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Burnes15th submitted an updated version of his FV4034 Challenger 2 TES addon.

    Quote :
    This adds the British FV4034 Challenger 2 Main Battle Tank.

    The British FV4034 Challenger 2 TES MBT. Comes in 5 camo patterns and has a turret interior. There are many unfinished areas but i figure at this point i could do with some feedback and community testing to work out the values in armor etc. The armor has almost not been tested i gave it a quick blast to destruction just to make sure it was working, bear in mind that the real life challenger 2 is very tough. As in reported to be the most heavily armored tank on the planet. In one engagement it was hit by over 60 rpg's and a Milan anti tank weapon, the optics had to be switched out and it was back in service 6 hours later.

    The AI gunner problem is still there. AI gunner will not fire the main cannon by himself. you have to press CTRL FIRE to make your AI gunner fire but at present fully AI crewed vehicles will not fire their main gun.. There are some missing scripts for checking ammo count etc but that was down to my forgetfulness rather than them not being ready and i expect to update this later in the week with a finished interior etc.

    Anyway, this is my favorite piece of military equipment of all time so I hope I've done it justice. Let me know what you guys think.

    Changelog:
    • version 3 alpha:
        - Fixed Icon missing error
        - Fixed Reference to bad weapon type in animationsources
        - Fixed Recoil animation
        - Fixed Eventhandler error
        - Fixed further texture errors
    • version 2 alpha:
        - Fixed - missing track texture (bad file path)
        - Fixed - missing commander sight texture (bad file path)
        - Fixed - cannot load woodland texture (had it mapped to a proxy by mistake)
        - Fixed - missing sandbag proxy (Bad file path)



Written on 2014-10-30 by Burnes15th

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Zenophon informed us he released an updated version of his Co-op Mission Framework and SQF Library on the BI forums.

    Quote :
    Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.

    The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
    The framework is created with these goals in mind:
    • Simple co-op fun for both players and mission makers
    • Bottom-up design using flexible pieces that you control
    • Truly random and dynamic missions without extra work for mission designers
    • Procedural mission design instead of manual placement using the editor
    • Eliminating large, static functions with assumptions about what you want in your mission
    • Server-oriented execution to create more efficient multiplayer missions
    • A simplification of locality and interacting with clients in multiplayer
    • A solid, powerful, and bug-free library to use as a foundation for your own code

    Changelog:
    • Fixed: Zen_AddFireSupportAction did not check its remote execution flag argument
    • Fixed: Zen_RotateAsSet tried to get the height of markers as though they were objects
    • Fixed: Zen_ReassignTask and Zen_RemoveTask deleted the task's internal data, making future changes impossible
    • Added: Framework macros for Zen_FindGroundPosition arguments
    • Added: Framework macros ZEN_FMW_Code_WaitDistanceGreater and ZEN_FMW_Code_WaitDistanceLess, for Zen_FindGroundPosition
    • Added: Framework macro ZEN_FMW_CFG_VehicleWeapons, to parse a vehicle's true weapons
    • Added: Standard macros ZEN_STD_Parse_ToArray and ZEN_STD_Parse_ToString
    • Added: Zen_StringGenerateRandom now has a parameter for character type
    • Improved: Renamed almost every framework and standard macro
    • Improved: Zen_OrderExtraction and Zen_OrderInsertion now make the helicopter land at the correct spot and stay there
    • Improved: Zen_RotateAsSet significantly optimized
    • Improved: Zen_SpawnItemsOnTable now randomly puts the object anywhere on the table
    • Removed: Standard macro ZEN_STD_OBJ_VIA
    • Documentation: Added for ZEN_FMW_Code_WaitDistanceGreater, ZEN_FMW_Code_WaitDistanceLess, ZEN_FMW_ZFGP_Beach, [*]ZEN_FMW_ZFGP_DeepSea, ZEN_FMW_ZFGP_Flat, ZEN_FMW_ZFGP_Forest, ZEN_FMW_ZFGP_Hill, ZEN_FMW_ZFGP_LandingZone, [*]ZEN_FMW_ZFGP_NotForest, ZEN_FMW_ZFGP_Urban, ZEN_STD_Parse_ToArray, ZEN_STD_Parse_ToString
    • Documentation: Improved for Zen_AddEject, Zen_AddFastRope, Zen_AddFireSupportAction, Zen_AddGiveMagazine, [*]Zen_AddLoadoutDialog, Zen_AddRepackMagazines, Zen_GiveLoadoutOpfor, Zen_GiveLoadoutIndfor, Zen_GiveLoadoutCustom, [*]Zen_GiveLoadoutBlufor, Zen_MultiplyDamage, Zen_SetWeather, Zen_RemoveFireSupportAction
    • Documentation: Updated for Zen_StringGenerateRandom and every macro


