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Kamaradski has submitted a new version of this teambased PvP (Player-versus-Player) Multiplayer mission for Arma 3

Changes:
  • Fixed: #148: RED engineer not able to pilot
  • Fixed: #149: RED fuel pod too close to Helo landing
  • Changed: #154: adjust AI base patrol behavior
  • Added: #139: add view-distance script
  • Added: #142: add time acceleration
  • Added: #90: Add Random Weather
  • Added: #144: disable 3rd person via script
  • Added: #145: add random starting time & date
  • Added: #146: add switch to allow 3rd person view (mission parameters)
  • Added: #89: Make a switch to toggle AI patrols on\off (mission parameters)
  • Added: #85: add random IED's
  • Added: #147: add switch to enable\disable roadside IED's
  • Added: #93: Disable passenger seats when cargo is loaded on truck
  • Added: #92: Spawn Blue AI on the destination, to prevent base-rape
  • Added: #153: create some log spam
  • Updated: #143: update in-game credits



Written on 2015-03-10 by kamaradski

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IndeedPete released an updated version of his European BLUFOR Re-Texture addon on the BI forums.

    Quote :
    This addon features a re-texture of Arma 3's NATO faction, both conventional and special forces in Altis, Black, Desert, Navy, Snow and Woodland camo schemes.
    It's about a fictional combined European force, founded in 2023.
    Notable operations are the ending of the Altian civil war in 2026, the deployment during the Balkan wars in 2028 as well as the Altis incident and follow-up events from 2035 until 2037.
    Today, EUROFORCE operates in over 50 countries on four continents.
    Notable ongoing operations are the peacekeeping mandate in Israel and Syria, the Japan Airlift, the Saint Petersburg blockade and the assistance mission on the US west-coast.
    Forces are organised in fleets, each capable of conducting operations by land, sea and air. Their command structure is loosely based on Mass Effect's Systems Alliance.
    This release comes with a teeny tiny showcase campaign consisting of five quickly thrown together missions about the redeployment on Altis, roughly two months after the events of the M.E.R.C.S. campaign.

    Changelog:
    • Fixed: Officer (Combat) and MP Officer had the wrong pistol.
    • Fixed: Testmode and debug functions were still active in the showcase campaign.
    • Fixed: Snow and Woodland vehicles had the wrong weapons in cargo.
    • Changed: Infantry snow camo scheme now has green parts.
    • Changed: Snow MX versions now have white-green spraypaint camo.
    • Added: Complete re-textures of all NATO and most AAF vehicles.
    • Added: Non-combatant medics.
    • Added: Functioning lightbar and siren to MP vehicles and Bobcat support tanks.
    • Added: Custom signs for EUROFORCE Armoury, Checkpoint, Command, EUROFORCE, Kamino, Maxwell, Mike-26, Military Police, Rogain, Stratis Air Base and Vehicle Range.
    • Added: Zeus and hopefully soon Alive support.
    • Added: Server key.


Written on 2015-03-10 by IndeedPete



***** Update *****

There was a bug with the released update. If you did already download 0.9.6 before seeing this message we advice you to download again!


*****


Tupolov informed us The ALiVE Team released an updated version of ALiVE - Advanced Light Infantry Virtual Environment on the BI forums.
The Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario.

    Quote :
    ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible so you can create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they will work through autonomously. Players can choose to tag along with the AI and join the fight, take your own squad of AI or other players and tackle your own objectives or just sit back and watch it all unfold.

    Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE can significantly reduce the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.


    This is a minor patch to provide compatibility with Arma 3 1.40 as well as some bug fixes and tweaks. Sahrani A3 has been indexed, FFV issues with combat support resolved, fixes to the IED module and a fix for Bornholm compatibility. We have also resolved some AI Commander issues, added a new FieldHQ composition and included a new TRACE intelligence tool for CQB. We have also improved our @AliveServer package with better and more efficient server monitoring. We also added the ability to set Suicide Bomber classes in the IED Threat module parameters. Finally we have configured mappings for new RHS factions: rhs_faction_usmc_wd, rhs_faction_usmc_d and updated mappings for other RHS factions.

