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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 The Dynamic weather addon is no longer maintained.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:
    • Changes to wind code, transitions are smoother now
    • Wind module, balanced numbers
    • Info screen not limited to map view any more[/url]


Written on 2016-02-10 by tortuosit

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Djotacon released an updated version of his SVDEBUG on the BI forums.

    Quote :
    A simple mod tool to debug mission on Arma 3.
    Using the action SVDEBUG action menu you have access to following commands:
    • Weather: Change the weather time using profiles (Clear, Overcast, Rain, Storm,Random).
    • Daytime: Change the Daytime time using profiles (Morning, Day, Evening,Night,Random).
    • Grass: Change the amount of grass.
    • Fatigue: Enable/Disable fatigue.
    • Arsenal: Show the Virtual Arsenal.
    • Camera: Load the Splendid Camerra.
    • Repair: Repair a vehicle and heal the player.
    • Save: Enable save in the mission.
    • Spawnquad: Spawn a quad near to the player.
    • Spawnheli: Spawn a heli near to the player.
    • Spawntank: Spawn a tank near to the player.
    • Spawnboat: Spawn a armored boat near to the player
    • Teleport: make a teleport of the vehicle using the map.
    • Captive: Makes the player and the vehicle "captive" to the enemy.
    • Damage: Disable damage for the vehicle and player
    • Skiptime : Add 12h to the actual time
    • Destructor: Destroy every object added by the user/map-editor pointed by him.
    • Only works on SP/COOP/Editor

    Changelog:
    • Bug fix
    • Code cleaned
    • Added Zeus command to enable zeus support


Written on 2016-02-10 by djotacon


JackFrench released an updated version of his Mod JackFrench on the Armaholic forums.

    Quote :
    This mod adds a whole new faction French; with a wide range of land and air vehicles (retexturizes Nato Indp, CSAT).

    Changelog:
    • Modular Vests DLC Marksman
    • IFV-6c Panther M, IFV-6c W Panther
    • IFV-6a M Cheetah, Cheetah IFV-6a W
    • CRV-6th Bobcat M
    • M2A1 W
    • M2A4 W
    • T100 Varsuk W
    • Long-range M320 Rifle version multicam, woodland, desert
    • MK20 Series Version Woodland
    • Updated Version 1.54 Personal Protection
    • Backpack Arsenal are now empty (more practical to form his equipment)
    • Improvements to certain textures units


Written on 2016-02-10 by JackFrench

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Falconsan released an early wip version of his Map Ruegen (Germany, Baltic Sea) on the BI forums.

    Quote :
    Since january 2015 I work on a new Map. I build a part of the isle Rügen in germany. I placed all roads at the exact original position, so that you can navigate around the map with real roadmaps.
    More than 200 Models are build to made the map more realistic.

    DayZ Ruegen is based on real heightmaps and geodata from the NASA. The map is placed in east germany at the federal-state Mecklenburg Vorpommern. The Isle Rügen is in the balitic sea, near the city Stralsund.

    All cities, towns and villages are at the exact position as the original one. All Roads at the exact positions, too. You can navigate at the map with real Maps like “google Maps” or you can buy a map in your local Stores or the internet.
    Most buildings are placed at the original place or nearby the orignal one. Some ORIGINAL buildings are made as Models. There are more then 200 new Models build at this point.
    More than 355 km² land are to explore and aproximate 300 km² baltic sea.
    Some tourist attractions are build as models like the Ernst-Moritz-Arnd Tower or the “rasender Roland” steamtrain. Typical touristplaces placed at the map , like the “Circus” in the town Putbus or the “Koloss from Prora”.



Written on 2016-02-10 by Armaholic


EricJ released an updated version of his Weapons Pack containing different weapons on the BI forums.

    Quote EricJ :
    This adds different weapons, magazines and items to your Arma 3.

    Changelog:
    • Tweaked/Added Inertia values to various accessories.
    • Added a generic Kitbag (Multicam) rucksack
    • MCR/M320 has correct weapon model.


Written on 2016-02-10 by EricJ


McRuppert submitted a new video of the Lightsaber System he is working on.

    Quote McRuppert:
    Some Multiplayer Gameplay of the Lightsaber Mod im working on for Arma3! It still has alot of bugs, most in mutliplayer!
    Due the lack of time I can't tell you when this will be ready for release.


