Rydygier informed us he released an updated version of his ARTEMIS - Hunting Instinct addon on the BI forums.
Quote : ARTEMIS mod is an AI algorithm that simulates animal-like hunting behaviour of controlled units (Hunters) against chosen units (Prey). It's meant as a tool for mission makers, while easiness of Artemis setup makes practically everyone familiarized with editor's basics potential mission makers able to set hunter-prey missions fast and smooth.
This code does some heavy calculations (mainly numerous LOS checks every second). Should be more efficient than 1.0, still too many hunters at once may cause hunters' reactions delays/sluggishness. How many is OK? Not sure & depends. Let's say "one or few to several". Number of prey units isn't as crucial.
ARTEMIS is designated as opponent for player, but should work well also against AI.
Hunter has to his disposal two customizable senses: sight and smell.
Sight is specified by two parameters: light sensitivity and movement sensitivity. It decides, how easily Hunter will spot the Prey according on daytime, weather, size, speed, background (sky or not, surrounding terrain) and knowledge factor (memory).
Smell helps to follow not visible Prey by its trail. Each Prey will leave "footprints", that Hunter can scent. Old footprints will be erased, also rain gives small chance for removing some parts of the trail. Smell (range) is strongly affected by wind (direction and strength).
If there is no Prey nor trail known, Hunter will loiter randomly starting from last known position of last prey.
If Hunter see the Prey, his behaviour depends on situation. His goal is surprise attack, prefferably from behind. Will charge anyway, if close, but otherwise will approach, fast, or stealty, only, when flanking the Prey (out of Prey's FOV). If catched in the FOV depends on situation can hide low or run out of LOS, then try to outflank keeping out of sight.
Is most dangerous at night, in the dense forest when visiblity is poor.
Goliath86 released his ArmA 2 OA Launcher on the BI forums.
Quote : I want to share with the ArmA 2 OA community this my simple launcher. It is like any other ArmA 2 Launcher with some little differences:
First it is fully compatible with Steam. It starts ArmA 2 OA with mods without the commandline -mods= but, instead, it write the selected mods directly in the ArmA2OA.cfg file as if you have activated the mods from the internal game menu Expansions.
Then it has a window with many launch parameters (like you see in the second image above).
And finally it has a fully working server browser for ArmA 2 OA. This still a WIP cause I have to implement some more functions but it works!
It has a setup file because it is a ClickOnce application so it automatically updates itself, whenever an update is available, at launch.
MrEwok released an updated alpha version of the Explosive ordnance disposal suite by him and the Lancaster Studio on the BI forums.
Quote : We’re glad to present the Explosive Ordnance Disposal Suit (EODS) this is an addon for Arma 3 that aims to improve the role of the combat engineer. This addon brings a new type of IEDs with many functions that are designed to extend the Arma 3 simulation. Besides of the IEDs, we’re developing a functional K9 unit (with a realistic Belga Malinois 3D Model and animations) that is going to have the ability to search for explosives in certain objects and areas.
added bisign and bikey files
If you like our work, please support us in the contest!
Vote for us in MakeArmaNotWar.
M1lkm8n informed us about the updated released of the JBAD Buildings addon by him and Smokedog on the BI forums.
Quote : Smokedog and myself(M1lkm8n) figured it's about time we release something. So we are releasing an very early work of all the buildings we have been working on for our Jalalabad terrain. Currently this pack includes over 100+ models all converted and upgraded to A3 standards such as breaking glass, animated door handles and a3 penetration. This release includes the newly opened takistan firestation.
bug prevented the jbad_mil_barracks door from opening
Burnes15thsubmitted an updated version of his FV4034 Challenger 2 TES addon.
Quote : This adds the British FV4034 Challenger 2 Main Battle Tank.
The British FV4034 Challenger 2 TES MBT. Comes in 5 camo patterns and has a turret interior. There are many unfinished areas but i figure at this point i could do with some feedback and community testing to work out the values in armor etc. The armor has almost not been tested i gave it a quick blast to destruction just to make sure it was working, bear in mind that the real life challenger 2 is very tough. As in reported to be the most heavily armored tank on the planet. In one engagement it was hit by over 60 rpg's and a Milan anti tank weapon, the optics had to be switched out and it was back in service 6 hours later.
