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Iceman77 released an updated version of his Virtual Rearming Hub script on the BI forums.

    Quote :
    Simple rearming UI that provides quick and efficient rearming
    Displays useful ammunition based on your current weapons
    Displays misc ammunition such as hand grenades, mines, smoke, chem lights etc

    Recommended for usage out in the field when you need to rearm quickly.

    Changelog:
    • Changed control type for the header
    • Removed un-needed controls
    • removed msg toggle feature / function
    • Optimized and cleaned up code


Written on 2014-10-19 by Iceman77

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Glowbal submitted version 0.8.0 Alpha of the Combat Space Enhancement.

Changelog:
  • Added: cellphone triggered IEDs.
  • Added: More localization (German).
  • Added: Shoulder tap functionality (Groups Module).
  • Added: keybindings for accepting/declining request.
  • Added: cse_fnc_addOpenWounds_CMS function for easy adding of CMS injuries.
  • Added: keybinding for checking ammo status.
  • Added: Shared equipment between patient and medic for CMS.
  • Changed: Joining a group is now making use of the request function (leader has to accept).
  • Changed: Made use of TFAR API.
  • Improved: CBA/CSE eventhandler compatibility.
  • Changed: CMS UI body has been switched around (left and right are now shown properly)
  • Fixed: Issues with client side setting configurations menu.
  • Fixed: Bug #75464: Dead units not playing correct animation when loaded into vehicles.
  • Fixed: Bug in cse_fnc_debug.
  • Changed: Can no longer talk to players through Advanced Interaction.
  • Fixed: CC Unknown side marker was using independent colours.
  • Fixed: bandage opening bug.
  • Improved: Performance of cse_fnc_getBloodLoss_CMS.
  • Added: Custom Eventhandlers shoulderTapped, groupJoined.


Written on 2014-10-19 by Glowbal


SwatSTEAM released an updated version of his Sweet markers system addon on the BI forums.

    Quote :
    This system fully changes the BIS's marker system.

    Features:
    • Simple and easy-to-use interface, which is also fully customizable.
    • All changes are saved in your profile.
    • All interface elements are clickable and have hotkeys if needed.
    • Easy change of type, colour, direction, size and channel of the marker.
    • Ability to quickly place markers without opening/closing interface.
    • Ability to save markers placed on the map and load them in other missions.
    • Automatic route drawing. (Wip)
    • Ability to enable/disable some functions of this add-on in map maker settings.
    • 9
    • Unique maps module: each unit has its own map with specific markers placed. A unit can pick up a dropped map and see the markers of the map owner, but they are not updating. (Wip)
    • English and Russian languages.
    • Tested with more than 150 players on Weekly Open Games.

    Changelog:
    • UI is much more stable now. Only one thread is used.
    • UI artifacts no longer exist while playing with low FPS.


Written on 2014-10-19 by swatSTEAM

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Br. released an updated version of his TAA name script on the Armaholic forums.

    Quote Br. :
    This script displays the names of the players when your cursor above and / or when you press keys windows.
    If you have specific demand post here or send me a private message.

    Changelog:
    • Added : you cant see around corners or through buildings anymore.


Written on 2014-10-19 by Br.


DoctorSheep released his Action Button Mod on the BI forums.

    Quote :
    The Action Button Mod aims to move time critical actions to a simpler, quicker, and more efficient one button context sensitive interaction method.

    Features:
    • Get in specific vehicle seats (Armored vehicles follow this method of seating)
    • Drag things (Boxes, CSW, objects and gear on the ground)
    • Open backpacks/gear of dead soldiers/gear boxes/doors
    • Incremental opening of doors/hatches
    • Mount/dismount ladders
    • Light/extinguish fires
    • CBA keybinding menu integration
    • Options menu via CBA Fleximenu
    • Compatibility with Arma 2 assets


Written on 2014-10-19 by Foxhound


LAxemann released an updated version of his Enhanced Soundscape addon on the BI forums.

    Quote :
    ES currently as has three main features:
      • ES plays reverb sounds in the firing direction based on terrain (Distance to the next mountain etc.)
      • When shooting in the direction of a mountain/raised terrain in general there is a chance that the gun sound gets reflected back to the shooter
      • When firing in an urban area, the gun sounds get reflected from nearby buildings

    All this is based on (simple) speed of sound calculations, meaning e.g. that it will take longer for you to hear the gun's echo (popp) when shooting in the direction of a very far away mountain.

    Changelog:
    • ES can now be disabled via userconfig
    • Huge performance increase thanks to Ruthberg, eliminated memory leak
    • New Soundset: Trg21
    • Reworked: Soundsets for launchers, GMG and MX
    • Tweaked some volumes


Written on 2014-10-19 by LAxemann


TECAK released the first public version of Voice informer for planes by him and Blender on the BI forums.
This adds the Voice informer for the REDFOR aircraft To-199, A-143 (RI-65B) and BLUEFOR A-164 (VI).



Written on 2014-10-19 by Foxhound


|TG| Will released an updated version of his Anvil Mission Editor and Framework on the BI forums.
On our downloadpage linked below you can also find a version with the Altis and Stratis maps bundled.

    Quote :
    This version is the last "Alpha" version and should represent the finalised mission data structure. Version 5.4 introduces a new "Windows 8" look and feel, as well as a lot of new editor features including a dialog for specifying your own included scripts and a briefing editor. It also includes a new approach to bundled scripts, key objective victories, random objective order mode, improved mission validity checks and some other UI improvements.

    In addition a new sample mission was released - "Angel Fire" - which is the prologue to the campaign on Altis and demonstrates the "random objective mode" across the entire map of Stratis.

    A key change in this version is that "included script" folders are no longer included with Anvil. When exporting, if Anvil detects that an included script is missing, it will prompt you to open up the download page in a web browser. It will also open the folder where you should extract the included scripts.

    Changelog:
    • Fixed: Incorrect reporting of version number in update checker where new framework version has breaking changes
    • Fixed: Error on startup with no maps in folder AND first time loaded


Written on 2014-10-19 by mecharius


Drill released his Map advanced markers addon on the BI forums.

    Quote :
    After publication of "Sweet markers system" by swatSTEAM, I decided to publish my old markers system too.

    This addon provides enhancements for the ArmA markers system.
    Main advantages are:
    • Markers type/color are stored between inserting - no need to set it every time new marker is placed.
    • Added new "marker" type in form of jugged lines.
    • Ability to assign hotkeys for marker type and color change, hotkey to send marker to particular channel (through userconfig).
    • Ability to show/hide channel and creator of existing markers.


Written on 2014-10-19 by Drill


Bracer released an updated version of the Arma 3 version of his Minihattan Island addon on the Armaholic forums.
This is an early wip version of the Minihattan Island which contains different custom buildings and contains many bugs!

    Quote bracer :
    Now it's finally time to release the update, Minihattan v0.5!
    Expect plenty of bugs and unfinished stuff, but it's well on the way to reach an acceptable status!

    I release now because I reached a milestone, and the next one is quite far away.
    What's most important is that I almost reached 30 unique buildings, which can be combined and create a large amount of variations.
    This means that with some work it will not look like it's repeating.

    What will be worked on from now is interiors of the buildings, which means both graphically and AI-paths.
    And the big part will be working on a proper terrain, making proper alleys, parks, different districts and so on.


    Changelog:
    • Plenty of new buildings
    • Greatly improved visuals
    • Changed the sidewalks
    • New reflections from the windows
    • Reduced the amount of the ugly buildings
    • Better config files
    • Optimized some buildings and their geoLods
    • Added a hidden experimental bonus...


Written on 2014-10-19 by bracer

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