2fast released an updated version of the The Super Soldier Mode, an Ultimate Cheat Module for Single Player, on the BI forums.
Quote : This mod is not packed into PBO nor signed. There are 2 reasons. Firstly this is sole designed for SP experience. All code are not optimized for multiplayer. Secondly, as the development is ongoing, I am able to edit scripts on the fly without even exiting the game.
This mod was developed for Arma 2 as a custom mission, then expanded as addon for Arma 3. I have worked on this project on and off for probably 2 years.
I have been playing Arma since the OFP days and I was never really good at it, probably due to lack of commitment and multiplayer experience. I really liked the realistic aspect of Arma, compare to other mainstream games like COD and BF. But at the same time, sometimes the realism leaves me frustrated. Things like fatigue, injury. Most of you probably think that the realism is part of the fun, but for me, I am just looking for a quick 1 hour fun mission most of the times without feeling the need to restart every time I am shot in the leg and unable to run and hence failing the mission. Therefore, I decided to get into scripting to enable certain cheats for myself that makes the game easier for me (arcade-ish you may argue), yet retain other aspects of Arma that I really enjoy.
added: ability to target self or own veh
added: unstuck animation using target menu and get up
added: revive self after time delay
added: add rating manipulation to prevent being renegade
added: new inteligence system
added: UAV surveilance system
fix: rework intel and proximity sensor
added: revive teammate in target menu
modified: auto unpack container
added: death marker of reinforcement group member for better location after death for revive
added: revive action on group members
fix: addweapon works only when load is less than 1
(CSA38)PetrTlach released a new wip update on the Armaholic forums about the latest work of the Czechoslovak Army 1938 for Arma 3.
When you click "read more.." you will find two more wip videos showing Marenice.
Adam7 has submitted a singleplayer mission where your objective is to whose mission is to assault a hotel compound.
Quote Adam7 : You're the leader of Alpha team, whose mission is to assault a hotel compound, team up with Bravo squad after their helo lands, and then clear the rest of the compound.
In this mission you won't have any connection to headquarters to avoid detection.
Iceman77 released an updated version of his Digital Loadout System on the BI forums.
The Digital Loadout System is a work in progress loadout dialog. By using it the player can equip himself as he sees fit.
Fixed the scrollBar. listScrollBar is now being used rather than the apparently depreciated scrollBar.
Vasilyevich released an updated version of his Norwegian Units addon on the BI forums.
Quote : This is a Unit Mod that adds Norwegian forces in woodland and desert and Norwegian "FSK" Special Forces in Multi and Black camouflage. It is not a 100% accurate mod, but i tried my best to stick to the real uniforms. Currently it features a fireteam for each camo variant and two officers for each camo.
Version 2.0 is out! It took me longer than expected but I'm very happy with it!
The coolest thing is that I implemented a uniform randomisation for the special forces unit. And that you can now contribute to the mod on GitHub. Small stuff like the flagpoles and the classname list will come back soon!
- AA-Tank, Artilery-Tank, Amphibious AFV
- UGV variants
- All Special Uniforms in long and short sleeve versions
- Insignias in various camouflages
- Uniform randomisation routines
- Woodland (M98) and desert (M03) camouflage textures
- Uniform variants for FSK and MJK units
- Work in progress german translation
- Split the mod into seperate PBO files for easier modification
- Unified wood and desert crewman
- Uniform code from scratch to bring it in line with vanilla code
- All equipment code
- All vehicle textures
- All uniform textures for more details and weathering
- Parts of the backpack code
- Some of the backpack textures
- Icons for most of the custom items
- Existing randomisation routines
- Standard units now have the ECH helmet
- "Men" categorie names reworked slightly
- mod.cpp code
- The source data of the mod is now available on GitHub
- The mod is now modular
- Reworked (new) mod logo
- Mod is now licensed under a 'Arma Public License Share Alike'
flyinpenguin informed us he released an updated version of his Improved Fatigue System on the BI forums.
Quote : Improved Fatigue System uses the existing Arma 3 fatigue system and improves it to simulate a soldier becoming tired and falling over.
This mod is designed to make combat movement more realistic by needing to take fatigue into account when conducting maneuvers. This is done by making players fall over when they are extremely fatigued. Your player will start blinking before they fall over. This mod has changed the default Arma 3 fatigue behavior. Instead of slowing down as you get fatigued, this only happens when very fatigued. This is done so that players can still be at the same speed when moving in formations.
There are three options that are included within the mod. These are Radial Blur, Heartbeat, and Recoil:
Radial Blur - This will activate when your player starts to slow down and will not be able to keep up with formations. It will blur the outer regions of your screen slightly. It is not designed to obstruct your vision.
Heartbeat - This is an audio cue that activates at the same time as radial blur. When you get even more fatigued, the sound will speed up.
Recoil - The recoil option can overwrite the existing default value for recoil. When you get more fatigued, it will increase this value automatically to simulate losing strength while fatigued. This is compatible with most weapon resting mods. However, the changes by the weapon resting will be overwritten when fatigued.
Added: IFS Module
Added: Complete customization over when the mod activates
Changed: Heartbeat and RadBlur activation timing
Changed: variable heartbeat
Fixed: blink now happens with NVG's
Added: Documentation over IFS variables for mission/mod makers
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