informed us he released a new version of this mission playable in singleplayer and cooperative modes in the BI forums
- Reduced the area to clear from 600x600 to 450x450
- Rebels now can't flee so they will be more agressive and less inclined to hide
- All enemy random partrols moved closer to the urban area
- The task "Freedom To Molos" now is succeeded either if you clear the area within the red circonference or the rebels are <= 3
- Added more waypoints to the reinforcements so that they should better help in clearing the town
released his Neptune Spear Compound template
on the BI forums
Quote Ei8ght :
This is a reproduction of the compound of operation Neptune Spear.
It is not 100% faithful to reality, but I thought it might be nice for PvP or Coop.
Written on 2013-10-28 by Ei8ght
Günter Severloh submitted
patch version 1.4 for his COWarModACE modification
COWarModACE is the Full version of COWarMod version 1.2 made compatible with the ACE mod for Arma2: Combined Operations.
Quote Günter Severloh :
COWarMod is a Massive customizable compilation mod built for Arma2CO aka Combined Operations.
The mod is a massive collection of the Arma2 mods that work in OA, and all the Arma2CO (OA) mods.
COWarMod is about AI enhancement, game fixes, gameplay features, effects, explosions, tracers, movement, realism, and many many other misc features not in the vanilla game.
The size of the mod is 190 addons and mods already in the @COWarMod addons folder, and for the purpose of customization you have an extra optional 150+ addon/mods and tweaks to add to the game.
- updated HETMAN - Artificial Commander to 1.45
- updated TPWCAS - TPWC AI Suppression System to 5.0
- updated Troopmon 2 to Troopmon 3
- updated SLX_Wounds -(based on COSLX 2.6 update)
- added loading screen/menu icon
released an updated version of his Convoy script
for Arma 3 on the BI forums
Quote norrin :
These scripts are designed to allow you to set up a simple road convoy that will stay in formation. If the convoy is attacked the foot units will dismount and will engage the attackers. Gunners will remain in their vehicles and will also defend the convoy. There is an option in the script call that allows you to restart the convoy once the encounter is over ie. any remaining units will mount their respective vehicles and continue on their way.
The convoy script is now compatible with the current developer build of ArmA3 (1.05111581). This was an easy one to fix - only one undefined variable I could find in the cam script and just needed to update the class names in the mission.
Written on 2013-10-28 by norrin
released his Tier1 Silencer Fix
on the BI forums
These Suppressors overwrite the standard BI config. The suppressor muffles the sound, making it harder for the AI to hear you and it also reduces the muzzle flash making it harder for them to see you.
Quote Banshee :
Since BI standard config for the silencers/suppressors dumb them down quite heavily, we have decided to do something against it since it is nowhere realistic.
These Suppressors overwrite the standard BI config. Supressors do not influence bullet balistics. Therefore the rounds do exactly the same damage as without a suppressor. However the suppressor muffles the sound, making it harder for the AI to hear you. Also it reduces the muzzle flash making it harder for them to see you. This mod removes the damage penalty from BI Suppressors.
The BI default suppressors change the velocity and damage to a degree that would possibly simulate subsonic ammo. However for subsonic ammo the values are too good (aka not weak enough). And in addition to that it's unrealistic that if you put a suppressor onto your gun, all ammo magically gets subsonic.
Modern suppressors do not influence the bullets velocity in a negative way, nor do they require the use of subsonic ammo.
A suppressor exactly does what it's supposed to do. It suppresses the sound made by the gunshot and suppresses the muzzle flash.
However it does NOT silence the weapon such as specialized integrated full barrel silencers with subsonic ammo (e.g. MP5SD).
This mod will replace the current BI suppressors, so there is no need to change any gear- or mission-scripts.
This mod will most likley get updated with special subsonic ammo in the future.
informed us he released an update for this singleplayer mission in the BI forums
- Fixed error with the end trigger
this Death Match mission for Arma 3.
Quote Pelle :
This mission is sort of a sandbox-fun-car-and-heli-racing-shooter-thing. You have the ability to super jump (the faster you move the higher you fly!). Most of the vehicles in the mission have nitro boost forward, and up. All players also have a few super abilities like PUSH! and ATTACH! where you can push anything. Buildings tend to get destroyed and explode when you push, vehicles fly away. While you are in the air, you can also attach stuff to you. You will automatically throw them away after a few seconds. This tend to create some awesome chaos! Everything respawns so no worries.
Custom sounds by me Pelle (and some public domain stuff), music by Lazerhawk. (I have asked and got permission to use the song Overdrive).
two missions playable in singleplayer and coop modes.
Quote Shibdib :
These missions are a teaser for the upcoming Co-Op campaign "Operation Altis Rising". They are fully functional as a single mission, but the ending obviously is meant to lead into another mission.
Arma 3 - Su-22M4
TeaCup has been working on the Su-22M4 and released some screenshots and a video on the BI forums.
Quote teaCup :
I spent the past year working on and off, on a Sukhoi-17/22 model, and i reckon it's at a stage where i can present it. It's a normal low-poly model, but with very high resolution photo textures, and good detail. Last summer, i made a detour from one of my roadtrips, and drove to Plovdiv in Bulgaria, where they have 2 of these planes on exhibit at the Krumovo Air Museum. I crawled around them for hours and brought home several Gigabytes of photos to help me texture it. Even so, it took hundreds and hundreds of hours to cut, stretch and blend these photos, but i pulled through and the job is largely done now.
So i popped the model into the game, made some quick and dirty specular & normal maps, and here is the result, the mockup.
- BI forums
Arma 2 - WW1 Mod
Eaglke released a few screenshots and a video showing the Caudron G.4
- BI forums
Arma 3 - JSRS2.0
ParadoxParadoxon released a new video in which you can hear the sounds of the latest team version.
- BI forums
Arma 2 - Honda CB400 & Island Fernando de Noronha
VovoNauta posted a video showing his first vehicle addon for Arma 2, the Honda CB400 motorcycle from 1983.
In the video you can see him drive around the CB on his first island for Arma 2, Island Fernando de Noronha - Brasil.
- BI forums
Arma 3 - BAFSystems - RAF Tornado GR4
Tom.Tucka started working on the Tornado GR4 for Arma 2 and Arma 3.
- BI forums
Arma 3 - Automated After Action Report Generator
Axek is working on an automated after action report generator for Arma 3 and posted his first progress on the BI forums.
Click "read more.." to view this weeks entire Work In Progress report!!
I've been working for a little while on an automated AAR generator tool. Through a combination of an extension and addon, it tracks your player's group recording members, position and any contacts. At the end of each contact, it records friendly and enemy wia and kia (along with total rounds fired). The intention is to create a partial AAR that players can then flesh out later with text or refer to in a forum thread after an op...or perhaps to create a set of Contact Reports that players can create a report around.
There's a bunch of possibilities here, such as just running server side and posting results automatically to a WordPress page or Forum Post or having an ingame replay system.
The first version's goal is to just have it generating the content on your local machine, so no other player also requires it, with a reporting tool that can generate BB Code suitable for pasting.
Note that I'm setting this up for coop groups, such as our own CTB.
- BI forums
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