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Alex Segen released an updated version of his IWAR: Irregular Warfare on the Armaholic forums.

    Quote :
    Irregular Warfare is an unofficial addon for Arma 3 of Bohemia Interactive which includes irregular or insurgent forces (yes, another one) equiped with weapons and vehicles from RHS Escalation mod. While there are already other Addons with such content, I decided to create this to suit our needs within community.
    In addition, IWAR is ALiVE compatible and so far consists of one faction; however, the idea is to add more as additional content is created within our internal campaigns.

    Changelog:
    • Added vehicles:
        - aif_uaz_dshkm
        - aif_uaz_spg9
    • Added Helos:
        - aif_heli_MH6
        - aif_heli_K60
    • Added new infantry groups:
        - UAZ SPG9 Patrol
        - UAZ DSHKM Patrol
        - Infantry Patrol UAZ
        - Infantry Patrol UAZ SPG9
        - Infantry Patrol UAZ DSHKM
        - Static Mortar Team
    • Added new transport group:
        - Troop Transport URAL
    • Added new mechanized groups:
        - BMP-2 x2
        - BTR-60 x2
        - BMP-2 Squad
    • Added new desert BMP-2 texture
    • Added DSHKMs:
        - aif_DSHKM_Mini_TriPod
        - aif_DSHKM
    • Changed Static Vanilla AT with RHS TOW (same classname aif_static_AT)
    • Changed faces Head_NATO with Head_TK
    • Changed NoGlasses por G_IRAN_default
    • Changed UI icon_vest.paa
    • Retexturized AIF Flag
    • Changed scripto3.sqf name with vehiculos.sqf:
        - Removed deprecated SQF scripts
        - Removed deprecated textures



Written on 2016-04-30 by AlexSegen

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sgt_savage from the UNSUNG Team has sent us the 3.0b Promo Video of the UNSUNG Vietnam War Mod for Arma 3.

Quote:
    Our Pre Release Promo Video for 3.0B is out! It was made by our good friend Nate, aka IN8II.

    3.0b is now in the internal testing stage as the team weed out and fix any pop up errors.
    How much longer you ask? Your Platoon leader is being briefed so, start packing your ruck your going back in grunt! Just Make sure your m16 is properly cleaned and mags are full.



Written on 2016-04-30 by sgt_savage


Sparfell informed us he released an updated version of his Missing Units addon on the BI forums.

    Quote :
    My addon adds various new units created with vanilla weapons, equipements and textures (no other addons required). New units and vehicles can be found in the editor as far as new groups corresponding to.

    The mod is traduced in english and french with English as default (original) language. If you want to propose another translation feel free to contact me and I'll intregate it in further updates.

    I'm open for any kind of suggestions so if you've got some ideas about units that could be added, feel free to make a proposal.

    Changelog:
    • 3DEN adaptation
    • Civilian trucks are now hidden (added by BIS in 1.58)
    • Added guerilla garment uniform variants (thanks dreadpirate and somesangheili)
    • Added 1 wetsuit and rebreather variant
    • Added Rolled-up and tshirt Combat Fatigues variants
    • Added 1 VR suit variant with no lights (thanks somesangheili)
    • Added 1 coverall variant (thanks somesangheili)
    • optional AAF night is no longer supported


Written on 2016-04-30 by Sparfell

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1PARA {God-father} released an updated version of his Saint Kapaulio Terrain on the BI forums.

    Quote :
    ​Totally Fictional Terrain.
    Still working on Sat_Mask and also placements of some Objects and alignments!

    This Terrain was never intended to be a real place and it is heavily designed around our S.A.G mission we play every Sunday & Wednesday @ 1PARA - but thought that others might like the terrain as well for some missions!

    It is a Tropical Style Island, with various Terrains - 1 Main River running into a big open lake that leads back out to the sea, a desert area to the North and a small Desert Oasis to the South. There are 2 Swamp areas and the middle of the Island is fairly flat which is just great for Mission (as with other terrains you always have the high ground to shoot down which I find just a tat like duck shooting). To the East is all the Mountain ranges, and to the West area's is the hills for those duck shooters out their.

    There are 2 Main Airbases 1 North West and the other down in the South east, the one down in the South is still under construction, as well as a few dirt landing strips for those smugglers spotted around the island.

    There are 3 Major Big Cities and hundreds of smaller villages and settlements, 6 ports, and lots and lots of Military compounds - as well as lots of spare space to build your own Fobs and bases with Zeus.

