KoffeinFlummi from the BWMod Team released an updated version of the Authentic Gameplay Modification on the BI forums.
The new changelog is very long so please review all changes and additions on the downloadpage.
Quote : The team that brought you the BWMod is now working on a modular, open-source realism/authenticism mod for Arma 3. This project originally started as a fork of TMR, but since evolved into something bigger, with only a few parts still taken from Taosensai's work.
The AGM mod tries to achieve the maximum amount of authenticity possible in Arma 3 without sacrificing playability. The mod is modular, so you can disable features that you don't want or are incompatible with other mods. All the code is open-source, so everyone can contribute, or fork this repo and customize it to their own needs.
You installed AGM, but you have no idea how it works, or where to start? Get started here.
Improved medical system
Logistics system including cargo transport and vehicle maintenance
Explosives system including different trigger types
Realistic names for vehicles and weapons
Realistic ballistics including wind and humidity
A fire control system for armored vehicles and helicopters
We have released version 0.94 of the Authentic Gameplay Modification. However, this release could be a bit buggy. If there are enough bugs to warrant one, we will release a hotfix in the coming days. And if it turns out to run just fine, great.
Please test this version as much as you can and report bugs to us on GitHub
Pokertour released an updated version of his =ATM= Altimeter on the Armaholic forums.
Quote : This mod add you a Altimeter (ASL -> above sea level) with the time and the bearing of your body. It is an object that replaces the watch in your inventory. You find it in the Object category of VAS.
Correct the altimeter not work from 05:10 to 05:39 and 18:24 to 18:53
Kol9yNsubmitted the Seabob Magnum Water Shadow 730 addon.
Quote : With its patented E-jet power system the Seabob Magnum Water Shadow 730 is provided with high performance jet propulsion. The motor performance of the E-jet power system is controlled by 10 power levels. The SBS 730 is virtually silent and absolutely emission-free thereby deployable in all waters.
Personal Underwater Delivery Vehicle for 2 persons, like the QuadBike but for now for underwater actions.
Used by divers in US Army for underwater operations, humans and cargo devilery to silend exctraction points on water.
If you like our work, please support us in the contest!
Vote for us in MakeArmaNotWar.
Iceman77 released an updated version of his Light Vehicle Respawn Script on the BI forums.
With this script you can easily respawn destroyed and abandoned vehicles.
Re-wrote and consolidated the versions as 3 were too many. Now there's just Larrow's NSLVR & LVR.
LVR now has a new veh init structure. Users now (OPTIONALLY) simply create their small function files (registered in cfgFunctions this time) and have the vehicle call the function upon respawn to set it's init.
Haikion released his Guillotine mission converter on the BI forums.
Quote : A tool to convert ArmA 2 and 3 missions into headless compatible missions.
This program reads a mission.sqm and creates a new mission in which all of the AI units are spawned through headless client. The headless client compatible mission should be identical with the original mission as long as Headless Client is present.
Guillotine functions by removing all AI units from a mission.sqm. It then creates a script called spawnHeadlessObjects.sqf which spawns all AI units, configures them, adds their waypoints, synchronizes them and broadcasts their names (if given) when its executed on a client.
A.Cyprus released his Cyprus Quick-Release System on the BI forums.
Quote : Cyprus QRS adds quick-release buckles to Backpacks and Launchers so that you can drop them quickly, using a simple keypress, without having to open your Inventory first. User-configurable keybinds allow you to drop one or the other, or both items at the same time. If you are carrying or using a Map or GPS, QRS will automatically create a marker visible on your map only, at the location you quick-released an item. The use and appearance of these markers is user-configurable. When you pick up the backpack or launcher you quick-released earlier, the respective QRS marker is automatically removed from your map.
- quick-release in any stance, whilst stationary or running. When running, you will stop to quick-release your items, so taking cover first is recommended.
You cannot quick-release whilst:
- in a vehicle
- using a static weapon
- freefalling (e.g. HALO)
- using a parachute
- using a ladder
- standing, swimming, or diving in water
It is likely I have not foreseen all relevant situations, so please do report any dodginess you may come across - especially conflicts with other mods that introduce further actions.
Fer informed us he released an updated version of his F3 Mission Development Framework on the BI forums.
Quote Fer : The F3 Mission Development Framework (F3) is the successor to the popular F2 Mission Development Framework and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3 Alpha; new components which take advantage of the new game's special features are planned.
The F3 team is pleased to announce the release of v3-1-2 of its mission development framework, with optional support for popular mods ACRE, TFR - and now AGM too.
We've added and improved many features; highlights include:
New Medical Systems Support component: select vanilla, AGM or F3 Simple Wounding System via mission parameter.
New pre-placed attachments for all factions: HMG, Heavy AT, Mortar, SAM and sniper teams.
Revised, more flexible AI Caching component for improved MP performance.
Revised spectator script places less load on CPU.
Revised ORBAT Notes component highlights player's own group.
Fixes to weather conditions (lightning now works correctly!).
Fixes to Radio Systems Support to make TFR spectator mode work correctly.
To make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.
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