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.
[ANIM SPEED] Tactical jog speed adjustable, reduced head bobbing for rifle run.
[HUD 1.39] HUD NV brightness keys only active when NV is active.
[SKIRMISH 1.17] Camera shake from distant explosions called by skirmishing squads.
[CARS 1.38, PARK 1.10] Added support for RDS Civilian vehicles.
[BOATS 1.28, CARS 1.38, CIVS 1.39, CORE 1.06] Added support for RDS civilians - if user has RDS civ pack installed then they will be used on European maps.
Capttyco released an updated version of his USMC Reskins on the BI forums.
Quote : This is a simple reskin package I have made up for use over on the SimHQ server and I just thought I would share it over here. The pack includes reskins in both desert and woodland marpat as well as a reskin for the Marshall, which I have renamed the MPC-25 Havoc. I have included default loadouts balanced for a good mix of realism and gameplay. Time permitting I will be updating this pack with new classes and units.
Kju released an updated version of the All in Arma High Quality pack (AiA HQ) project on the BI forums.
Quote : It is a fancy name for a pack of replacements addons to be used in combination with All in Arma.
It includes infantry, vehicle and weapon model as well as sound replacements.
More information can be found in the release thread.
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.
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.
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.
Copyright (c) 2006 - 2014 www.armaholic.com All Rights Reserved.
Armed Assault, ArmA: Combat Operations, ArmA: Queen's Gambit, Arma 2, Arma 2: Operation Arrowhead, Arma 2: Combined Operations, Arma 2: British Armed Forces, Arma 2: Private Military Company, Arma 2: Army of the Czech Republic, Arma 2: Reinforcements, Arma 2: Firing Range and Arma 3 are trademarks or registered trademarks of Bohemia Interactive a.s.