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Ryandombrowsky informed us he released an updated version of his Zombies and Demons addon on the BI forums.

    Quote :
    This mod includes place and play zombies & demons with custom animations and unique customisable options. They can be found in mission editor and will attack any enemies they know about based on the side they're on (Opfor zombies will attack Blufor units).

    Changelog:
    • Exploding heads! You can now shoot and burst a zombies head! Needs a powerful gun by default but this can be customised in the "Settings" module.
    • Glowing eyes! Demons eyes glow by default and this feature can be adjusted in the settings module.
    • About 20 new extra civilian zombies for each type of zombie.
    • Extra sounds added for zombies and spider zombies.
    • A "Randomize Values" option has been added to the spawners.
    • Infected players now have a camera shake effect while coughing.
    • Zombies are less likely to attack empty vehicles after its target has left it.
    • Player-controlled zombies now have their own module with seperate values.
    • Many script improvements, some animation changes, and some minor multiplayer issues fixed.


Written on 2016-05-31 by ryandombrowsky

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ViperMaul informed the community about the release of a new version of the Community Base addons (CBA) on the BI forums.

    Quote ViperMaul :
    This release improves and expands the CBA Events system and brings compatibility with the Linux/MacOS build of the game.
    Another goal was to simplify, refactor and clean up old code stemming from Arma 1/2 using new commands and methods, making CBA even more lightweight. For security reasons we changed CBA_fnc_globalExecute to use remoteExec internally and replaced all functions that made use of whitelisting via CfgRemoteExec. Our release now contains a meta.cpp file, so the Arma 3-Launcher should be able to detect and update a manual installation via Steam Workshop.



Written on 2016-05-31 by ViperMaul


NeoArmageddon informed us the CUP Team released updated versions of the Community Upgrade Project - Terrains addons on the BI forums.
The changelog is very long and can be found on the downloadpages.

There are three different versions available so please read the description and download just the version which best suits your need! There is no need to download all three versions!


    Quote :
    The Community Upgrade Project brings you CUP Terrains, the successor of "A3MP" and "All in ArmA - Terrain Pack (AiA TP)".
    It builds upon the work done by kju for AiA TP and brings all of BI's iconic terrains to ArmA 3 as well as all the amazing 3rd-party terrains created by the community.
    CUP Terrains maintains full backwards compatibility to A3MP and AiA TP - no need to adjust any missions or maps.

    CUP Terrains is modular, so there are different downloads available:
    • Community Upgrade Project - Terrains Complete:
        CUP Terrains, featuring everything - all the data and the BI terrains
    • Community Upgrade Project - Terrains Core:
        CUP Terrains Core, featuring only the data necessary for the terrains, but none terrain itself. Useful for those who only want to use CUP Terrains with 3rd-party terrains. But beware: some 3rd-party maps might be dependent on BI terrains.
    • CUP Terrains Maps:
        CUP Terrains Maps, featuring only the maps created by BI - needs CUP Terrains Core to work. If you only want a part of the terrains featured here, just delete the respective pbo-files of the maps you don't want. But beware: there might be interdependencies between terrains.


Written on 2016-05-31 by NeoArmageddon

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

    Quote :
    Here's a handful of uniforms using Hawaiian's outstanding Crye G3's.



Written on 2016-05-30 by Road Runner


Makhno released an updated version of his Gunkizli terrain on the BI forums.

    Quote :
    The map is a 20 x 20 km plain.

    Main features :
    More than 100 villages and hamlets, 3 Airfields, heavy wood cover and vast expanses of shalow marshes.

    This map has close to 3 000 000 objects. And view distance is ralely over a couple hundred meters.
    I recomment to set view distance to 1200m , and if you can set shadows to 200m.

    Changelog:
      I forgot about some old buildings from outdated IBR* Addons.
      They've been converted to CUP version, so now the only dependancy is CUP Terrains.



