Aplion informed us he released his HAFM ArmA 2 UK Wheeled - Import addon on the BI forums.
Quote : After some requests by many British teams here is an import from Arma 2 BAF. This addon uses mostly default textures.
The included vehicles are:
- Land Rover (Desert & Woodland camo - unarmed)
- Jackal 2 L2A1 (Desert & Woodland camo)
- Jackal 2 GMG (Desert & Woodland camo)
Vilas informed us he released many different updates for different addons on the BI forums.
Additionally he released an early wip version of his crazy addon which, obviously, adds some crazy stuff to your game.
[GLT] Legislator released the GLT Respawn Template Fix by him and sxp2high on the BI forums.
Quote : Since ArmA 3 1.16 the Bohemia Interactive Respawn Template is killing the player by default thus breaking all missions. Check: http://feedback.arma3.com/view.php?id=18359
Until this is officially fixed, sxp2high and I created a fix for that! It will also be included in the next GLT Mod patch.
Olds released an updated alpha version of his Real Armor Mod on the BI forums.
Quote Olds : What does it do?
Effectively eliminates the "hit point" system of vehicle damage*
All damage is based on penetration, non-penetrating hits no longer harm vehicles*
All weapons are given penetration values based on their real-world equivalents (or as near as can be in the case of fantasy/"future" weapons)
HEAT warheads and anti-HEAT armor (composites like "Chobham", ERA, slatted armor, etc.) can be implemented.
WARNING: tanks can be hard to kill--particularly from the front--this behavior is realistic & intentional!
Real Armor Mod release Alpha 0.0.5!
I tried signing this with a key - let's see if that worked.
Missiles & Rockets are in with proper penetration mechanics!
I still get some inconsistent damage results - I think this is in part due to the way BIS does Fire Geometry or some slight bugginess in the local damage system. Penetrating shots to the hull can end up not damaging HitHull/HitFuel when they clearly should--and sometimes they'll even damage the turret(?!). (Honestly I don't think I'll find out what's really going on until I get around to creating some test vehicles of my own. My current hunch is that there are hitpoint vertices that should be assigned differently. ).
I'm still playing with overall vulnerability levels for the vehicles - the tanks may be a touch wimpy in this version.
There is no ERA or advanced armor in this one because--of course--BIS does not use differentiate such material types. All I could do for vanilla A3 vehicles is change, say, every "armour" surface in the game to be composite, and that seemed silly. So I didn't do it. To take advantage of those features you need your own vehicles or ports. PM me if you want me to show you how to use it.
Remember, this requires CBA_A3!
AIS_Penetration (RAM variant) is courtesy of Bakerman and is subject to his licensing. And CBA--of course--is subject to its own license. Do not monkey or redistribute their work without author permission.
Fixed AIS munition offset caused by latest BIS update
BangaBob released an updated version of his Civilian Occupation System script on the BI forums.
Quote : Civilian Occupation System efficiently populates all towns and villagers with realistic AI civilians and vehicles when needed and removes them when not needed.
Fully automatic. Simply add COS into your mission to populate the map
Quickly populate towns and villages with civilians, vehicles and parked cars
Civilians act realistically and run from combat
Add your own civilian occupation zones easily
Blacklist towns to stop auto-population
Dedicated for civilians. Can be used in conjunction with EOS
Easily add your own scripts to all civilians and vehicles
This update makes COS less intensive during the spawning loop and i have added a new option (Aerial activation). This feature prevents units above 50m from activating COS zones when enabled.
Call COS from the SERVER object initialization box (editor) if you are uncomfortable with scripting.
Finally, I have commented the COS scripts for fellow scriptwriters to read and understand.
Aerial activation option added
Town labels now local to players in vicinity of town
Fixed debug feature
Spawn cycle efficiency is improved
Replaced random functions with shuffle outside of loop
Road is not removed from roadlist array in each loop
Count gets unique road from roadlist
Only required road positions are stored
Added notes to scripts for reference
COS should now be called using the Server - Game Logic
Ollem released an updated version of the famous spectator script by Kegety on the BI forums.
Quote Ollem : While I was really missing the functionality of the great Kegetys' spectator script in Arma 3 and the updated versions around didn't match my expectations so I've bit the bullet and made some major updates which do (/should) work in A3.
Added first person camera
Space bar toggles weapons sight in first person view
Auto Action Focus / Lazy combat observer mode enabled for first person view too
Kazimierzsubmitted his RAF Lightning II / RNLAF F-35B Lightining II addon.
This contains two different re-skins of the BIS F-35B.
Quote : This add-on is a re-textured BiS F-35B Lightning as included with the regular Arma 2 game. The original re-skin has been made by Feint (F-35B USMC reskins).
The BiS model itself is a representation of the XF-35B Technology Demonstrator, as submitted by Lockheed in the development phase of the aircraft. The production version is quite different, so be aware that the reskins are made to approximate the F-35B, though the model is still the XF-35B.
As of now, two textures are included:
The texture is based on the F-35B currently in testing by the RAF. The aircraft is presumed to be operated under the designation Lightning II, though the aircraft is not yet operational.
The texture is based on the F-35B currently in testing by the RNLAF. The aircraft is a representation of the F-35A, which will become in use in the RNLAF in the future. The F-35A is however, not a VTOL capable aircraft.
This is a finished texture. The configuration of the add-on might be changed to a more convenient set-up in the future.
Kazimierzsubmitted his RAF Hercules C5/C6 retexture.
Quote : This add-on is a re-textured BiS C-130J Super Hercules as included with the regular ArmA 2 game. The original re-skin has been made by Morris of the 16AA (link BAF Systems RAF C-130J Reskin).
The unit is a close representation of the Hercules C5 in use with the Royal Air Force today. However, the BiS Hecules model represents the US Marine Corps Lockheed C-130J, which is in some aspects quite different from the C5 airframe of the RAF. However, I have been able to closely approximate the versions in use with the RAF -modifying the textures only.
In the Arma 2 enivironment, I have used the base modification structure by Morris -opting for a redoing of his original three types of textures. My inability to add more skins to the add-on structure is the only issue preventing me from introducing more types.
As of now, three textures are included:
The modern day version the RAF is using. The aircraft is weathered as to represent an operational aircraft used on dirt airstrips.
The previously in-use version of the RAF. The first aircraft received this colour scheme in the late 1990's. Most of the Grey aircraft have been over-painted in Olive Drab by now.
A fictional C5 camouflage. During the Gulf War in 1990, the RAF experimented with a Pink Sand pattern on two airframes. The aircraft included is textured to represent this war-colour as close as possible, although it's hard to find data on this paintjob.
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