TECAK released the first public version of Voice informer for planes by him and Blender on the BI forums.
This adds the Voice informer for the REDFOR aircraft To-199, A-143 (RI-65B) and BLUEFOR A-164 (VI).
NeoArmageddon released his Visitor3/World Tools Object Export to Terrainbuilder tool on the BI forums.
Quote : This tool simply converts the object exports from Visitor3 (ArmA2/OA) and World Tools to a file format that can be imported into Terrain Builder (ArmA3). It is also able to add random values that are missing in Visitor3 as the randomization is a template option there.
Also the tool can fix the northing and easting of you object coordinates.
The converter is written in C++ using Visual Studio 2013 and Qt for UI-elements.
John_Spartan informed us about the released of the F/A-18 X Black Wasp, by him and Saul, on the BI forums.
Quote : The F/A-18X Black Wasp is a fictional twin-engine carrier-based multi-role fighter aircraft variant based on the Boing F/A-18E Advanced Super Hornet. The aircraft features many advanced technologies and systems including semi- stealth capability, conformal fuel tanks, and enclosed weapons pods.
This project started as an upgrade to our previous project the F/A-18 E/F Super Hornet. We wanted to rebuild the aircraft from our previous version and give it a look befitting of Arma 3. John and I joined in on the Make Arma not War contest to test what we can do and decided that we should push the limits even more with the F/A-18's and thus came the F/A-18X Black Wasp. We have many great ideas and features planned for this aircraft and much to do. No matter the outcome we will deliver the best addon that we can deliver to the community.
Upgraded model based on the Boeing F/A-18E Advanced Super Hornet
New first person cockpit
Improved flight model
New animations for many items to include landing gear and canopy
Upgraded Service Menu including Low and High profile configurations
150+ possible configurations including the new EWP and GBU-39D Small Diameter Bomb
Updated and authentic missile box
Master Modes for Navigation, Air to Air, Air to Ground and Dogfighting
Upgraded EGI [Embedded GPS/ INS] system for GPS guided ordinance
Splendid visual effects
Full customization of visual looks in players control
New collision light system
Reduced radar cross section for EWP loadouts
If you like our work, please support us in the contest!
Vote for us in MakeArmaNotWar.
Original base texture from BIS, with edits to represent the actual colors of the A-10 (of which the Wipeout is obviously modeled on) and features one representing the 104th FS, Maryland Air National Guard, 2035, from Baltimore, Maryland. The [USAF] one is a more “generic” scheme in case you don’t like the MDARNG version.
Added "JAWS" camo scheme
Tweaked some textures and all aircraft have false canopies and added more detail as necessary
Added adjustable countermeasures programming courtesy of geraldbolso1899
gpgpgpgp has submitted this mod that adds Battle field style extra bullet in chamber when reloading.
Quote gpgpgpgp : When playing Arma3 vanilla you may have been bothered by such experience:
"Prepare for CQB!" says your squad leader.
You quickly replace your half-empty mag with 30 rnd full mag.
Now you have 31 rounds ready to fire, 30 in the magazine, plus 1 loaded in the chamber ... wait
where did the chambered round go? It magically re-appeared in your old replaced mag, how marvellous.
This tiny mod here is aimed to fix this magical re-appearing for realism, as well as give you back the tactical advangtages of have an extra round to fire.
Heeeere's Johnny! has submitted a tool that allows you to execute any desired code during mission runtime, even in multiplayer.
Quote Heeeere's Johnny! : Some (in my eyes) useful tool.
When testing multiplayer missions, I pretty soon got sick of always stopping and starting my server again to check if the test code finally runs correctly. I don't know if there's some way to login as admin when ingame, but I didn't bother about that and started creating this little tool.
This tool is called "ExecuteEverything" and obviously it can execute any code typed into the edit field, just as you can do that in the ArmA 3 mission editor. BUT the debug console in the editor has its limitations right there ... in the editor.
"ExecuteEverything" instead is intended to be used ingame, not only SP, but also MP. You can choose if you want to call or spawn the code and you can execute it locally, serverside or globally (on every conntected client) which makes me consider it sort of a trolling admin tool.
Egil Sandfeldsubmitted an updated version of his Bornholm Terrain.
Quote : Bornholm for Arma 3 is a vast terrain in a North-European setting, filling the need for new and exciting areas of operation in Arma. With its various changes in elevation and vegetation you will find yourself fight wars in a variated and fascinating battlezone.
Area about 280km^2
Heightmap resolution in terrain 5.5 metres
Island Measures a span of 20km x 14km
Terrain 22 x 22km
Height is between -30 to 182m with a lot of elevation changes
About 1.75 million objects scattered nicely across the entire island.
31 cities, villages and towns
Large forests, large open fields, narrow cities, lots of hills, crests and valleys
Ohh, and a couple of easter eggs
Fixed 60.000 errors in RPT logs
Correct textures on models so it's all now packed into Objects.pbo
Added sandbagwalls to Raghammer area
Realigned city sign in Allinge
Realigned Ghost Hotel in Roenne
Fixed various terrain and object placements errors
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