Written on 2016-05-30 by Makhno


Roh_Z the Lord_Booka submitted a new version of the WarfareThai Ex. Thai Armed Force addon.

    Quote :
    WarfareThai Ex. Thai Armed Forces (WFT EX TAF) is aimed at adding the Thai Armed Forces to Arma 3. It includes Thai Armed Forces (Modern), Thai Armed Forces (CSAT-2035), Free Thai Movement (2035), Takistan Kingdom Army, Takistani Insurgents, Chernarus Defense Force, Chernarus Insurgents, Terrorists (Middle East), and some minor factions. It also includes new weapons, new various map objects, and consumable items: food (heal) and drinks (restore stamina). Although the name implied as Thai Armed Force(s), in fact, this mod attend to focus more on weaponry, opfor units, and factions.

    Changelog:
    • Fixed some errors in Unconscious system.
    • Added items (Ammo) 82mm Mortar Shell,(Ammo) 50 Rnd. DshK,(Ammo) 100 Rnd. M2,(Ammo) PG-9V HEAT, and (Ammo) OG-9VM FRAG.
    • Compatible with APEX 1.60 RC.
    • Added new faction: Terrorist (Africa).
    • Fixed some minor issues.


Written on 2016-05-30 by lordbooka


Planelover390 showed the community on the Armaholic forums some new progress screens of the Thunderbirds F-16 Reskin he is working on using the F-16C Fighting Falcon Standalone by Firewill.


You can find more screens and information in the Thunderbirds F-16 Reskin wip topic.


Written on 2016-05-30 by planelover390


Vlad333000 submitted his Double Weapon mod.

    Quote :
    This mod allows players to carry 3 weapons, 2 of which can be heavy and 1 light, in any combination of the primary and secondary weapons.

    Features:
    • Carry 2 primary/secondary weapon
    • Carry 2/1 heavy weeapon and 1/2 light (Exml: 2 launchers + SMG/RHS: 2 RPG-26 + AK-74M)


Written on 2016-05-29 by Vlad333000


W. Carruthers submitted his Task Force Radio Auto Channel Set Script.

    Quote :
    This script is designed to set 8 short range and 9 long range radio channels every time you exit your inventory menu. It is ment to clear up any channel issues during gameplay and save the mission developers time by adding it their template



Written on 2016-05-29 by W. Carruthers


Special ed released an updated version of his AI Modify -Ai Script System on the BI forums.
The AI Modify script system itself does not require any addons but to be able to use the example mission you will have to make sure you have certain addons installed. See the usage section on the downloadpage for information.

    Quote :
    It would be difficult to describe everything the system does in a short generic description, so here is the best I can do.

    The system primarily works with 1 man AI Opfor groups, and overall aims towards providing good quality combat environments for Special Ops type scenarios. On the flip side, the system certainly does not lend itself to large scale combat scenarios where such scenarios should simply not use this system. The system can be cpu demanding depending on how many Ai units are placed and of course the operating system performance. I use a laptop that barely meets the requirements for Arma 3 and have found that I only get reasonable in game performance in general by using ported Arma 2 maps and units, and while using Arma 2 content I am able to run the AI_Modify on roughly 40 Ai units that are in actual combat at a time before script lag is threatened, while out of combat ai unit total allowed on my system may actually be over 100 - they must be split up. So in knowing this, it is likely that anyone that can run Arma 3 well on their system can probably afford roughly the same numbers in Arma 3 vanilla content.

    The AI_Modify is an AI system that a mission is built around, it is not an AI replacement mod. It is also fairly easy to use, where most of the usage involves simply inputting certain values into arrays in various Ai units Initialization fields and placing markers and unit waypoints down.

    Changelog:
    • Sample and TestBed missions included that do not require addons.
    • Ai System delay message switched to using globalchat for Mp.
    • Updated included documentation with a few additional potentially helpful bits of information


Written on 2016-05-29 by special Ed

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