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!
Haleks informed us he released an updated version of his Ravage Mod on the BI forums.
Quote : Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel.
The Ravage mod has been in development since 2013 and is still an ongoing project, with many additions being planned for the future.
The current release is to be considered a beta, and only showcases the free-roaming mechanics. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes.
Ravage is designed to be easy to use, performance-friendly and is compatible with many addons.
- Parts of the MP saving functions have been replaced with engine script commands.
- Possible fix for default protocol class error.
- All locality issues with ambient AI and vehicles should be fixed.
- Issues when searching Arma2 furnitures for loot.
- Some 3d models from CUP terrains were missing from the 'trash & furnitures' list.
- Fixed locality issues when a player is hit by a zombie in MP.
- Zombies were able to hit targets high above them.
- Critical errors regarding loot randomization.
- Error with CBA_fnc_taskPatrol.
- Hand Flares were missing their AI ammo usage flags.
- Fixes for the final task in the 28 Years Later scenario.
SMURKSsubmitted 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.
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.
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.
Changed: Refactored the Gear Switching Component of Rain Textures, using setUnitLoadout and getUnitLoadout introduced in the Arma 3 1.58 update. Thanks Bohemia
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