You can find more information and leave your feedback in the Lightsaber System wip topic.


Written on 2016-02-09 by Ruppertle


R3vo released his Simple Conversation Script on the BI forums.

    Quote :
    Creates a simple dialogue between characters, user can choose between various chat types. Time between dialogue lines is automatically calculated and characters have lip movement. Singleplayer only!

    Changelog:
    • Script now uses CfgFunctions, and therefore can be spawned
    • Function now supports sounds for each line.
    • Function will now wait until other conversations are done
    • Added debug parameter
    • Improved debug messages
    • Some other tweaks


Written on 2016-02-09 by R3vo


Zenophon informed us he released an updated version of his ArmA 3 Co-op Mission Framework 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:
    • New Function: Zen_AddSupportActionCustom
    • Fixed: Zen_AddFireSupportAction caused an argument check error in Zen_InvokeFireSupport
    • Fixed: Zen_AddFireSupportAction did not return a value of the correct type upon argument error
    • Fixed: Zen_AddFireSupportAction did not allow the caller to cancel the support when the guidance target was remote
    • Added: Zen_ExecuteCommand new command for setOxygenRemaining
    • Documentation: Fixed JIP demonstration had old code
    • Documentation: Added for Zen_AddSupportActionCustom
    • Documentation: Updated for Zen_GetFireSupportActionData, Zen_RemoveFireSupportAction, and Zen_UpdateFireSupportAction


Written on 2016-02-09 by Zenophon


EricJ released an updated version of his Taliban Fighters on the BI forums.

    Quote :
    A simple set of fighters that represent closely what is in real life, using ported from A2 models and textures (Takistan civilians).

    It should be noted that other than a couple RGOs, they're unarmed and decided to keep it relatively simple given player preference on weapon mods and the like, so you'll have to gear them up in the Editor or Virtual Arsenal, etc.

    Changelog:
    • Updated hitpoints so it would not always cause a crash during play.


Written on 2016-02-09 by Armaholic


SavageCDN informed us The ALiVE Team released an updated version of ALiVE - Advanced Light Infantry Virtual Environment on the BI forums.
The Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario.

    Quote :
    It's a huge moment for the ALiVE team to announce the 1.0 release. ALiVE represents thousands of hours of volunteer time from a small team working every evening, weekend and holiday available. Our vision for ALiVE was to create a dynamic, persistent and credibly realistic battlefield environment that brought ArmA3 missions to life. Our aim was to do deliver this with an intuitive, modular mission framework that required minimal technical expertise for mission makers yet provided everything that players needed to set up and run military operations in almost any scenario, including command, combat support, service support and logistics. Critically, we wanted AI Commanders that automatically planned and directed missions for all AI forces across the Area of Operations, identifying strategic objectives and reacting to changes in the tactical situation. To make all this happen with minimal impact on performance, we needed a Virtual AI Profile system in order to support thousands of units continuing to operate across the map when players were not present. We are delighted that we have been able to deliver on all our objectives and more!

    Rel 1.0 Updates
    This release includes a number of fixes since our feature complete Release Candidate in November. Key amongst them is Headless Client integration for Combat Support, fixes to the plugin to avoid persistence failing, fixes to our client connection code, support for custom compositions, updates to player resupply and some other minor fixes - see the full change log below!

    There is a long list of maps that people would like to see indexed for ALiVE and unfortunately we simply haven't had the time to include them all in this release. However, we will very soon be in a position to enable community members to index maps so hopefully we can get more cracked then. More details to follow soon!

    To celebrate our release we are including a new Johari Bonus Track called Everest. The track is particularly fitting as it's taken our team of dedicated people to reach the summit of ALiVE 1.0! We hope you enjoy it. It features in 2 of the 4 intro missions we have on the Arma 3 main menu, alongside the ALiVE exclusive Arma 3 cover This is War by Johari (note that you easily disable this by removing intro.pbo if it is not your thing).

    Release Highlights:
    • Final fixes to new plugin
    • Support for custom compositions
    • Major fix for Combat support with Headless Client
    • Updates to player resupply
    • Added Johari ALiVE Bonus Track
    • Updated RHS static data (thanks maquez!)
    • Added CUP faction compatibility
    • Various minor fixes


Written on 2016-02-09 by friznit

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