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Jeza informed us Duda released the first version of his Advanced Urban Rappelling on the BI forums.

    Quote :
    Rappel of anything that's more than 4-5m high. This includes buildings, cliff, towers, etc. Everything works as long a you can walk to an edge.
    Fire while rappelling! You can switch between your rifle and pistol while rappelling.
    Custom animations and sounds
    Supports swinging side to side, pushing off wall, and climbing back to the top.
    Supports rappelling AI units.
    Can be installed as server-side only addon. However, clients without the addon won't be able to shoot while rappelling and won't see custom animations and sounds. Still looks great though!
    SP and MP compatible.



Written on 2016-07-24 by Duda

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AhoyWorld submitted his Bridge on Tanoa (Madman's Straights) template.

    Quote :
    Here's a template for a bridge running from the central western island to the main island, the two posts on the eastern end that show up in the editor are taken care of too. The entire bridge has been made with high attention to detail, the surface is as flat as we could possibly make it. It's possible to drive at top speed from one end to the other in the hatchback sport without a problem however we would definitely recommend braking before you get to the end, especially if travelling westbound. Cars are fine, tracked vehicles may encounter some minor issue transferring from one bridge section to another however this can't be helped, care should be taken when travelling down the western transition. Put together by AhoyWorld the creators of Invade & Annex.



Written on 2016-07-24 by Muckduck


Road runner released his Tier 1 Special Operations Forces II desert uniform on the BI forums.

    Quote :
    Road Runner/Hawaiian Tier1 SOF II (Desert Uniforms).
    Another addon I was working on prior to the crash now recovered.
    Here's 9 different desert camo uniforms from various countries to include:
    • AOR1:US
    • DCU:US/Any
    • CADPAT ARID:Canada
    • M/98: Norway
    • Daguet:France
    • Trpentarn:Germany
    • M90:Sweden
    • Desert Tigerstripe
    • Desert Multicam

    The DCU's can be worn pretty much by any country, the SAS/SBS have used them before in Iraq/Afghanistan.



Written on 2016-07-24 by Road Runner

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NorX Aengell submitted an updated version of his XENO - Taru Pod Mod.

    Quote :
    Hi everyone, I'm happy to share a mod who add the possibility for the Taru (Heavy lifter helicopter of CSAT) to attach and detach the various Pods he can lift. Feel free to ask for some features I can add.

    Changelog:
    • Fixed : Conflict with TFAR mod.
    • Added : Possibility to shorten or extend ropes (and the pod) to 10m at 100m.
    • Fixed : Some Zeus modules has their fonctionnality fixed.
    • Added : Icon for Ace3 actions and Zeus modules.
    • Changed : The parachute pass now trought the pod during the landing to avoid glitch.


Written on 2016-07-23 by NorX_Aengell


Igitur released an updated version of his High Command Converter addon on the BI forums.

    Quote :
    This addon enables a leader player to convert any unit or group of units into a controlable HC group. Conversely, any HC group under player's command can join the leader's group.
    The default High Command system has been modified to allow thoughtful plans and coordinated execution via the addition of a few new commands in the game's commanding menus.


    This version expands the definition of controllable arrays to Platoon and Company levels. A custom-made Chain of Command system has also been implemented to make the player able to command full arrays via their leader's group.

    Changelog:
    • Fixed : several minor issues with color assignment.
    • Fixed : team switch should now be functional in SP .
    • Fixed : groups formations were not included in the Chain of Command system.
    • Fixed : the scope of commands in the Chain of Command could mess up when a group was leading a squad, a platoon and a company at the same time. The process has been streamlined and is now based on this simple rule :
    • Display the platoon page to command at platoon level (6-0-8). Display the company page to command at company level (6-0-9). You're commanding the squad by default on any other page.
      This principle applies to several critical leader commands:
        . 6-3 : Subgroups mode.
        . 6-4 : Subgroups formation.
        . 6-5 : Chain of Command.
        . Regroup subgroups (HC root menu).
    • Added : Define Array As -> Not Defined (1-8-4). Resets the selected groups and removes them from any previously defined array.
    • Added : Subgroups mode -> New Positional / New directional. Assign current groups positions to the selected leader's array. New Positional is actually the former 'Positional' mode, which now simply resets the variable instead of defining new positions.
    • Added : High command formations:
        . 6-4 : Subgroups formation -> 1. Line 2. Column 3. Wedge 4. Circle. -> Interval : 20 ... 200 m.
    • Just like 'Subgroups Mode' and 'Chain of Command', this command only becomes available when at least one defined leader is selected. You can combine formations at different levels (e.g. 3 squad Wedges in a platoon Line).