    Performance monitoring is now turned on by default if using the ALiVE Data module. You can check out your server performance via the War Room. Server performance messages are also written to the Server RPT.

    Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission.

    Release Highlights:
    • New Maps: indexed Sahrani A3, Bornholm
    • Factions: Improved support for RHS
    • Combat Support: fixed FFV
    • IED Threat: bug fixes
    • IED Threat: module param to set Suicide Bomber class(es)
    • ALiVE Required: added option to disable persistent markers
    • ALiVE Data: performance monitoring on by default
    • Military AI Commander: bug fixes
    • ALiVE Server: Updated plugin and DLLs, please use!
    • Composition: New Field HQ composition by Friznit
    • Bug fixes and tweaks to several modules


Written on 2015-03-10 by friznit

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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:
    • fixed inheritance for Wildcats
    • added reworked textures for Wildcats
    • added now all versions for camo and semi-color versions
    • updated Textures for Buzzard
    • renamed To-199 Neophron into Tu-131 Mitter
    • added reworked textures for Mitter
    • added grey camo version of Tu-131
    • added AA versions of grey and camo Tu-131 equipped with 8 AA Rockets
    • Wipeout now has a fully 30mm gun to crack armor
    • Wipeout gun has now 3900 RPM
    • Wipeout gun now can lock targets for easier gun runs
    • Wipeout gun is now extremely powerful


Written on 2015-03-10 by RedPhoenix


Audiocustoms released an updated version of his TF47 Desert Vehicle Pack on the BI forums.

    Quote :
    This is the first release of the TF47 DVP Desert Vehicle Pack. Basically it is just a retexture of known A3 Vanilla vehicles like the Hunter ect.
    The intention of doing this retexture was fitting vehicles in maps like Takistan and their surroundings.

    Changelog:
    • Changed: Basic desert texture is now without paintings
    • Changed: Little Bird placeholder guns to 20mm Twin Cannon
    • Changed: mod.cpp
    • Added: Skull paintings
    • Added: Zeus compatibility
    • Added: [EXPERIMENTAL] Included "Get on!" MRAP for 8 persons by phil
    • Added: Community Base Addons A3 requirement for "Get on!"
    • Added: Faction and mod logo in editor
    • Fixed: Container on HEMTT Box and HEMTT Repair hovering


Written on 2015-03-10 by audiocustoms


NonovUrbizniz informed us he released an updated version of the SMD Sahrani A3 addon on the BI forums.

    Quote :
    Sahrani, the original terrain from Bohemia Interactive's "Armed Assault" is being lovingly brought up to current standards and beyond. M1lkm8n and myself have spent countless hours documenting and fixing placement issues, bugs, and shortcomings of the terrain. Further, M1lkm8n has opened, improved, or port forwarded 100's of BI buildings and objects. Special attention has been paid to every minor detail and that same faithful attention to detail will be continued as I take the project forward.

    Sahrani is a fictional mid atlantic island that features varied terrain, dramatic views, and amazing city design. SMD Sahrani has improved ground textures, building and object placement corrections, and a VAST library of custom buildings which have many features, and are a constant work in progress. Both M1lkm8n and myself will continue to improve and add functionality to BI's vast library of buildings and objects.

    The contents of this package are:
    • The Sahrani Terrain - (smd_roads.pbo, smd_sahrani_a2.pbo, smd_sahrani_a2_scenes.pbo, smd_sahrani_artif_obj.pbo, smd_sahrani_veg.pbo)
    • Ground textures (higher resolution, new files, new blend)
    • Different Grass/Rock "clutter" blend
    • Countless object placement fixes and adjustments
    • Any/All A2 objects/buildings possible called directly from Arma CA folder to save on package size, and ensure latest BI models
    • Dozens of previously opened BI Building LOD errors have been corrected and smd_building features as below have been added
    • Open Variants of previously closed BI buildings with features including:
        - Animated doors (and in some cases) shutters, and windows.
        - Several buildings with SFX to accompany the door movement (Ammo Bunker, All Garages, and Aircraft Hangar)
        - Individual shattering panes of glass
        - Improved pathings, roadway, and other LOD's
        - Animated Destruction for Doors on 2 buildings with 2 variants each
        - Animated Destruction for 1 Building from roof to foundation. Blow it apart bit by bit

