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Pierre MGI has submitted an updated version of his MGI HUD tactical glasses addon.

    Quote Pierre MGI :
    HUD TACTICAL GLASSES with enhanced functions as in-game JOIN / LEAVE units for player group, or make CAPTIVE units.
    Do not miss many details of the game as ranks, ratings, hitpoints damage, fatigue, friendly unit ammo and much more...
    Main options can be toggled scrolling the main menu. You can choose to display them when useful.

    All options tested in the former version (Steam worshop) have been improved!
    Just put on the tactical glasses, added in your inventory and TRY THEM in any of Arma's campaign or even showcase.
    Change scenario as you can enlist units with lower rating than yours ... or even make prisoners if conditions are met.

    Hope you will have as much as pleasure than i had to script this add-on. Waiting for your comments and suggestions.

    Changelog:
    • version 2.0.3:
        - corrected tactical icons positioning depending on distance of units and zoom,
        - corrected error reported in .rpt when displaying HUD initialisation text
    • version 2.0.2:
        - corrected "Join group" function, working now, even if aimed unit is "stuck" in an animation phase
    • version 2.0.1:
        - corrected minor bugs as heading centering on HUD
        - icons "FiredNear" EH isworking now



Written on 2014-10-25 by Pierre MGI

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|TG| Will informed us he released an updated version of his Anvil Mission Editor and Framework on the BI forums.
On our downloadpage linked below you can also find a version with the Altis and Stratis maps bundled.

    Quote :
    This version is the last "Alpha" version and should represent the finalised mission data structure. Version 5.4 introduces a new "Windows 8" look and feel, as well as a lot of new editor features including a dialog for specifying your own included scripts and a briefing editor. It also includes a new approach to bundled scripts, key objective victories, random objective order mode, improved mission validity checks and some other UI improvements.

    In addition a new sample mission was released - "Angel Fire" - which is the prologue to the campaign on Altis and demonstrates the "random objective mode" across the entire map of Stratis.

    A key change in this version is that "included script" folders are no longer included with Anvil. When exporting, if Anvil detects that an included script is missing, it will prompt you to open up the download page in a web browser. It will also open the folder where you should extract the included scripts.

    Changelog:
    • Fixed: Long standing issue with incomplete mission.sqm generation (Thanks to |r| Santa from the BI forums for helping debug)
    • Fixed: Error when parsing some mission.sqm formats (caused by missing sections or use of scientific notation)
    • Added: Line numbers and syntax highlighting to SQM Browser


Written on 2014-10-25 by mecharius


The ALiVE Team released an updated version of ALiVE - Advanced Light Infantry Virtual Environment on the BI forums. The Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario.

    Quote :
    ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible so you can create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they will work through autonomously. Players can choose to tag along with the AI and join the fight, take your own squad of AI or other players and tackle your own objectives or just sit back and watch it all unfold.

    Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE can significantly reduce the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.


    Consolidate, Simplify, Stabilise, Enhance
    Our goal for this sprint was to review the current state of our code!
    We fixed and stabilised where necessary and ensured that ALiVE remains aligned with our aim to provide an intuitive modular mission framework.
    Feedback from users suggested ALiVE wasn’t as easy to use as we would like, so we have made some changes to how the modules are structured.
    We have renamed and combined several, added guidance to the module “Show Info” tabs as well as the in game Field Manual. Full details are on the wiki.

    Please note, in case you have an issue loading a mission done with a previous version of ALiVE, update the modules in that mission.
    We have left the old modules hidden in the background to give you time to transition over but please update your missions as soon as possible.
    The legacy modules will be removed in an upcoming release!

    War Room
    The team has been working hard on preparing the Operations Centre! It will enable commanders to track and manage campaigns from the War Room.
    This plans to include near real time tracking of players, live intel feeds and an After Action Review feature as well as web based Command & Control tools
    integrated with those we already have in game. If you’ve not done so already register with us now and start taking advantage of ALiVE mission persistence
    and battlefield data feeds. Please note, that the former @Arma2NET folder for registered servers is now consolidated to @ALiVEServer!
    We recommend updating your server with the shipped folder from the release package or re-downloading it from WarRoom/Server-Setup!

    Release Highlights:
    • Module Consolidation. Several modules have had name changes or been combined into a single module.
    • ALiVE (Required) - now includes the Garbage Collector and Single Player Save options.
    • Profiles has been renamed Virtual AI System, otherwise remains the same.
    • ALiVE Player Options now includes View Distance, Tags, Crew Info, Player Persistence and Admin Actions
    • Military Placement modules have all been renamed to be more consistent.
    • OPCOM has been promoted to a Military AI Commander.
    • Player Resupply has been renamed Player Combat Logistics to more closely align it to the Military Logistics system.
    • ALiVE Tour is a new showcase that provides an in game tour of ALiVE features in a live environment.
    • Field Manual now has several new entries with notes on how to use ALiVE features in game.
    • Compatibility for RHS.
    • Indexed Bornholm terrain.


Written on 2014-10-25 by friznit

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Austin(medic) submitted his Arma 3 Coding Basics guide.

    Quote :
    This guide will try to teach you the basics of coding. It will go over the main areas of coding and also covers camera scripting.

    Features:
    Sections on:
    • Helpful Websites
    • DataTypes
    • Files
    • Variables
    • Comments
    • Functions
    • Passing Variables to a script
    • SQF File Structure
    • Camera Scripting
    • Error Box
    • Clean Code


Written on 2014-10-25 by austin(medic)


Zahir457 released an updated version of his Armed Forces of Bosnia and Herzegovina addon on the Armaholic forums.

Changelog:
  • Just fixed the Weapon's firing sound which was corrupted some time ago, beacuse of some updates.


Written on 2014-10-25 by zahir457


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).

Changelog:
  • Adds Missile Detect System


Written on 2014-10-25 by tecak


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.



Written on 2014-10-25 by NeoArmageddon


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.

    Prologue:
    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.

    Features:
    • 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
    • Ejection sequence
    • Splendid visual effects
    • Afterburners
    • Full customization of visual looks in players control
    • New collision light system
    • Carrier capability
    • Reduced radar cross section for EWP loadouts

    If you like our work, please support us in the contest!
    Vote for us in MakeArmaNotWar.



Written on 2014-10-25 by John_Spartan


EricJ released an updated version of his A-164 Wipeout Skin Mod on the BI forums.

    Quote :
    Aircraft:
    - Plane_CAS_USAF_01 (A-164 Wipeout [MDARNG])
    - Plane_CAS_USAF_02 (A-164 Wipeout [USAF])

    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.

    Changelog:
    • 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


Written on 2014-10-25 by Foxhound

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