Kumedasubmitted a new wip update of his WarPad Gui Framework.
Quote Kumeda : The aim of the “WarPad” is to create a high quality graphical user interface with a realistic feel to it for moders/mission makers to use. Three things I want to achieve are that the next time you need a gadget you won’t have to spend much time on work of the outer shell and instead invest it in your awesome ideas. And secondly, the “WarPad” shall allow running different scripts from different developers without much effort. And third, beeing able to run many different useful scripts without having a tons of added actions *THUMBS UP*
The work has reached now a point that, some of these points work theoretically. To get feedback on what could be improved, bugs, ideas I decided to share the recent development version with you. Remember that this is still a WIP when using it! Dependencies, Variable names might change with the coming releases of this alpha branch.
Some things that have been implemented since last time:
Button icon’s overlays with pushing effect
A layer above main screen for a “display” effect
Added image as “background effect”
Turning light of button icons on and off
Structure for integrating “APPs” (grouped dialogs)
Home-screen “APP” for adding a visible link to your APP
Status bar showing the time (and battery status this is not functional so)
Shadow mask changes over time when “WarPad” is open or pinned
Kazimierz posted a new update showing the Harrier and the Marine Naval Aviator, which he is retexturing with permission from Meatball, on the Armaholic forums.
A release can be expected next week.
Quote kazimierz : Currently working out the configuration set-up.. C5 will be released shortly..
Currently, I have received permission to work on the mod by Meatball; the Marine Naval Aviator, to turn it into a British representation of flying personnel. However, the model still remains thoroughly US; the mask and equipment are american, not British. My re-skin is an approach to BAF flying personnel. All flyers are wearing the MK.3 helmet, unfortunately a HMCS is not yet available to the model.
I have made three versions so far; ready-for-use but still in the config fase:
C. Daley has submitted the 2nd mission in the Titan Stories mission series.
Quote C. Daley : With conflicts heating up in Operation Titan, the last thing they need is for CSAT forces to side with the russians and enter the fight. This is where this missions comes into play. You are to kill CSAT officers in a meeting to delay their entry into the titan conflict.
AiZnhorn released in our forums the third part in this Brother in Arms series.
Quote AiZnhorn : Altis 2035. Situation in Altis sharply worsened, the content increases not and constantly resistance centers flare up. Forces of NATO try to keep the island and perform various operations. Your group sent for undermining influence independent in Altis's east part.
Citadel released a total overhaul of his earlier mission "AAF COIN" in the BI forums.
Quote Citadel : This is a lightweight, straightforward coop mission for between one and sixteen players. It's designed with less powerful computers in mind, so it will work well on either a dedicated server or a local host. Players can perform just about any battlefield role, thanks to the presence of both the VAS and VVS. Furthermore, the mission is highly mod-compatible, so additional weapons-packs, vehicle addons, and AI modifications should run without conflict.
It works great for a "gather around the server" mission as well as something to occupy the entire afternoon.
87th_Neptunesubmitted his Manual Bombing Guide which he originally released on the BI forums.
Two video examples of using this technique can be found on the downloadpage.
Quote 87th_Neptune : When we don't have the luxury of Laser Designation or CCIP and CCRP modes of a Fire control computer, you have to do it the old fashioned way. Like in the first two world wars!
I came up with the idea of writing this manual when I saw many people on Public servers, squad coop missions and on YouTube, flying extremely low and diving far to steep. Just to get their bombs on target. What happend? They put them selves in range of small arms fire and left them selves no room to evade anti-air missiles. Some even killed all their maneuvering room, slamming into the ground amd/or tree tops.
By working on this manual I was able to confirm ArmA's bomb physics ARE indeed correct unlike some state...
The bombs as described in the manual follow a glide path wich is exactly the one from the Mk-82 in a standard atmosphere and so my release parameter table from real life IS usable.
Bombs do act strange when released from very low speeds. (Under 100 km/h) But since that never happens....no problem.
Hopefully people will read this manual and start correct practice. Then soon I hope these silly performances will eventually disappear from the Arma 3 community.
GBU38's physics is off > removed from Manual release table
Added level delivery table for both GBU12 and GBU38
Alduric released an updated version of his @A3MP - ArmA 3 Map Pack - Additional Pack on the BI forums.
Quote alduric : Today I am releasing a small addon, making few of Arma 2 maps working much better with my A3MP. You dont have to modify Arma 2 maps! Just download it and run as mod with A3MP and 3rd party map. Not all maps are supported with first release.
This mod does not contain a map! You have to download maps by your own, from Armaholic of PWS or whatever you want and put it into ArmA 3 folder and run like other mods.
List of supported maps:
Namalsk (Only map)
Fixed: "Getting some sort of startup error: 'Addon 'fallujah_v1_0_fix' requires addon 'fallujah_hou'"
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