Iceman77 informed us he released an updated version of his Vehicle System script, a light weight vehicle creating dialog, on the BI forums.
Quote : A clean cut UI that allows you to create vehicles.
Users can adjust vehicle type creation time
Users can adjust which side's vehicles will be displayed. e.g.; The player's side only. Or west, or east, or independent, or... any combination of sides.
Option to create manned vehicles
Option to create vehicles already flying
Option to move the player into the first available position upon creation ( driver, crew, cargo etc etc)
Users can now define which side's vehicles can be displayed.
Changed the position (method) for vehicle spawn. Now relative to the object the action is assigned to rather than the player.
Localized text for all languages via stringtable.xml.
Added comments to everything so advanced users can easily navigate the blocks of code in any .sqf file.
Added the missing VSYS_DELAY_SUPPORT variable to fn_varsInit.sqf.
Added "flying" option to spawn the aircraft flying. Auto defaults to ground spawn if tried with ground vehicles.
Added "GetIn" option to allow the player to automatically be moved into the vehicle's first available position, upon creation.
Janus0104 released an updated version of his Black BLUFOR Merlin retexture on the BI forums.
Quote : This is a quick and small retexture of the Merlin, for use in BLUFOR.
Our community simply lacked a proper helicopter to transport troops, as the Ghosthawk carries 8 passengers and our squads have 9 units.
I made it a couple of days ago and waited with this thread until Vade101 gave me his okay in releasing this to the public.
T-800a released an updated version of his T8 Units - AI Spawn Script on the BI forums.
Quote : I wanted to share my script, I use to spawn units in coop missions, with you. I first started developing this somewhere during the A3 beta. Playing around with BIN_taskPatrol by Binesi, BangaBobs EOS and similar things somehow caught my interrest in scripting and I started to create a script that would fit my needs. In the past months I finally motivated myself to create some english documentation for this, what took ages for me, so I can release the script here.
I designed this script for the CO-OP missions I play with friends and the 1PARA. It is mostly based around Infantry combat, but you can spawn vehicles with it, too. The script is based on groups and adding waypoints to those groups, and "FiredNear"/"Killed" eventhandlers added to the group leaders. If you have other scripts messing around with groups oder using these eventhandlers, my script will probably not work correct.
pushback/count errors fixed
added possibility to define a custom function for each group which will be called for each unit
communication var array now consists of 3 parts
in CONFIG: T8U_var_ZeusModul -> T8U_var_ZeusModules (now is an array where you can add multiple zeus modules)
Quote : Having seen the Helicopter and inclusive fire from vehicles I thought it only right to give it a spin. In celebration of this I decided to make the following and release for you to share in this little piece of engine histor that many have sought for years, of course the way I have implemented as always is not so linear as some might have done it.
Quote SgS_Sarge : In the second episode of our story, you'll have the chance to see, how it is standing on the other side of the barricade in the role of the negro Benjamin Bower, who joins the black revolution, even though he didn't plan on doing so at first. This part will then conclude the whole story and the player gets an overview of the situation and will maybe realise, how senseless such a conflict is and how narrow minded it is to divide people based on their skin color or anything else.
Igi_PL released an updated version of his IgiLoad script on the BI forums.
Quote Igi_PL : Igiload v0.9.10_RC_e (fast fix related with Arma 3 v1.32 problems) is available for download.
The main task for IgiLoad script is to allow delivery of supplies to units away from base. In short, transport boxes with ammunition, weapons, or anything else (what you put in the box) using vehicles. The script does not support modded vehicles and does not intervene in the content of crates. IgiLoad allows you to transport ATV's using larger vehicles.
Fix: "assignedVehicleRole" do not work with "Cargo" - change to "cargo".
Fix: "animate" do not work with CH-49 Mohawk - change to "animatedoor".
Quiksilver released an updated version of his customized version of the famous =BTC= Revive script by Giallustio on the BI forums.
Quote : I have not seen an official BTC Revive update in some time so the intention of this is respectful and just to address some issues many people have had with it in the past few months.
This is an edited version of =BTC= Revive, most or all bugs should be resolved.
Some things have been disabled:
This is a simplified version of BTC Revive that focuses on the stuff that needs to work.
If you'd like Mobile Respawn/TvT working or whatever, let me know. I disabled it many months ago but isn't too hard to restore functionality (I dont think!).
As an extra bonus, the Medical Trucks now function as heal stations.
All players (not just medics) can revive others when within 5m of the Medical trucks, as long as the--or the wounded--have a First Aid Kit.
This can be toggled on and off at the bottom of BTC config options, as well as designating the 'medical vehicles'.
BTC Revive Marker has also been disabled in config in this version, to not conflict with icons.sqf map tracker.
Fixed choppy in response to the controls that manipulate the view
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