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Gooncorp submitted his Generic Dust Particles script.

    Quote :
    Generic dust effects for Arma 3. This sqf script can be used to help simulate dusty/windy desert conditions. Easy to use script that is called from the init.sqf. Example mission attached.



Written on 2015-07-02 by goon

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LordJarhead submitted the new JSRS3 DragonFyre SP soundmod which he released on the BI forums.
It is a SP-Only release. This means, this mod does not support Multiplayer mode for now.

    Quote :
    I've been thinking for this release in a long time now, so here it is.

    It is a SP-Only release. This means, this mod does not support Multiplayer mode for now.
    But this will be the case in future releases. So I hope you like it so far. Just keep that in mind please!

    Changelog:
    • All distant sounds are working. Weapons and explosions. Also the directional environment detection
    • is working great. Combined with the new tail system created by BIS I was able to archive some real cool effects.
    • Besides all the scripting part, the mod includes 9300 new sound effects. RC4 is a old and dusty version compared to this one.
    • All vehicles got reworked and new mixed, finished with stereo interior sounds so you can easily pinpoint in a vehicle
      where the engine is located for example. Also there are new sounds for offroading and general velocity and damper effects.
    • New jet sounds, most have seen them in the videos, are coming along great as well. The new engine, wind, speed and velocity
    • effects add a really intense immersion towards flying a war machine like these three beauties.
    • Tanks, MRAPS, Trucks, Cars, all got new engine sounds, tire effects, tracks effects, turning turret sounds, interior reloading
    • sounds and many more. Driving a tank sounds like driving one now. All the MRAPS and heavy Trucks have some powerful
      V6 - V8 turbo diesel engine sounds so they sound as powerful as they are like.
    • The environment got updated. A forest is sounding deep and with birds and wind in its trees. A meadow is flat and quiet,
    • houses buzz slightly from their air conditioners. The rain is ripples on the ground, the trees, the windshield of your vehicle.
    • The new soniccracks pitch harsh around your head, demand you to take cover and make you easily locate the shooters
    • position. The firing sound of weapons in and outside of buildings does also allow a specific identification of the weapon.

    All in all, this is my absolute best sound mod I ever come up with and I'm here to share it with you guys!

    I really hope you like it! And if you do, dont hesitate to report any bugs, RPT's or general feedback.
    Tho, the part with the feedback is always tricky, as I mostly just go for my own feeling with these sounds hehe.

    Have a lot of fun guys! And I promise you it wont take forever before we can load this thing up for the multiplayer and get really started!



Written on 2015-07-02 by LordJarhead


AntonStruyk released an updated version of his @Ares mod, which adds a modules expanding Zeus functionality, on the BI forums.

    Quote :
    Ares is a mod aimed expanding the tools available to Zeus so that it is possible to create more varied and compelling missions. The goal is to add simple useful functionality to Zeus without requiring any extra mods running on other clients or the server.
    Ares is designed to work with dedicated servers which may be running missions that allow JIP and respawn. The new functionality it is aimed at running with trusted players in a structured mission and is not recommended for general 'public server' play.

    Changelog:
    • Artillery - Add 'Artillery Fire Mission' module to fire artillery using map coordinates and multiple artillery pieces.
    • Util - Pass 'Unit under cursor' and location to 'Execute Script' modules.
    • Save/Load - Remove deprecated Save/Load modules


Written on 2015-07-02 by Armaholic

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ItsDonJon released an early alpha version of his Pianosa island on the BI forums.

    Quote :
    Pianosa is an real italian island, which I used as guide for this terrain, but the terrain is still heavily modified for gaming purposes.

    The island is ~10km² big and is relativly flat, not a big surprise, because pianosa is italian for flat.
    Well, long story short: This is the Alpha Version 0.1, I hope you like it and if not, PLEASE tell me so! So I can improve it for everyone!

    Background:
    In the year 2035 the situation in southern europe is getting more precarious then ever before. To help the struggeling south-european countries the EU subventioned them, Italy used that money to improve living conditions on smaller peripheral island and started some new projects on island like Pianosa, e.g. the construction of a new city, the installation of some solar power plants (more to come). Because of the strong wave of refugees from north africa, there are several slum-areas scattered over the island, even in old and historic places like the abandoned prison complex in the center of the island.

    Changelog:
    • The cities of Agira & Belpiano
    • Several military compounds
    • Airport
    • Some ruins arround the island
    • Many trees and bushes and co (additional 30000 objects!)
    • Completly new Satimage


Written on 2015-07-02 by ItsDonJon


Tortuosit released an updated version of his Dynamic weather 2 addon on the BI forums.
The Dynamic weather 2 addon is a fully reworked version of his Dynamic weather addon! The Dynamic weather addon is no longer maintained.