The AI gunner problem is still there. AI gunner will not fire the main cannon by himself. you have to press CTRL FIRE to make your AI gunner fire but at present fully AI crewed vehicles will not fire their main gun.. There are some missing scripts for checking ammo count etc but that was down to my forgetfulness rather than them not being ready and i expect to update this later in the week with a finished interior etc.
Anyway, this is my favorite piece of military equipment of all time so I hope I've done it justice. Let me know what you guys think.
version 3 alpha:
- Fixed Icon missing error
- Fixed Reference to bad weapon type in animationsources
- Fixed Recoil animation
- Fixed Eventhandler error
- Fixed further texture errors
version 2 alpha:
- Fixed - missing track texture (bad file path)
- Fixed - missing commander sight texture (bad file path)
- Fixed - cannot load woodland texture (had it mapped to a proxy by mistake)
- Fixed - missing sandbag proxy (Bad file path)
Zenophon informed us he released an updated version of his Co-op Mission Framework and SQF Library on the BI forums.
Quote : Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.
The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
The framework is created with these goals in mind:
Simple co-op fun for both players and mission makers
Bottom-up design using flexible pieces that you control
Truly random and dynamic missions without extra work for mission designers
Procedural mission design instead of manual placement using the editor
Eliminating large, static functions with assumptions about what you want in your mission
Server-oriented execution to create more efficient multiplayer missions
A simplification of locality and interacting with clients in multiplayer
A solid, powerful, and bug-free library to use as a foundation for your own code
Fixed: Zen_AddFireSupportAction did not check its remote execution flag argument
Fixed: Zen_RotateAsSet tried to get the height of markers as though they were objects
Fixed: Zen_ReassignTask and Zen_RemoveTask deleted the task's internal data, making future changes impossible
Added: Framework macros for Zen_FindGroundPosition arguments
Added: Framework macros ZEN_FMW_Code_WaitDistanceGreater and ZEN_FMW_Code_WaitDistanceLess, for Zen_FindGroundPosition
Added: Framework macro ZEN_FMW_CFG_VehicleWeapons, to parse a vehicle's true weapons
Added: Standard macros ZEN_STD_Parse_ToArray and ZEN_STD_Parse_ToString
Added: Zen_StringGenerateRandom now has a parameter for character type
Improved: Renamed almost every framework and standard macro
Improved: Zen_OrderExtraction and Zen_OrderInsertion now make the helicopter land at the correct spot and stay there
Improved: Zen_RotateAsSet significantly optimized
Improved: Zen_SpawnItemsOnTable now randomly puts the object anywhere on the table
Goliath86 released an updated version of his CorePatch, a config patch for Arma 2 OA, on the BI forums.
Quote : I want to inform the community that I'm working on a simple config patch for Arma 2 OA. My objective is to correct all the errors that ArmA 2 OA (1.63) show with the command line -showScriptErrors.
This is still WIP cause first I have to find these errors and then try to correct them.
If anyone know about some of these errors that ArmA 2 OA (1.63), with no mods, show in-game with the command line -showScriptErrors, inform me in this thread and I will try to fix them.
In earlier version 184.108.40.206 I had fixed two common errors:
1. The Functions Module error relative to the BIS_fnc_init variable not initialized;
2. Some errors relative to the handleGear.sqf script, launched when entering in the gear menu or by clicking items in the gear menu.
Fixed some more errors of the SP Armory mission
Fixed some errors of the MP Armory mission
Fixed BIS_OO_Debug_Debug error;
Fixed some errors on creating Dynamic Objects compositions: Cannot create non-ai vehicle WarfareBMGNest_PK_Ins and Cannot create non-ai
devilslayersbane released in the BI forums the first mission of his single-player campaign which details (his speculation) how CSAT was a little under-handed in stripping away NATO's declining power..
Quote devilslayersbane : Community, today I get the pleasure of delivering the first mission of my single-player campaign which details (my speculation) how CSAT was a little under-handed in stripping away NATO's declining power. In this campaign you follow an Army National Guard Auto-rifleman in his deployment. This particular mission is relatively easy, but it does really help introduce the mood of the campaign. Currently, the first mission is very bare-bones. There's no scripted dialogue, the briefing is extremely short, and ambiance is somewhat lacking.
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