Jeza informed us albertfish released his Menu Extension addon on the BI forums.
This mod aims to make it easy to mod makers to add custom GUIs to the game menus.
Quote albertfish : This mod introduces a couple new buttons into the main menu and the in game menu. The Mod Settings button can be found in both the main menu and the in game menu, while the Mission Settings button can be found in the in game menu. These buttons can be expanded to reveal several other buttons that can be added in by mission makers and mod makers. These buttons can be used to open GUI displays through the menus. This mod aims to make it easy to mod makers to add custom GUIs to the game menus.
For mission makers and script makers, this can be a great alternative to having actions in the scroll wheel menu.
Ability to add buttons to the Mod Settings and Mission Settings menus
Accordion style expanding menus
Multiple pages when there are too many buttons added to a menu
Quote hotshotmike1001 : This will give you two Nikonov AN-94 rifles.
This weapon supports the RH weapons optics and other attachments aswell as FHQ attachments.
The AN-94 was designed as a potential replacement to the AK-74 series of rifles currently in service with Russian Armed Forces. Due to its complex design and expense its adoption has been very slow and it is in limited use; and it most likely will never become general issue. As of March 2013, the AK-74 ('M' variant) is still the general issue rifle used by the Russian Armed Forces.
In this weeks wip report we feature 24 projects by different authors. When you want to view all wip updates make sure to click "read more.." at the bottom of this news item otherwise you might miss out on some interesting new addons and mods coming to the Arma series.
Arma 3 - Advanced Combat Sound Environment
sent us a new demonstration video showing the differences between how a gunshot can sound depending on the shooters surroundings, the listeners distance from him, and perspective (clear or obstructed sound source).
Dr_Eyeball announced the release of the Tactical Battlefield addon scheduled for december 6.
Quote Dr_Eyeball : Today I am proud to announce the upcoming release of Tactical Battlefield (TacBF). This mod introduces new Team vs Team (aka Player vs Player) game play features to Arma 3 with gritty new game modes, missions within a standardised environment and consistent rules. Tactical Battlefield takes teamwork and tactics to a new level. TacBF has been under development on different versions of the ARMA engine for around 7 years and is brought to you by me (Dr Eyeball) and Wormeaten, with the support of 12thmechanised.com and the Regiment of the Grenadier Guards [RGG] Arma communities.
Community- Tactical Battlefield already has an established community of players who regularly play, communicate, and coordinate together in teams, sharing tactics, support, and resources and doing everything they can to shoot, kill, and blow each other up in nail-biting, edge-of-your-seat, gritty combat!
Missions - around 20x Team vs Team multiplayer missions ranging in size from Tiny to Huge, with specially-designed main bases and in-built mission voting feature.
- Advance and Secure (A&S) - Both sides fight tooth-and-nail to dominate objectives in this dynamic and challenging game mode, or until the enemy is worn down to the nub and their 'tickets' run out.
- Attack and Defend (A&D) - Like A&S, but one side is on the Defensive and occupies key positions while the other side Attacks. Lost objectives can never be re-captured. Failure to capture a single objective by the attacking team will result in defeat.
- Search and Destroy (S&D) - Gather intel (documents & maps) by searching bodies, seek out and destroy Resistance weapons caches amidst suicide-bombers and Vehicle Borne Improvised Explosive Devices (VBIED).
Roles - Teamwork-focused gear restrictions with pre-configured but customisable loadouts, including Squad Leader, Medic, Engineer, Light Anti-Tank, Heavy Anti-Tank, Marksman, Sniper, Crewman, Pilot etc. Say goodbye to AT Sniper Pilots!
Weapon resting - Reduced muzzle climb and deploy bi-pods via our customized TMR code.
Suppression effect - By suppressing your enemy with accurate fire, he will temporarily experience gradual shake and vision blur, enabling realistic infantry tactics for suppression fire and assault elements. This code is exclusive, has been developed specifically for Tactical Battlefield, and has been tested, tweaked, and approved by about 40 testers.
Wind effects on ballistics - Marksmanship is now a real skill with support for the server-side VTS ballistics addon.
Squad Management and map features - Join or create a Squad with a customised call-sign, and recruit new members. Toggle player name-tags. Designate fire teams and leaders and coordinate with other Squads. With special map features, assign orders, report enemy, request support.
Logistics - Transporting assets using the cargo system, eg. loading containers into towed trailers.
Outposts and respawns - Deploy a respawn point or build your own fortified Forward Outposts with Hesco barriers, barbed wire and mounted weapons.
Advanced Medical - Includes diagnosis, CPR, Adrenaline auto-injectors, morphine and bandages.
Vehicle Maintenance System - Rearm, repair and refuel APCs, tanks, helicopters, and planes.
IceBreakr informed the community a conversion for Arma 3 of his Isla Duala is in the works.
Quote IceBreakr : Psssst. All still hush hush, if BIS will present new tools for mapmaking, I'll try to release my Isla Duala for A3 conversion.
I'm waiting on new tools and putting together sketches and trying to get in contact with some talented people that would be willing to help. I think I can pull together a team and make something special.
I would like the map to be similiar to A2 version, but on the same side heavily upgrades. Since you know that BIS didn't include any new assets except Mediterranian type buildings, I plan whole new assets to go along.
I want the map to be the tribute to OFP Tonal island (I means so much to me, that some creators of it wrote an email to me and kept my spirits high during all the 100s of hours of work in A2).
I want the map to be truly special. I want the towns to look like African 70s/80s built/wartorn settlements. I think we can achieve that is reasonable time.
I'll keep you posted and put up a screenshot of the island when alpha version will be ready for the dev-team.
Rydygier informed us he released an updated version of his Angry Spartan script on the BI forums.
Quote Rydygier : Basically Angry Spartan makes chosen vehicles (turrets) fire at pointed objects in chosen way, with chosen effectiveness, if chosen distance and direction conditions are met. Turrets will engage only, when user want, any possible to hit target pointed by user, regardless of its side. Script was designed with autonomous .50 cal turret in mind, but experiments with other equipment using ammo of similar ballistics may prove interesting. Tested against infantry, cars and helicopters.
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