    Changelog:
    • Removed - smd_assets.pbo
    • Removed - smd_sahrani_a3_scenes.pbo
    • Removed - Mission folder
    • Removed - A3 Wildlife Spawning, sealife and insects remain
    • Fixed - Rubble showing in smd_dum_olez_istan2_open2
    • Fixed - A few more Alpha issues - smd_panelak, smd_panelak2, smd_panelak3, smd_cihlovej_dum_mini
    • Fixed - Cloud drawing issues
    • Fixed - Tide levels
    • Fixed - Placement issue with Docks with L shaped jetty
    • Fixed - Placement issue with Bagango Yellow Large Buildings


Written on 2015-03-10 by NonovUrbizniz


Maxjoiner released a video and screenshot of his newest project, the New Suv on the Armaholic forums.


You can find more information and leave your feedback in the New Suv WIP topic.


Written on 2015-03-10 by maxjoiner


Voiper submitted an updated version of his Simple Mine System script.

    Quote :
    Replacement Mine & Explosive System for Arma 3.
    Frustrated with A3's mines? This in-mission system makes mines both safer (to the user) and deadlier (to the enemy), while adding lots of gameplay potential.

    Changelog:
    • fixed: removed cfgRemoteExec requirement (no more BIS_fnc_MP errors)
    • fixed: should be actually possible to place mines on building floors
    • changed: added basic documentation for the functions
    • changed: tripwires can be disarmed from tripwire peg


Written on 2015-03-10 by voiper


IndeedPete released in the BI forums a new version of this story-driven single-player campaign for Arma 3, introducing a private military contractor scenario.

Changelog:
  • FIXED: Brave New World, BIS functions were falsely enabling saving again.
  • FIXED: Home Sweet Home, Toilet Guy still had BI randomisation on him.
  • FIXED: Home Sweet Home, Leave-hub-trigger was wrongly configured causing units to disappear.
  • FIXED: Home Sweet Home, Coming back from a duel caused the freeroaming functionality to trigger.
  • FIXED: Meet And Greet, Finally managed to prevent the AI from attacking the empty quadbike.
  • FIXED: Sanctuary, It was possible to get more than one weapon from the buddy.
  • FIXED: Shop System, magazine selling prices were applied wrongly.
  • FIXED: Shop System, Titan Short had wrong origin set.
  • CHANGED: Home Sweet Home, Ambient helicopter powers up less often and for a shorter period of time.
  • CHANGED: Panzerfaust, Disabled ambient life scripts.
  • CHANGED: Sauerland Express, Added some more light at the beginning.
  • ADDED: Thanks to Bolo861's customised shop configs the following addons should be (partly) supported by the shop system: EMU (Elite Mercenary Unit), MAX H3 PACK, HLC mods, Massy weapons pack, MRT Accesories and Functions, SMA Weapons, SOCMOD, TFA Naval Special Warfare gear, Trixies' Weapon Packs, EricJ Weapons Pack, Ag MP9 pack, RH M4/PDW/Pistol pack, RHARD MK18, DarkGiver Sig SG55x Pack, C1987 MP-7 Pack, FHQ M4/Accesories Pack, Spectrobe G36 Pack, Genoma Helmets, Ov SA-58, Purple Benelli Super 90 Pack



Written on 2015-03-10 by IndeedPete


galzohar informed us he released a new version of this Team Death Match mission in the BI forums.

Changelog:
  • Task Force Arrowhead Radio support - Players start with the appropriate radio and cannot pick up other radios.
  • Minor fixes to rearming script.



Written on 2015-03-10 by galzohar

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