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
Geraldbolso1899 informed us he released an updated version of his Helmet Mounted Displays Mod on the BI forums.
Quote : I decided to make a few changes on the HMD of the vanilla helicopters, cause they were either broken or too small.
It's made for the Little Bird, Ghosthawk, Hellcat, Merlin, Comanche, Orca and Kajman.
Fixed Kimi_GUI error.
Added Countermeasure indications.
Added Countermeasure release programs. More details in reference manual.
Added IR Jammer for Comanche and Ghosthawk. More details in reference manual.
Haikion released an updated version of 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.
Fixed a bug that caused chrashing when loading converted ArmA mission if a trigger was named.
EvroMalarkey released an updated version of his ASCZ A2 Map Fixes addon on the BI forums.
Quote : These custom configs will add satellite photo in the editor menu and loading screens for each map. Further more there are configs for A3 Clouds and Menu Intros for each map. If you want to use any of these configs with any of supported map, you will need to have A3MP or AIA.
Current number of all maps: 35 (including AIA TP).
fixed random roads in Caribou config
1 config removed due request by CWR team - CWR2 Islands - Everon, Malden, Kolgujev, Nogova
1 new config added - Everon, Malden, Kolgujev, Nogova
Igitur released an updated version of the Stance Adjustment Mod on the BI forums.
Quote Igitur : The mod basically adds an 'Adjust Temporary' functionality to the default game mecanism and allows you to access the adjustment stances on the move, be it to take a quick shot and get back to cover, or cast a glance around a corner.
- Bug fix.
- semi-temporary mode implementation
- leaning stances implementation
- code rewriting
- removed the mousewheel function (needs a redo)
alarm9k has submitted an updated version of his Smarter tanks addon.
Quote alarm9k : Have you ever been irritated by stupid far from optimal AI controlling the tank and being destroyed by one RPG shot in the rear? Only because it didn't bother to rotate the hull to that AT soldier? Or because it was firing at a harmless rifleman instead of taking care of enemy APC? Well, this script is for you.
Vehicles assess the threat/value of the targets and fire at the most dangerous/valueable target it range. It will prefer AT rifleman over autorifleman, tank over MRAP etc. Threat and value calculations use the type of target, distance and ammo types available (for tanks only). For example: AT rifleman 700m away is a more valuable target for the tank than MRAP-HMG at the same distance, but only if the tank has HE rounds. Otherwise it will prefer to fire AP round at MRAP, as the infantry unit is unreachable with current weapons. But AT rifleman still remains more dangerous than MRAP.
Tanks will use appropriate rounds (if available) for different types of targets: HE for infantry and static weapons, HEAT for lightly armored targets (MRAPs, trucks), AP for heavily armored (tanks, APCs etc).
Tanks will identify groups of infantry and use HE rounds agains them. A group is 3+ men in 15m radius. By default the tanks will not spend HE rounds on a single infantry unit.
If the vehicle is a tracked vehicle (tank, tracked APC etc), it rotates the hull to face the most dangerous target.
If the threat is too high (for example an AT soldier at a close range), the moving vehicle will stop immediately, rotate the hull and fire. When the immediate threat is eliminated, it will proceed with the previous move order. This will presumably save the vehicle in situations when a hit is inevitable and the best decision is to stop and take the hit to the frontal armor rather than continue moving and take the hit to the side/rear.
Fixed: commander stuck watching the same direction forever after has been given doTarget order.
Fixed: 'lazy' target switching. Will now immediately switch to more valueable target.
Fixed: setup.sqf non starting for vehicles with non-standard names. Should now work for any vehicle that has weapons.
Fixed: small fixes here and there.
Added: vehicle commander will 'scan the horizon' for targets when idle. Commander will use his optics independently of gunner's main turret.
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