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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

    Changelog:
    • New Function: Zen_AddSupportActionCustom
    • Fixed: Zen_AddFireSupportAction caused an argument check error in Zen_InvokeFireSupport
    • Fixed: Zen_AddFireSupportAction did not return a value of the correct type upon argument error
    • Fixed: Zen_AddFireSupportAction did not allow the caller to cancel the support when the guidance target was remote
    • Added: Zen_ExecuteCommand new command for setOxygenRemaining
    • Documentation: Fixed JIP demonstration had old code
    • Documentation: Added for Zen_AddSupportActionCustom
    • Documentation: Updated for Zen_GetFireSupportActionData, Zen_RemoveFireSupportAction, and Zen_UpdateFireSupportAction


Written on 2016-02-09 by Zenophon

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EricJ released an updated version of his Taliban Fighters on the BI forums.

    Quote :
    A simple set of fighters that represent closely what is in real life, using ported from A2 models and textures (Takistan civilians).

    It should be noted that other than a couple RGOs, they're unarmed and decided to keep it relatively simple given player preference on weapon mods and the like, so you'll have to gear them up in the Editor or Virtual Arsenal, etc.

    Changelog:
    • Updated hitpoints so it would not always cause a crash during play.


Written on 2016-02-09 by Armaholic


SavageCDN 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 :
    It's a huge moment for the ALiVE team to announce the 1.0 release. ALiVE represents thousands of hours of volunteer time from a small team working every evening, weekend and holiday available. Our vision for ALiVE was to create a dynamic, persistent and credibly realistic battlefield environment that brought ArmA3 missions to life. Our aim was to do deliver this with an intuitive, modular mission framework that required minimal technical expertise for mission makers yet provided everything that players needed to set up and run military operations in almost any scenario, including command, combat support, service support and logistics. Critically, we wanted AI Commanders that automatically planned and directed missions for all AI forces across the Area of Operations, identifying strategic objectives and reacting to changes in the tactical situation. To make all this happen with minimal impact on performance, we needed a Virtual AI Profile system in order to support thousands of units continuing to operate across the map when players were not present. We are delighted that we have been able to deliver on all our objectives and more!

    Rel 1.0 Updates
    This release includes a number of fixes since our feature complete Release Candidate in November. Key amongst them is Headless Client integration for Combat Support, fixes to the plugin to avoid persistence failing, fixes to our client connection code, support for custom compositions, updates to player resupply and some other minor fixes - see the full change log below!

    There is a long list of maps that people would like to see indexed for ALiVE and unfortunately we simply haven't had the time to include them all in this release. However, we will very soon be in a position to enable community members to index maps so hopefully we can get more cracked then. More details to follow soon!

    To celebrate our release we are including a new Johari Bonus Track called Everest. The track is particularly fitting as it's taken our team of dedicated people to reach the summit of ALiVE 1.0! We hope you enjoy it. It features in 2 of the 4 intro missions we have on the Arma 3 main menu, alongside the ALiVE exclusive Arma 3 cover This is War by Johari (note that you easily disable this by removing intro.pbo if it is not your thing).

    Release Highlights:
    • Final fixes to new plugin
    • Support for custom compositions
    • Major fix for Combat support with Headless Client
    • Updates to player resupply
    • Added Johari ALiVE Bonus Track
    • Updated RHS static data (thanks maquez!)
    • Added CUP faction compatibility
    • Various minor fixes


Written on 2016-02-09 by friznit

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Macchky released an updated version of his LightWeight Marksman DLC Weapons Normal version on the BI forums.

    Quote :
    Normalized weight Marksman DLC Weapons and Magazines.
    DLC Weapons is too heavy, so I created more realistic version.

    Changelog:
    • Add optional asdg_jr config pbo.


Written on 2016-02-09 by macchky


Goro has submitted this campaign set in post-apocalyptic Altis island.

    Quote Goro :
    The campaign is set in post-apocalyptic Altis island. 6 separate episodes have been grouped together to ensure that the playability will be a lot higher. The campaign is set for SP, for separate COOP missions, links can be found in http://www.armaholic.com/page.php?id=30217.



Written on 2016-02-09 by Goro


Commie Corbyn has submitted a cooperative mission where you have to delay a CSAT assault on Kavala long enough for rescue to arrive.

    Quote Commie Corbyn :
    Last Stand: Kavala features overhauled enemy AI, redesigned to charge your position in relentless waves - fall back through Kavala as CSAT troops overun the city, using fortified checkpoints to slow their advance. Make your final stand in Castle Kastro, and hope you survive until rescue arrives...



Written on 2016-02-09 by Commie Corbyn


SabreD released an updated version of the Antonov An-2, which he ported from Arma 2, on the Armaholic forums.

    Quote :
    This addon adds some An-2 variations to Arma 3. Some are made up and some resemble a random selection of real planes.
    They have different characteristics and specialities:
    - The standard variants have slightly different top speeds but otherwise the flight model is similar
    (The vintage AirRacing versions have slightly more powerful engines but may stall at lower speeds -
    interesting side fact: the real An-2 has no stall speed mentioned in its manual according to wikipedia)
    - The snow versions are slightly faster. The skis are purely aestetic. The plane really behaves as if it were on wheels.
    - The sea plane version is designed to be operated on water only.

    It can be used on ground but only because I didn't want to interfere with the ability to put it on a beach or go back into the sea from there.
    Go in and out of the water very slowly! The artifical float script needs time to catch up.
    In reality you would have to manually attach special wheels to the floats as far as I know. This is not included currently.
    By the way it has to be flown with caution. It's a lot slower than the other variants. Don't expect to get over mountains as easily as with other planes.

    - The armed versions are for fun really.
    I just put some random cannon on them and changed the flight model to an arcade more jetlike version.

    Changelog:
    • mod split into 2 parts for easier future use
    • armed version revisited, added 2xM2 on the wings. More to come maybe.
    • fixed: civilian versions will have 2 people spawned from editor, not 4.


Written on 2016-02-09 by SabreD


[Dust]Sabre released an updated version of the North American T-28 Trojan on the BI forums.

    Quote :
    The North American Aviation T-28 Trojan was a piston-engined military trainer aircraft used by the United States Air Force and United States Navy beginning in the 1950s.
    Besides its use as a trainer, the T-28 was successfully employed as a Counter-insurgency (COIN) aircraft, primarily during the Vietnam War.



Written on 2016-02-09 by SabreD

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