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Chairborne informed us he released the BRDM-2/BTR-60PB addon, which he ported from Arma 2, on the BI forums.

    Quote :
    This mod adds the BRDM-2, BRDM-2UM, BRDM-2 Konkurs and BTR-60PB for different factions to the game.
    Vehicles for East Germany have appropriate names (SPW-40P2 for BRDM, SPW-60PB for BTR).
    The two vehicles (brdm/btr60) should work independently, meaning that if you only want one you can delete the other PBO and it should still work just fine.
    The crewmen are guerrilla soldiers as they would fit better than standard CSAT Starship Troopers.



Written on 2015-03-13 by Chairborne

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Austin(medic) released an updated version of his Basic AI Medic FSM on the BI forums.

    Quote :
    This FSM creates AI behaviour to simulate a medic standing around in a base that will heal people that are injured inside the defined radius.

    Medic doesn't need any FAK's or medkits, he will auto-heal units once he is within 5 meters of them, or if he can't get to them, he will give up after a few minutes and the unit will be auto-healed.

    The unit probably won't stay in the radius for long, he will eventually begin to wander farther off from the first place he started as he runs around healing people.

    Changelog:
    • Fixed the last unit in the queue being dropped
    • Added animations to the AI medic
    • AI medic will return to his starting position when theres nobody else left to heal


Written on 2015-03-13 by austin(medic)


Kydoimos submitted an updated version of his Icons & Insignia which he released on the BI forums.

    Quote :
    A selection of insignia and icons for units in Arma 3, created to compliment official content.

    Features:
    • Contains 8 insignia and 8 icons.


Written on 2015-03-12 by Kydoimos

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WalkingTerror submitted his DWT Garbage Can addon.

    Quote :
    This is a placeable ammobox to dump equipment. The box has an action "Empty Garbage Can" to clear the contents of the box.
    There is a 30 second delay between each usage in order to prevent server lag.

    If you have any questions, comments, or concerns, feel free to send a PM my way!



Written on 2015-03-12 by WalkingTerror


Zero has submitted a new version of this clear and secure type mission.

Changes:
  • Added runway lights
  • Added safe zone at FOB. TRACKER
  • Fixed ARCHANGEL callsign in briefing



Written on 2015-03-12 by greywolf907


Zero has submitted a new version of this Clear and secure type mission staged in the future.

Changes:
  • Added runway lights at main FOB.
  • Added Dome at spawn point for effect.



Written on 2015-03-12 by greywolf907


Coding informed us he released an updated version of his Codings Artillery Computer mod on the BI forums.

    Quote :
    Codings Artillery Computer is a mod made to enhance a mission for artillerists.
    ArmA 3 gives you two possibillities to use artillery:
      - Artillerycomputer
      - Manual

    It might be realistic to use the Artillerycomputer but it is just boring in a 4h mission if you sit in the base and make a few mapclicks when needed.
    The manual firing mode with the artillery can be use when you have line of sight. But if you do not have line of sight It is nearly impossible to hit a target within a few shots because you have no rangetables (except for the mortar thanks to LAxeman).
    So you have to decide if you want to hit and bore to death or if you do not want to hit but have fun.

    With Codings Artillery Computer you have the option to use a different Artillerycomputer that hopefully makes you more fun.

    Changelog:
    • fixed inverted y coordinates
    • fixed offset x/y coordinates
    • fixed hints were displayed for every player
    • fixed mortar had multiple times an action attached when reassembled
    • removed burst modes from artillerycomputer
    • added support to use observervalues
    • fixed errormessage concerning serialization
    • changed gui
    • added userconfig, module forces settings, userconfig runs clientside and can be different for every client
    • added small guide to add custom addons yourself
    • tested a different ui with additional 8 targets but it was much too full


Written on 2015-03-11 by Coding


NonovUrbizniz informed us he released an updated version of the SMD Sahrani A3 addon on the BI forums.

    Quote :
    Sahrani, the original terrain from Bohemia Interactive's "Armed Assault" is being lovingly brought up to current standards and beyond. M1lkm8n and myself have spent countless hours documenting and fixing placement issues, bugs, and shortcomings of the terrain. Further, M1lkm8n has opened, improved, or port forwarded 100's of BI buildings and objects. Special attention has been paid to every minor detail and that same faithful attention to detail will be continued as I take the project forward.

    Sahrani is a fictional mid atlantic island that features varied terrain, dramatic views, and amazing city design. SMD Sahrani has improved ground textures, building and object placement corrections, and a VAST library of custom buildings which have many features, and are a constant work in progress. Both M1lkm8n and myself will continue to improve and add functionality to BI's vast library of buildings and objects.

    The contents of this package are:
    • The Sahrani Terrain - (smd_roads.pbo, smd_sahrani_a2.pbo, smd_sahrani_a2_scenes.pbo, smd_sahrani_artif_obj.pbo, smd_sahrani_veg.pbo)
    • Ground textures (higher resolution, new files, new blend)
    • Different Grass/Rock "clutter" blend
    • Countless object placement fixes and adjustments
    • Any/All A2 objects/buildings possible called directly from Arma CA folder to save on package size, and ensure latest BI models
    • Dozens of previously opened BI Building LOD errors have been corrected and smd_building features as below have been added
    • Open Variants of previously closed BI buildings with features including:
        - Animated doors (and in some cases) shutters, and windows.
        - Several buildings with SFX to accompany the door movement (Ammo Bunker, All Garages, and Aircraft Hangar)
        - Individual shattering panes of glass
        - Improved pathings, roadway, and other LOD's
        - Animated Destruction for Doors on 2 buildings with 2 variants each
        - Animated Destruction for 1 Building from roof to foundation. Blow it apart bit by bit

    Changelog:
    • Removed - smd_assets.pbo
    • Removed - smd_sahrani_a3_scenes.pbo
    • Removed - Mission folder
    • Removed - A3 Wildlife Spawning, sealife and insects remain
    • Fixed - Rubble showing in smd_dum_olez_istan2_open2
    • Fixed - A few more Alpha issues - smd_panelak, smd_panelak2, smd_panelak3, smd_cihlovej_dum_mini
    • Fixed - Cloud drawing issues
    • Fixed - Tide levels
    • Fixed - Placement issue with Docks with L shaped jetty
    • Fixed - Placement issue with Bagango Yellow Large Buildings


Written on 2015-03-10 by NonovUrbizniz


Maxjoiner released a video and screenshot of his newest project, the New Suv on the Armaholic forums.


You can find more information and leave your feedback in the New Suv WIP topic.


Written on 2015-03-10 by maxjoiner


Voiper submitted an updated version of his Simple Mine System script.

    Quote :
    Replacement Mine & Explosive System for Arma 3.
    Frustrated with A3's mines? This in-mission system makes mines both safer (to the user) and deadlier (to the enemy), while adding lots of gameplay potential.

    Changelog:
    • fixed: removed cfgRemoteExec requirement (no more BIS_fnc_MP errors)
    • fixed: should be actually possible to place mines on building floors
    • changed: added basic documentation for the functions
    • changed: tripwires can be disarmed from tripwire peg


Written on 2015-03-10 by voiper

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