    Quote :
    I rewrote my old script/mod (Dynamic weather addon) because basically wind/rain/fog/overcast were not independent.
    In this rewrite, they are own threads. I'm not progressing too well due to no time and I feel somewhat uncomfortable at some points... about how I wrote it... time will tell. Its WIP and quite early, but works. I'm currently not thinking about MP, this may change. It's done with using from missions/scripting (call via execvm) in mind, but not yet documented and tested.



Written on 2015-07-01 by tortuosit


RedPhoenix released an updated version of his Refined Vehicles addon on the BI forums.

    Quote RedPhoenix :
    This mod tries to refine, optimize and perfect the vehicle physics due to totally remade config values, parameters and code.

    Does this mod conflict with any other mod?
    As far as I know not. This mod only overrides the vanilla A3 vehicles without changing any of its usability or function.
    It could happen that this mod interfers with AGM. But I have not tested it.

    Changelog:
    • deleted cfgSurface.pbo to reenable sound tails
    • fixed random camo on FIA D-Max
    • fixed gunner seat in D-Max
    • BMW X6 and X6M recieved an updated engine code
    • renamed AA guns of BLUFOR and OPFOR


Written on 2015-07-01 by RedPhoenix


Hey guys and welcome to our new look site! You may notice the big red banner at the top of the screen mentioning about the site is still in beta, so please bare with us if you come across any problems, its unlikely as the site has been tested much in the past few days by myself and my fellow staff member Alex_Tarentura, though if you do come across any problems then please do let us know by using the tab on the right of the main page called “Feedback”. There you can leave your ideas for the site, praise us on our work, or let us know of any problems you find within the site, not only that but any other questions you have regarding things around Modsaholic. I must stress that normal general discussion topics should be within the “Community” section in the top menu, use the “Feedback” tab only for what its labeled as.

Another thing you may notice is that the site currently has only half of our files from the old site though more and more are being added every minute, most files on the old site are outdated to the new versions of the game(s) so were actually adding the most recent updates of them all. As per usual when you find a mod which is outdated then please report it to us in the respected section and we will promptly update it and put it front page too.

The forums are no more! instead now we have a “Community” tab in the menu at the top of the page where you can now ask anything as before within the respectful category of where you want to ask your question for. This can be used as a guest or a member thats up to you to sign up or just be an anonymous guest. Same with the comments on Modsaholic now, its all handled by Disqus comments to make things much easier not only for you guys but for us too. If you would like to help us out making this place better with more and more mods then why not upload your own? have some free time to spare? so why not offer us your time and help us writing the news and providing this community active content, its all around for the taking.

Most importantly please do be kind to rate the files you download, leave your much needed feedback within the comments, report that spam, and vote them questions up or down, all in all have fun within our community!

Welcome to Modsaholic once again.

Modsaholic Staff.


Written on 2015-07-01 by DarkXess


ArmanIII submitted an updated version of his Chernobyl Zone addon.
Chernobyl Zone is an abandoned area northern of Ukraine city Kiev. The size of the map is 20x20km.
This map is created for both Arma 2 and Arma 3. You can play it in both games!

Changelog:
  • fixed many issues and errors
  • new train station Yanov
  • main Pripyat square
  • Red forest
  • amusement park
  • cinema Prometey


Written on 2015-07-01 by ArmanIII


kripto202 submitted an updated version of his Kommunity Insignias addon pack.
This pack contains many different Insignias that were made by different community members and anyone can add their own insignias.

    Changelog:
  • added Fallout Perks
  • added Witcher Medallion
  • added Assassins Creed codex
  • added Hunters
  • added Serpent Unit
  • added Roughnecks
  • added Best Italian Ghost


Written on 2015-06-30 by kripto202


Shelestov sent us an updated version of the Orshanets (Ukraine) addon he is working on with a friend and which he released on the BI forums.

    Quote :
    Terrain is mostly plains, huge empty fields, forest belts and villages.
    I did some shooting on my part this summer, so we have materials for the inspiration.


    Guys, sorry for being quiet, IRL stuff caught me for a while, so here is something you can play with, while we are continuing working.
    This is latest build (you can call it ver.0.1): full size map and i think we'll throw updates as map will progress until final release. Current state corresponds this image. There are some WIP custom objects and other stuff that works not perfectly, no ponds (but they will be).



Written on 2015-06-30 by Shelestov

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