Written on 2014-10-30 by Zenophon


Goliath86 released an updated version of his CorePatch, a config patch for Arma 2 OA, on the BI forums.

    Quote :
    I want to inform the community that I'm working on a simple config patch for Arma 2 OA. My objective is to correct all the errors that ArmA 2 OA (1.63) show with the command line -showScriptErrors.

    This is still WIP cause first I have to find these errors and then try to correct them.

    If anyone know about some of these errors that ArmA 2 OA (1.63), with no mods, show in-game with the command line -showScriptErrors, inform me in this thread and I will try to fix them.

    In earlier version 1.0.0.0 I had fixed two common errors:
    1. The Functions Module error relative to the BIS_fnc_init variable not initialized;
    2. Some errors relative to the handleGear.sqf script, launched when entering in the gear menu or by clicking items in the gear menu.

    Changelog:
    • Fixed some more errors of the SP Armory mission
    • Fixed some errors of the MP Armory mission
    • Fixed BIS_OO_Debug_Debug error;
    • Fixed some errors on creating Dynamic Objects compositions: Cannot create non-ai vehicle WarfareBMGNest_PK_Ins and Cannot create non-ai


Written on 2014-10-30 by Goliath

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devilslayersbane released in the BI forums the first mission of his single-player campaign which details (his speculation) how CSAT was a little under-handed in stripping away NATO's declining power..

    Quote devilslayersbane :
    Community, today I get the pleasure of delivering the first mission of my single-player campaign which details (my speculation) how CSAT was a little under-handed in stripping away NATO's declining power. In this campaign you follow an Army National Guard Auto-rifleman in his deployment. This particular mission is relatively easy, but it does really help introduce the mood of the campaign. Currently, the first mission is very bare-bones. There's no scripted dialogue, the briefing is extremely short, and ambiance is somewhat lacking.



Written on 2014-10-30 by devilslayersbane


HallyG informed us he released in the BI forums a new version of this singleplayer mission where you have to infiltrate the village of Kyra Nera to find out why local NATO activity has increased.


Changes:
  • Fixed Disguise script
  • Fixed and Enabled Reinforcements (may make the mission a lot more difficult so I will remove if requested)
  • Changed font on the title screen to something a bit more pleasing to the eye
  • Added more enemies and randomised their presence


Written on 2014-10-30 by HallyG


Jan has submitted a cooperative mission where players must complete six tasks.

    Quote Jan :
    Players must complete six tasks.
      1.Hostage rescue
      2.Find and mark container with IR grenade
      3.Clear terrorist Camp
      4.Destroy devices
      5.Kill the leader of terrorists
      6.Destroy trucks with devices



Written on 2014-10-30 by janko


Chris_Acrobat released in our forums a re-imagine of the Arma 2 mission "Detector", a deathmatch with a distance viewer to your closest enemy.

    Quote Chris_Acrobat :
    Prepare for a fast-paced mission with up to 24 players and a lot of panic.
    In this mission you will spawn at a randomized position, with a randomized weapon (even weapons from loaded mods!) with only one or two magazines. So make every shot count!

