAS.

    Quote Kosmonaut90 :
    This mission is based on what I have read SAS training and selection to be actually like from various sources, and includes the infamous "S.E.R.E" exercise, but adapted for the future setting of Arma 3, plus some minor diversions from reality for conveniences sake.

    This is a work in progress and any feedback would be greatly appreciated, especially regarding any possible major inaccuracies, as well as of course bugs and suggestions. Once I'm satisfied it is accurate/bug free enough I will publish it to steam workshop and any other public mission depositories.

    The mission is fairly short, and while I have experience scripting for other games, this is my first attempt at a highly scripted mission for Arma 3. It is single player only and will most certainly break if you attempt to make this multiplayer.



Written on 2014-08-30 by Big


Phantom Six released in the BI forums this cooperative mission where you have to eliminate all targets in Nagara without being detected.

    Quote Phantom Six :
    Kill all targets in Nagara without being detected.
    One guy watch the satcom and report, other guy move in and kill.
    If you are detected, eliminate all targets in Nagara plus the reinforcements.



Written on 2014-08-30 by Phantom Six

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Grumpy Rhino released in the BI forums his latest singleplayer mission for Arma 3.

    Quote Grumpy Rhino :
    Leading a small squad, you must decide how to destroy an enemy comm station. When the comm station is destroyed, you will join a larger combat squad, and together you will eliminate all enemies from the valley.

    Your primary role in the battle in the valley, will be to apply medical assistance to soldiers.

    The mission will autosave after insertion into the valley. All other saving has been disabled. If you find it too difficult, you can activate a "no damage" mode. Press 0 - 0 - 1 to activate (radio protocol Alpha).

    Estimated playtime: 15 - 30 minutes. Depending on number of reverts.



Written on 2014-08-30 by Grumpy Rhino


RoyWheels released a new version of this escape mission for up to 10 people in the BI forums.

Changes:
  • There are now four different events that could occur once you trigger the extraction choppers.
  • infotext bug fixed.


Escape Roy Co-10 v4.28



Check the included txt files for optional addons and islands


Written on 2014-08-30 by Foxhound


goon released in the [url=]BI forums[/url].
has submitted the last in a 5 day Vietnam series he created for the United Operations Gaming Community.

    Quote goon :
    This mission uses special scripting and optimizations allowing for up to 1000 enemies; I consider this to be one of the hardest Arma 2 missions out there.

    Upon completing this mission (GOOD LUCK :P) there is a video ending for everyone to enjoy.
    Expect the rest of this series to follow very soon.



Written on 2014-08-30 by goon


Grace submitted the HAFM UK wheeled vehicle import - Grace edit.
This changes some textures of the vehicles and also fixes the wobble bug with Aplions release.

    Quote Grace :
    I have made a quick retexture and wobble fix of Aplion's HAFM UK wheeled vehicle import, nothing fancy just simple things like mud guards and trims.

    The wobble fix was implemented before but then removed in previous update, so I have re-implemented it.

    Couldn't find the bullbar texture.

    All credit goes to Aplion for the import and BIS for the models!



Written on 2014-08-29 by Grace


-=XTRA=-Larsiano posted a new update about the upcoming version of the Dutch Armed Forces mod on the Armaholic forums.

    Quote :
    Dear DAFmod fans i would like to inform you about the upgraded F-35 Lightning II & AH-64 Apache models made by Eggbeast & John Spartan that will be implemented into the DAFmod shortly. The upgraded Apache will have the ability to replace all weapons on all weapon pilons on the helicopter including the onces on the side. This has been made possible by BIS releasing the models to the public and John Spartan & Eggbeast who together have upgraded a bunch of vehicles to a higher standard making them more functional (with multi loadouts) and fun to use all together.

    For the new F-35 the changes are way more drastic. This plane originally only had two bomb bays that held laser guided bombs that were not always usefull during a battle were no laser marker was at hand. But now John & Eggbest have added two fully modular pilons to the F-35 wings making it able to carry a full loadout in all kinds of configurations.

    F-35/A non VTOL version with new wing pylons:
    • CAP version with meteor and AIM132 (will be Iris-T eventually)
    • GBU-39 Small Diameter Bombs
    • AGM88 and AGM154 long range SEAD
    • JDAMs (bomb rack is WIP)
    • Brimstones
    • Mk77 FAE (napalm basically)

    Summer is almost gone but its been way to quiet on this topic. I wonder if anyone has had the time to try the mod or has some ideas about that still could be done. Thanks to the great work of Eggbeast & John Spartan there is a lot less things todo on the agenda that i would never have been able to do on my own. At some point they might also help me with some armed assault convertions and help upgrade them to a proper arma2 standard (PC-7 Pilates, F-16A Demoteam, Boxer & Fennek).


You can find more information and leave your feedback in the Dutch Armed Forces wip topic.


Written on 2014-08-29 by -=XTRA=-Larsiano


Ruthberg informed us he released an updated version of his Advanced Ballistics addon on the BI forums.

    Quote :
    This addon introduces advanced external and internal ballistics to the game. It is entirely client-side and only affects small arms fire from human players.

    Features:
    • Drag resistance based on ambient air density
    • Wind drift
    • Spin drift
    • Coriolis effect
    • Eötvös effect
    • Decreasing bullet stability through the transonic region
    • Ammo temperature affects muzzle velocity
    • High power scopes get adjustable Mil/MOA Turrets
    • Wind info
    • Protractor

    Changelog:
    • Add a bullet trace effect (only visible when looking through high power optics)


Written on 2014-08-29 by Ruthberg


Tpw released an updated version of his TPW MODS on the BI forums.
TPW MODS consists of a number of independently configurable mods.
With this update it is important that you update the tpw_mods.hpp.

    Quote tpw :
    In the months since Arma 3 alpha was released I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS.


    This update continues with a few more performance optimisations, bug fixes, and 2 new features:

    Those of you who follow this thread will know that the inimitable Das Attorney has helped to revive the suppression shell concept for TPW EBS, with a new shell that overcomes nearly all of the shortcomings of my previous implementation. This means that suppression is now determined using the optimised low level collision routines of the Arma engine rather than through per frame bullet centric scripting. I have reimplemented this into EBS so that users may chose between the bullet centric (default) or Das's shell based suppression. He is continuing to refine the concept and I will introduce any changes. In the mean time, any feedback would be greatly appreciated.

    Secondly, I have introduced a heartrate (BPM) monitor into the health indicator of TPW HUD. A player's BPM will increase in response to both fatigue, and injury. The player will start with a resting BPM of 55-65. This will rise up to 100+ once audible puffing breathing kicks in. A BPM of 180+ corresponds to the players being forced to slow down from fatigue. BPM will max out at 4x the resting BPM. BPM will basically give a player some rough feedback on their fatigue status and ability to move quickly if required. If your BPM is 170 it's probably best not to chance a dash across 100m of open ground under fire.

    Changelog:
    • [HUD 1.38] Adjustable full colour night vision brightness - cycle through them with Ctrl+Alt+B. Still more zero divisor errors squashed.


Written on 2014-08-29 by tpw

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