Estord has submitted this mission where You, Capt. Patrick Scott with your Team, callsing "Bullethole" are being put in Operation Armed Deal.
Quote Estord : You have been assigned to Operation Armed Deal. After Ruskies tookover the Chernarus and after multiple suspicious war crimes (Mass graves), this will be the Armed Deal. Kill any Rusky you'll meet on your road.
RAVEN informed us he released an updated version of his LIFTER addon on the BI forums
Quote : LIFTER is a set of scripts that give - as - you mod a helicopter , the ability to transport objects ( of almost any type and form ) suspended by external sling.
This version of the Mod, keeps the operating mode of its predecessor for Arma 2 with the advantages provided arma3 such as PIP capability.
The module automatically applies to helicopters carrying capacity.
To make realistic this function, a constant comparison is made between the volume of the helicopter and the load immediately below it. A routine is responsible for deduction if the load can be transported and decides what kind of sling use (there are 3 types, for light, medium and heavy duty).
Find the charge within a distance of 7 meters from the lower end of the sling hanging under the helicopter to the center of the object to be transported). It requires some skill to fly the load, but it becomes easier with practice.
There is the ability to turn on a video camera (turn on and off with the H key) presented on a screen in the cockpit, the area of the sling to the load. This camera has normal mode, night-vision and thermal.
The load can be released at any time, with the consequent risk of damage.
Lift vehicles are not allowed inside staff with the exception of light boats (boats or mini-submarines for spec-ops).
Add: You can make an object be ignored by the detection LIFTER
Add: From the menu command you can sort lower or raise to a total pool steps
Sakura_Chan released an updated version of his Weapon recoil camera shake mod on the BI forums.
Quote : I never liked the guns in Arma because they just didn't feel powerful when you fired them. There was recoil, but only the gun moved and it felt like you were a statue with a bobbing gun attached to it. I used some code in the ammo class to give each weapon some camera shake when fired. The effect helps create the sense of distortion you get when firing large or high rate of fire weapons. The effect doesn't affect the actual aiming, recoil or dispersion of the weapon, it is just a visual effect. The effect is also based on your stance, so standing, crouching and going prone have dramatic effects on the amount of camera shake.
My other gripe against the Arma guns is that they all felt like the same gun. Each type of gun has a different effect based on the type of bullet and weapon.
This just uses config changes, so no scripting is involved. Only covers guns, i never changed the launchers or grenade launchers yet.
Increased pistol shake
Reduced sway in launcher aiming
Reduced launcher to rifle switching time, they seemed slow compared to everything else.
TigerForcesubmitted a new Work in Progress update of the Operation Frenchpoint for Arma 3.
Quote : Hello dear gamers, today OFrP Team starts to show its work in progress for Arma 3 as promised in our Roadmap!
Let's begin with the wonderful work of IkåR, about the FAMAS in all its versions and accesories! The work on the textures is already well advanced, even if for instance they look too clean for the taste of the author, who wants to give them a more realistic aspect.
Let's continue on the model of the Gazelle, in its Viviane version, made currently by one of our most recent member, Le Chacal. The render is amazing! Indeed, we are eager to offer you the download, due also by the obvious lack of anti-tank helicopters in the Arma 3!
To conclude this first WIP, take a look to the base of the VBCI, realized by our friend Tiger (TigerForce) also our project lead. Il will therefore be divided in all its current and future versions (VCI-VPC-VTT).
But where are the screens, you would say? They are here: read more...
John681611 has submitted a new version of his FIA Offroad Augmentation script that provides a way to augment any Offroader or flatbed cive truck with the majority of static weapons found in vanilla A3.
Fixed:Actions are not removed correctly in MP (does not effect functionality)
Fixed:Get out event not working In MP (player who mounts weapon can get out of weapon as intended, Others get out as standard and hover over vehicle)
Mr Burns released an updated version of his MRB - Kartinator addon on the BI forums.
Quote : This little addon adds an action menu entry for you to enter DLC Karts w/o having bought the DLC.
Same as with noBAF, this wasnt made to piss people off, but because it´s an easy fix to a slightly un-easier problem.
None of the "non-buyer-features" other than the get-in mechanic are being changed by this addon.
All UI Alerts/Vignettes, Mission Cooldowns/Restrictions, or other features non-buyers might encounter are left intact.
-It´s a silly restriction in a game with THAT many scripting commands and addon possibilities.
-I don't want to be forced running a debug-console all the time just to be able to enter karts.
AngelwingGamingJacobsubmitted a hotfix of the N-B U.S.M.C Project which he has been working on together with Atinakiri.
Quote : The Nunez-Burgess Unites States Marine Corps Mod.
- United Nations
- USAF Basic units
Campaign Backstory In a nutshell:
1st of 3 Altisian Civil wars, AAF forces have started killing UN investigators to cover their violent acts, but as they kill 130+ people in the Kavala Massacare The UN calls upon NATO for assistance, the USS Bonhomme Richard carrying the 31st MEU arrives at altis, and the campaign begins
Synystr has submitted this cooperative mission for up to eighteen players.
Quote Synystr : NATO forces are preparing for the final push against CSAT forces on Altis. However, intel suggests that CSAT is using the Sofia power plant as a forward position. They are in an excellent position to flank the main NATO force when it pushes toward Sofia. Defected AAF pilots with the FIA requested to be in the fight and CROSSROADS has obliged. They are standing by on his orders for use against any air threats.
Your mission is to attack the CSAT held power plant, destroy any stored weapons they brought with them, and extract to the NATO held town of Delfinaki.
LeRoyOFinnegan released the first part of the Project ARES [ARmy ESsentials] Future US Army Project on the BI forums.
Quote : In cooperation with some friends, I've started up a project to create a US Army Faction that might exist around 2030. Since I'm new to modding ArmA III we will be releasing in parts. The first part I shall bestow upon the community is the GEAR portion. This consists of uniforms, vests, backpacks, and ported gear.
This is an ongoing project, therefore we will be releasing a new update with some better ported gear such as HELMETS and other GEAR from A2 optimized for ArmA III, within the next week.
The second portion would be Vehicles and weapons, and lastly a custom map (Based on some islands near Okinawa) where the US Army trains their pacific forces (Based on a posible connected campaign).
This mod is ment to be tested and voted on by the community, So any comments are needed!, any suggestions are welcome.
minuz released in the BI forums his new mission where you are a small convoy consisting out of 2 supporting HUMVEEs and a fuel truck, and you need to get through the valleys of Clafghan.
Quote minuz : Hi there, I'm here to release my new mission. It is a concept I had in mind for quite some time now.
You have to lead a convoy through a rather narrow area and avoid it to be destroyed :-).
This time I teamed up with Fiesel-Wiesel to create this mission
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