    This was never meant to look perfect YES there are some roads that are not level and finished and some that you will have to drive very carefully over0.1 beta, but that is the whole point!

    Changelog:
    • Lots & Lots of changes I have added a lot more small Villages, and a few Ports
    • Tried to fix a lot of misplaced Objects( but there are a lot still to be fixed ( just pm when you see them)
    • Added a lot more Roads to the Network
    • Added a lot more trees


Written on 2016-04-30 by psvialli


Emoglobinsky released an updated version of his Em Buildings on the BI forums.

    Quote :
    Em_Buildings aims to add more variety in interiors Close Quarter Combat with a set of custom made high quality structures like mansions, houses, offices, hospitals, etc...

    Right now, you can add these structure in Eden editor by typing the name of each building.

    Changelog:
    • fixed cfgvehicleclass: now objetcs are listed in props/Em_buildings/structures in both EDEN and ZEUS editors


Written on 2016-04-30 by Armaholic


Revo submitted an updated version his 3den Enhanced addon.

    Quote :
    This modification adds new functionalities to 3den, without creating any dependencies for players. That means, mission builder can use this mod to make their lifes easier without making the lifes of the players harder by forcing them to download additional mods.

    Changelog:
    • added:
        - one can now define a delay for the intro text attribute
        - attribute for unit traits
        - added hostage attribute:
          A unit can now be taken hostage. Every player including JIP will have an action to free the Hostage. Mission designers can check whether the unit is hostage or not
    • changed:
        - UAV intro center position attribute tooltip was using a wrong string
        - removed the tooltip from Advanced Damage Attributes
        - UAV intro loiter direction is now using a better control
    • translation:
        - added German translation for "Hide Map Objects" context menu entry
        - added German translation for unit traits attribute
        - added German translation for intro text delay
        - updated French translation (thanks to solentis)



Written on 2016-04-29 by R3vo


metalcraze released an updated version of his New lighting for CUP terrains addon on the BI forums.

    Quote :
    This is a quick and dirty config tweak that ports current (1.59) devbranch lighting to CUP terrains.

    Changelog:
    • changed to per-island lighting config: should avoid compatibility issues with most non-CUP islands, they should use vanilla/their own lighting now
    • slightly tweaked HDR parameters for darker tones (hopefully better shadows/less whiteness now)
    • added NVG fix from latest dev-branch HDR settings


Written on 2016-04-29 by Armaholic


Tortuosit released an updated version of his Dynamic weather 2 addon on the BI forums.
The Dynamic weather 2 addon is a fully reworked version of his Dynamic weather addon! The Dynamic weather addon is no longer maintained.

    Quote :
    I rewrote my old script/mod (Dynamic weather addon) because basically wind/rain/fog/overcast were not independent.
    In this rewrite, they are own threads. I'm not progressing too well due to no time and I feel somewhat uncomfortable at some points... about how I wrote it... time will tell. Its WIP and quite early, but works. I'm currently not thinking about MP, this may change. It's done with using from missions/scripting (call via execvm) in mind, but not yet documented and tested.

    Changelog:
    • The mods default behaviour: it usually applies island specific weather (with a default fallback when map is unknown).
    • --> [Change] This can be overridden now by a mission specific weather definition, by putting code into a units init line in the editor.



Written on 2016-04-29 by tortuosit


Tortuosit released an updated version of his tort_PlayMusic addon on the BI forums.

    Quote :
    Hi guys, for my own purposes I created a music playing mod. Goal was to keep it as simple as possible. I wanted to be able to add/replace music as easy as possible, ArmA to my knowledge is not very helpful here.
    Tracks are played randomly, mod does not keep track of what has been played... repetitions may occur. I don't want to make too many changes, it is just fine for me. No support for multiple playlists etc. Well, to be honest, haven't got much time for support at all. But source is open, so feel free to DIY!

    Personally I use it for Pilgrimage mission and Haleks' Ravage mission. Placed creepy music from... different sources... and have a nice mood now.
    But you have to turn of missions music playback, if exist. I.e. this mod should only run exactly when you need it.

    Changelog:
    • Support of gaussian probability distribution (BIS Wiki) in the playback pauses.


Written on 2016-04-29 by tortuosit


Arkensor submitted an updated version of his A3Log addon.

    Quote :
    A lightweight extension for ArmA III to create logfiles.

    Changelog:
    • Added: Linux support
    • Added: Linux source code & compiler guide
    • Added: Version check following the guidlines in the wiki


Written on 2016-04-29 by Arkensor

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