Zenophon informed us he released an updated version of his ArmA 3 Co-op Mission Framework on the BI forums.
Quote : Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.
The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
The framework is created with these goals in mind:
Simple co-op fun for both players and mission makers
Bottom-up design using flexible pieces that you control
Truly random and dynamic missions without extra work for mission designers
Procedural mission design instead of manual placement using the editor
Eliminating large, static functions with assumptions about what you want in your mission
Server-oriented execution to create more efficient multiplayer missions
A simplification of locality and interacting with clients in multiplayer
A solid, powerful, and bug-free library to use as a foundation for your own code
Fixed: Zen_AddFastRope failed to fastrope the player in some cases in MP
Fixed: Zen_FindCenterPosition caused an error when the first argument was not an array
Fixed: Zen_OrderFastRope makes AI in the player's group fastrope from FFV positions
Fixed: Zen_OrderVehicleDrop makes a teleported object inherit the aircraft's velocity
Added: Zen_AreIndoors and Zen_AreNotIndoors optional argument to use a more complex check
Improved: Zen_FindBuildingPositions gives points a buffer distance from walls and ledges
Improved: Zen_FindBuildingPositions does not return positions on the wrong side of a wall (i.e. outside the building)
Improved: Zen_SpawnParachute makes the parachute move with a fraction of the object's previous velocity
Documentation: Fixed paramsArray did not autocomplete
Documentation: Updated for Zen_AreIndoors and Zen_AreNotIndoors
Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.58 stable commands
Raspu86 released his ILBE Assault Pack with RT-1523G / TFAR addon on the BI forums.
Quote : ILBE (Improved Load Bearing Equipment) is a United States Marine Corps program that included among other things a load carriage equipment. From that program I want to present the Assault Pack with the default TGAR RT-1523G(SINGCARS) radio. The aim of this small addon is to provide a fitting backpack radio for the RHS United States Marine Corps faction.
Default Backpack Radio for RHS United States Marine Corps factions
Quote : Fireworks script showcase on ALTIS, for when you feel like celebrating.
Un-pbo the mission and read the comments or watch the video tutorial for more information.
You can use, adapt and/or modify the script as you see fit.
If you find nice ways to modify the script for better effects let me know.
Thank you and have fun!
After 2.5 years of work, I finally finished my Napf Island. It is a terrain for Arma2 OA that is 20.4km on 20.4km in size. While the norh part is rather flat and is the home of most of the big cities, the south is dominated by mountains, forests and wilderness. The map is based on real elevation data from a region in Switzerland, but the towns, roads and forests are highly fictionalized.
- The terrain for my Napf-Island was made based on real DEM-Data with a 30m on 30m grid. The mountain "Napf" in reality is located in Switzerland (long/lat in Real World: +47°0/+7°56'). In the real
world, the south shore of my island is formed by the Lake of Brienz ("Brienzersee") and the Lake of Thun ("Thunersee").
- However, I squeezed about 100km on 100km of real terrain into a 25km on 25km map and I also smoothed the terrain. My Napf is not the real Napf in many aspects: I placed towns and roads where
I thought they made sence, not always on real places. The names of the towns and hills are a mix of faction and fiction, as indeed is the whole island.
- The work for this island started approximatly in August, 2011. However, I was busy bitching with Visitor3 for more than a month. Still, the work behind the island is insane. The town of Chatzbach,
for example, took me one day and one night in a row (I worked on Chatzbach 17 hours straight). I dont think I will finish the Island: Arma3 is on the horizon.
- However, I intend to end the island to the point where the main Ring Road (Chatzbach->Münchenstein->Muttenz->Lenzburg->Lausen) and the terrain surrounding the road is complete. This would
also include building the main town and an airport.
Added Napf Winter
Removed missplaced building in the north (woops :))
Removed Clutter from Napf Winter
Removed Rock textures from Napf winter as it didn't look right
Fixed Road Blocks that rotated 90 degrees on aia
Fixed Stars/Moon Brightness
Fixed School House
Fixed some roads/crosswalks
Fixed an issue causing clutter not to show up on default napf
Fixed multiple bridges and made them smoother
Fixed Weather on Napf Winter to be more cloudy
Fixed Water on Napf to be a little darker
Fixed some issues with winter Sat_LCO
A lot of other small fixes that are too small to remember.
Deathstruck released an updated version of the 2035: Russian Armed Forces addon by him and Mindas on the Armaholic forums.
Quote : This mod adds a fictional "future" version of the Russian Armed Forces to ArmA 3. It can be used to complement the other 2035 factions in the game.
Featured are unique uniforms, vests and gear (with their own models and textures) and included is the regular army, recon, paratroopers, Spetsnaz, sniper teams etc. in either Digital Flora, Berezhka or SURPAT camouflage.
For now, a lot of vanilla ArmA3 assets are utilized, especially vehicles which are retextured with the modern "Nakidka" camo.
Another thing included are the AK12 weapons, fictional "12" variants of others and their respective camo versions (using Vilas' AK12 model as a basis). Marskman DLC features are compatible as well.
Compatibility with the new enhancements introduced in 1.54 and 1.56 patches.
New Ballistic vest/Chest rig.
New Combat belt.
Infantry uniforms changed from Gorka to TTSKO in Digital Flora camo.
New textures for the Tactical Goggles.
New weapon sounds.
Edited armor protection values in accordance to those introduced in 1.54 patch.
Delta Hawk released the first version of his US Military Mod on the BI forums.
Quote : This is the Beta Release of my U.S. Military Mod ported over from ArmA II. This mod features a comprehensive selection of high quality, realistic military gear, uniforms and equipment in effort to accurately portray basic U.S. Army Soldiers, including infantry and Rangers, U.S. Marine infantry, and basic Airmen and Sailor for the late 1980s to the mid 1990s. This mod requires Community Upgrade Project (CUP) Weapons.
version A3.0.90B :
- Fix dumb upload issue
- Fix numerous errors
- Added armor values for vests
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