    For variation, you can select from three different spawn types:
      * Old school - Spawn on ground, nothing special.
      * With parachute - Spawn in the air and choose where you want to fight.
      * With thunder - Madness and a lot of fun.

    This mission take place during the night, so avoid streetlights if you do not want to be seen. But be aware: there is a small chance to spawn with night vision goggles, so your clever hiding spot may not be as clever as you think.



Written on 2014-10-30 by Chris_Acrobat


Drifter released his Kryptek Units on the BI forums.

    Quote :
    This adds different Kryptek Units with the following camo schemes:
    • Kryptek woodland
    • Kryptek Desert

    Features:
    • Squad Leader
    • Team Leader
    • Grenadier
    • Machinegunner
    • Automatic Rifleman
    • Rifleman
    • AT Rifleman
    • JTAC


Written on 2014-10-29 by Drifter22


The Red Hammer Studios released a small fix for the recently released RHS: Escalation mod on the BI forums.
You can download RHS: Armed Forces Of The Russian Federation and RHS: United States Armed Forces seperatly or you can just go for the all in one package RHS: Escalation.

This small fix only changes the bisign and bikey files, so if you already downloaded either of the RHS mods just download the hotfix and replace the older files with the one from the hotfix.

    Quote :
    The Red Hammer Studios team is very proud to announce our first major release for Arma 3 - RHS: Escalation!

    Under this name we present two totally standalone mods: Armed Forces of the Russian Federation and United States Armed Forces (if you download them separately and play with both enabled, you are effectively playing Escalation).

    This is all just a tiny preview of what is to come from our side, with many nice things and improvements planned for the future.

    Features:
    • Countless new vehicles: tanks, cars, IFVs and APCs for both sides to use, as well as atmospheric objects like radars.
    • Completely new soldier models and dozens of gear objects make for over 700 possible unit customization possibilities. Use the supplied virtual ammo crates to quickly make your own custom setups.
    • New weapons and attachments. Have everything at your disposal to take on your enemy.
    • Realism enhancements: full PhysX support and realistic configurations, complex Fire Control Systems for applicable vehicles. New user interface items representing control and awareness systems of vehicles to increase atmosphere and gameplay dynamics. Also our constantly expanding and improved decal system has even migrated to the US side.
    • Fully ZEUS compatible.
    • Fully ALiVE compatible. Many thanks goes towards ALiVE team making sure RHS Evolution can be enjoyed using ALiVE Framework!
    • - Fully Task Force Radio compatible. Many thanks to the developers of TFA and their effort making sure everything was in place for you to enjoy it right out of the box! TFA will even contain new radios made in the style of our units!
    • Future-proof: sling-loading will work once they make their way to the stable branch. If you are playing on development branch you should have these features enabled already! FFV will come later as releasing it now would cause problems for those of you playing on the stable branch.
    • Many many more...

    Changelog:
    • Fixes the erroneous server key authentication that prevented users from joining protected servers.

    If you like our work, please support us in the contest!
    Vote for us in MakeArmaNotWar.



Written on 2014-10-29 by Foxhound


[OFCRA]Cirav informed us he and [301]Hubabobube are working on a new island for Arma 3 called "Map Wake Island" and sent us some first wip screens showing their work.

    Quote :
    Wake Island is a coral atoll just north of the Marshall Islands. It is an unorganized, unincorporated territory of the United States, administered by the Office of Insular Affairs, U.S. Department of the Interior. There are about 150 people living on its 2.85 square miles. Access to the island is restricted, and all activities on the island are managed by the United States Air Force. There is also a missile facility operated by the United States Army. The largest island, Wake Island, is the center of activity on the atoll and is the location of Wake Island Airfield, which has a 3 000 m runway.

    Real life location at Google map.

    If you like our work, please support us in the contest!
    Vote for us in MakeArmaNotWar.


You can find more information and leave your feedback in the Map Wake Island WIP topic or on the OFCRA forums.


Written on 2014-10-29 by [OFCRA]Cirav

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