Written on 2016-07-23 by Igitur


Road Runner, Warden_1 and Sha9ow'sreleased their Ops Cores addon on the BI forums.

    Quote :
    Okay guys, I've managed to recover from various locations on my laptop and hard drives the basic layout of the Ops Core's pack.

    There are 10 variations, on standard colour, FG, AOR1 and Multicam (Please don't ask for other camo's remember I still haven't recovered the proper files etc after my HDD crash).

    There's also 4 variations of the Air Frame, the covered versions ( Again please dont ask for the coverless version)

    There ARE US Flags on some of the helmets, again, please don't ask to change them, you have permission to edit the flags acordingly.

    There is plenty of hidden selections NOT used, again, don't ask me to keep creating based on personal desires.



Written on 2016-07-23 by Road Runner


Direone released an updated version of his Static animations pack on the BI forums.

    Quote :
    I'm glad to present to you my Static Snimations Pack for Arma 3. I've started this work for me at the beginning but now I've decided to share my static animations with all the members of the great community of Arma 3. I hope you will enjoy my work and surely I will update the pack in the future.

    Changelog:
    • added 14 new poses


Written on 2016-07-23 by direone


Ben@Arms informed us he released his ILF - International Liberation Front on the Steam Workshop.

    Quote :
    This is my first addon for ArmA. All units and textures used in this addon are ArmA III vanilla items and belong to Bohemia Interactive, 14.Jgkp Warlord, Alex and me (Ben@Arms).

    I design missions for the clan I belong to, but I always wanted to get started creating addons. So I thought I'd give it a try and start slowly learning the basics. The first release is now finished and ready to get sh.. errm tested.

    Really short Description:
    The ILF (International Liberation Front) are a bunch of bad guys, how i would picture them. They mostly got (ArmA3)-NATO vehicles, except for the kamaz trucks and helicopters. Lore-wise could the mod be used as israeli irregulars.

    Changelog:
    • Fixed config error (ItemInfo)
    • Tweaked loadout of the units
    • removed optional files (to be revised)


Written on 2016-07-23 by Ben@Arms


Ussrlongbow released an updated version of his Arma 3 Mission Skeleton on the BI forums.

    Quote :
    I would like to introduce a bit of work, I have developed for supplementary needs. This is just a skeleton for Arma 3 missions.

    Welcome to Arma 3 Mission Skeleton by longbow!

    This archive contain basic files you may need in your mission, and allows to create your mission's file structure more manageable and ease adding third party scripts and extensions.

    The contents of this archive is not a mission framework, it is just a skeleton, which allows to easily add, manage and maintain the contents of your mission.

    What does it mean for mission makers?
    You have files used by Arma 3, supplied with extensive comments why this file is needed, what happens to it, and how you may use it or benefit from it.
    Also from script makers who would pack their scripts according to recommended guidelines, you receive a standart instruction about how to add third party code to your mission, taking the chance of error to minimum probability.

    What does it mean for script makers?
    This skeleton suggests a recommended way to pack your scripts, and ensure that end user will be able to install it easily, in more unified way, and it would mean that you do not waste your time explaining very basic things, which you can use to create more cool content.

    Changelog:
    • New additions: a3skeleton\colors.hpp. Contains the definitions of official HTML colors in two options


Written on 2016-07-23 by ussrlongbow


JohnnyBoy released his JBOY Molotov Cocktail script on the BI forums.

    Quote :
    Here's my Molotov Cocktail script for Arma 3.

    How it works:
    • Via a scripted action, a unit is forced to throw a purpleSmokeShell.
    • The shell is detected as a near object, and a bullet is spawned and given the same direction and velocity.
    • The smoke shell is deleted and a "bottle" object is attached to the bullet, and a fire is attached to the bullet.
    • At bullet impact point, a fire is created.
    • Bullet impact point is detected when it's height is near the ground, or when its dirTo direction changes significantly (a ricochet).
    • If bullet impacts a vehicle, fire is attached to the vehicle.
    • If bullet impacts on or near a man, fire is attached to man, man screams, and plays a panic move animation while burning.
    • Fires give damage to nearby units/vehicles.


Written on 2016-07-23 by johnnyboy

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