xTRICKYxx has submitted a remake of the mission called Retreat! with the Invasion 1944 mod.
Quote xTRICKYxx : Allied forces encounter a large SS Panzer division. This mission is difficult as the Allies. It is very beatable with the right equipment. Ammo and Weapon boxes near the mortar men. If spawning as the American Sniper, then the ammo boxes will be right there. There is a friendly machine gun nest, but it will be under heavy fire, so I do not advise being there.
Be wary of the flanking group of elite SS soldiers. They will try eliminate retreating troops. Plan your retreat wisely, as you will want to carry as many weapons into the mountain to start the guerrilla war. While Retreat may be the easy choice, it is possible to hold the line.
Enjoy! This is a great mission for sniper practice for either side.
J has submitted the third mission in his Armageddon Z series.
Quote J : Demon Spawn Holes have been discovered in the town of Lakka. Your Team will execute a Night time raid to locate and detonate the Houses to seal up the Demonic spawn holes that are inside. Set remote charges and completely level the buildings to cover up the Demon Spawn Holes. Set 3-4 charges to ensure mass destruction of the holes.
Smillsubmitted his Smills British 1970 Uniform Pack.
Quote : This re-texture pack includes a selection of British themed 1970's Uniforms, vests and bags with British Berets. This was created for my own amusement and then for use by the Arma community I play with.
Laxemann released the first version of his L_Align - Sight misalignment mod on the BI forums.
Quote : Mainly, it's a mod for all the other enthusiasts out there. One thing that always bothered me was the way your character instantly aligns the sights perfectly straight.
Also, when looking through your sights, it always felt really stiff because your sights will be perfectly lined up (except for the inertia when doing quick/large motions).
'Align' tries to give you the feeling of actually holding a gun by adding subtle motions when initially lining up your sights and after that while trying to keep them aligned.
The time it takes to align the the subtle mismatch mainly depends on how fatigued you are.
That being said, the mod is meant to add a more immersive feeling rather than making it harder to aim. Your accuracy should hardly be affected.
Jeza informed us IceBreakr released released the first beta of his Lingor island addon for Arma 3 on the BI forums.
Quote : This is the test Arma 3 version of the island intended for stability report and dedicated server tests.
This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~9 months were spent on research and creation of this world.
Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 9-10 months of hard work) possible to enjoy.
We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Panthera on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective.
test version for stability report
replaced hardened hangars with tent hangars from A3 due to shadow bug & class=house issue
intensive improvement of terrain (substantial removal of sharp edges)
tourist informed us he released in the BI forums an updated version of this German Bundeswehr infantry mission inspired by real events.
MEDEVAC Helis now unkillable by small arms fire for better playability
Replaced the four Blackhawks from the CAS element with two Apaches for more... supportive appearance and believability as CAS
Made mission compatible with newest BWMod 1.2.1
Therefor no more AWC Bags addon needed: replaced with new integrated BWMod backpacks (AWC Bags dependency removed)
Usage of the old BWMod 1.1.2 compatibility-PBOs for AGM and ASDG Joint Rails still necessary and possible
Received permission from BWMod Team to include the old compatibility PBOs in my download
Alternative mission end for all who take another way back to base than intended and withdraw from the enemy earlier than I have planned - but attention, please: you still have to return to the medical container in the camp to finish the mission!
Better waypoints for Taliban so the battle is longer (not all of them right on top of you immediately, premature start of battle less likely) and has at least two stages (more time until order to retreat from Tal Kar to Chahar Dara will be given)
MORE Mines and IED's in the entire area e.g. at the main objective like announced in the briefing, also more garbage objects placed in general so you don't say "Aah, looky here, a trash heap in the otherwise clean and tidied up village - MUST be an IED!"
Therefor replacement of the two marksmen per squad with two engineers, but most IED's and mines can be detected and defused by anyone with an AGM Defusal Kit in his inventory (get it at mission from AGM box in camp if you're not an engineer with pre-equipped Defusal Kit)
How does the defusing work? - crawl real slooowly towards the suspicious trash heap with an AGM Defusal Kit in your inventory, then choose the action "defuse" from the AGM interaction menu!
Tested the mission with some performance killing mods like Blastcore, Blastcore Physics and JSRS Dragonfyre with me as non-dedicated host - smooth FPS and CAS (BIS Module) works reliably even after death and respawn into any BLUEFOR unit, MEDEVAC/transport (BIS Module) is still buggy sometimes when the original requester has died until the MEDEVAC helis arrive - sorry for that!
Copyright (c) 2006 - 2015 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.