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jonpas informed us the ACRE Team released an updated version of the ACRE2 for Arma 3 on the BI forums.

    Quote :
    ACRE2 is a full fledged communications suite for Arma 3, allowing realistic radio and voice communications through Teamspeak 3.

    Changelog:
    • Added:
        - SEM52SL radio
        - Talking underwater is now disabled. SDV now has intercom. Broadcasting on radio underwater should also work.
    • Changed:
        - Removed teamspeak plugin settings page. This is now handled by the CBA settings framework. Your settings will be lost (pre/postmix volume) and you will need to reset these ingame. In the case where the teamspeak plugin is not connected to arma, the settings will be applied the next time the teamspeak plugin connects to the game.
    • Improved:
        - Radio signal difficulty tweaks now log to RPT
        - WRP parser - Added support for 8WVR WRP format (Angel Island). The parser will now recover and assume the map is flat in cases where it can't read parts of the WRP - Previously these would cause game crashes. In these cases it is logged to the RPT.
        - Massive code/addon clean-up throughout and switched to various CBA frameworks (PFH library/Versioning/Logging/Debugging/preStart compiling)
        - 152/117f displays now have a signal indicator on the right side of the display, indicating the strength of an incoming transmission. Also the receiving/transmitting indicator is now functional.
        - Master ID Tracker on server now runs only when needed or every 10 seconds. Also executes faster.
        - Removed FPS stutters when a player had a lot of inventory items.
        - Don't calculate the signal for the local player's broadcasts.
        - Prefix of addons changed to "idi\acre"
        - Gear desync hint can now be toggled with CBA setting - default is to hide it.
    • Fixed:
        - Applied a fix to the issue where ACRE fails to initialize and you can't hear anyone. This may still happen in rare cases, but this fixes one cause.
        - 152/117F CLR Button no longer error or can 'brick' the radios
        - 117F squelch menu no longer loops
        - SetupMission API function erroring on headless clients
        - Steam plugin copy script - Doesn't run on HC/Dedicated Server.
        - ACRE no longer has issues with full/overflown inventories.
        - Remove Crew intercom from FFV seats.
        - Steam workshop - No longer block program loading if run without admin privileges
        - Sound loading should now work properly - Should fix radio sounds not being heard.
        - Radio ID Tracking - Handling of duplicate radio IDs fixed.
        - Radios are no longer initialised for units of sideLogic, this does not effect remote controlled units.
        - SetRevealToAi API call doesn't error on dedicated clients.
        - Frequency displayed on the 152/117F should now show the correct amount of digits
        - setVariable script error introduced in 1.66 when processing direct speech.



Written on 2016-12-04 by Armaholic

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Armitxes informed us he released an updated version of his Visual Studio Code - SQF Plugin on the BI forums.

    Quote :
    Microsoft Visual Studio Code is a new, but already very known Code Editor. For those who don't know VS Code, it's pretty much like Sublime Text.
    I've made a SQF Plugin for VS Code, there isn't any documentation about Plugins released yet as VS Code is in a preview state - means you can expect much more features to come but may also encounter some bugs.
    Works on Linux, OS X and Windows.

    Since the latest patches, the extension is developed by suggestions. You request - we do. Everyone is allowed to contribute to the project. If you have any ideas or even wish to participate you should check out our GitHub page.
    Make sure to leave a rating at the Marketplace if you like the editor, it helps a lot!

    Changelog:
    • Added commads for v1.64, v1.66 & latest dev
    • "this, _this, _x, _forEachIndex, _exception, _thisScript, _thisFSM, thisList, thisTrigger". case-insensitivity supported and conditional parameter highlighting fixed.


Written on 2016-12-04 by Armitxes


The FFAA MOD Team submitted the FFAA MOD ACE3 Compatibility Addon.

    Quote :
    Adds compatibility between ACE3 and Spanish Army Modification (FFAAMOD).

    This addon will make compatible the following features:
    • Ability to adjust the long range scopes horizontally and vertically in mils.
    • Adjustments of caliber / length of weapons and ammunitions.
    • Overheating and overpressure of weapons.
    • Disposable Missile Launchers (at this time C90 and C100).
    • Sound protection of helmets and head accessories.
    • Support of ExtendedEventhandler.
    • Enable the ACE FastRope features for helicopters.
    • Color tint to sunglasses and googles.


Written on 2016-12-04 by FFAAMOD

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SMURKS submitted an updated version of his Nordkvingo, Norway map.

    Quote :
    I am now releasing my map that i have been working on for a while now, but never finished. It is a fictional terrain located in the northern Norway.
    Nordkvingo is a fictional area located in the northern Norway.

    Changelog:
    • version 0.91 :
        - Fixed AmbientA3 error
    • version 0.9 :
        - Fixed dark sky lightning issue that occured after the 0.60 arma update.
        - Game now renders snow outside the map instead of grass.
        - Thank you M1ke_SK for your feedback about the lightning issue.



Written on 2016-12-03 by SMURKS


Moerderhoschi released his Bohemia Revive Icon Marker on the BI forums.

    Quote :
    Bohemia Revive Icon Marker is a mod to add an icon and Mapmarker to unconscious players.

    Changelog:
    • fixed icon not found error after ArmA III Update to version 1.66
    • fixed icon not shown when a player was unconscious
    • restored original ModIcon


Written on 2016-12-03 by Moerderhoschi


Rabid Squirrel released an updated version of his RS - Rain Textures on the BI forums.

    Quote :
    About Rain Textures:
    These are textures for your gear and weapons, that will turn on while it is raining, which should add to the immersion and experience of fighting while it is raining in Arma 3. The changes are subtle and it shouldn't distract you in combat, but they are exagerated under direct light, which makes it fanstastic to look at at night with street lights hitting the water drops.

    How does this Mod work?
    When the "rain value" in game is above 50%, doesn't matter whether it is in the Editor, or the Singleplayer Campaign, the textures will apply to the gear. If at any point the rain calms down, or stops, the textures will be removed from the weapon. This was designed with seamless integration in mind, it should be fully compatible with any missions or campaigns that contain Vanilla Arma 3 Content.

    Changelog:
    • Changed: Refactored the Gear Switching Component of Rain Textures, using setUnitLoadout and getUnitLoadout introduced in the Arma 3 1.58 update. Thanks Bohemia


Written on 2016-12-02 by Armaholic


Mr.Skellington informed us he released an updated version of his CBRN Defense Units on the BI forums.

    Quote :
    This Mod adds CBRN Defense units for Nato, AAF and CSAT. For now, the mod does not add Scripts to simulate Contaminated Areas and is purely optic.

    Changelog:
    • Fixed: Materials and Textures of the Green, Blue and Black Tactical Vests
    • Fixed: Materials and Textures of the CSAT Kevlar Vests with ELBVs
    • Tweaked: Armor values for the Vests


Written on 2016-12-02 by Armaholic


VolvoJocke1337 released an updated version of his Tracer Mod on the BI forums.
There are now 2 additional (and seperate) versions available supporting the RHS mods.

    Quote :
    So back in 2009 a similar mod was released for Arma 2 by "Pistolfied" and I really enjoyed it.
    AFAIK nobody made a mod like this for Arma 3, so I thought I'd share my own creation.

    This mod will make all (I hope) rifles, carbines and machineguns fire nothing but tracer rounds.
    Note that I have left out vehicle ammo, sniper rifles, and pistols.

    Changelog:
    • Added APEX support
    • Added some mags I had missed


Written on 2016-12-02 by Armaholic


Grumpy Old Man released his GOM - Ambient AA on the BI forums.

    Quote :
    Gives mission makers access to simple and versatile ambient AA fire.

    Changelog:
    • Fixed positions params default value


Written on 2016-12-01 by Grumpy Old Man


Jonpas from the Theseus Services Team informed us he released an updated version of the Theseus Services on the BI forums.

    Quote :
    Theseus Services is a content mod providing a number of assets for Arma 3, aimed at Private Military Company game style, developed around the needs of Theseus Incorporated community. Starting out as a mod by Pomigit, then maintained by BadHabitz with a number of other community developers contributing, it is a re-brand of a highly successful PG Services mod.

    The project is entirely open-source and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the GNU General Public License (GPLv2).

    Reference the wiki to learn about ways of contributing, getting sources and general information about the mod.

    Changelog:
    • Used Q macros in CfgMods
    • Prettified material files
    • Renamed Editor Preview images to be without side letter


Written on 2016-12-01 by Armaholic

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