ToadBall released his Altis Forces Rearmed mod on the BI forums.
Quote : Altis Forces Rearmed (ALFR) intends to revise the current ArmA 3 AAF faction with more contemporary equipment and assets.
This initial release contains a selection of weapons and units based around a conceptualised ORBAT that can be found here. With later releases we will be bringing a chinook to complement the existing rotary wing fleet and we hope to expand by replacing the current wheeled and tracked assets currently available as well as increasing the variety of indirect fire support assets.
Please note, this is not intended to in anyway replicate any current military force and while regional forces have been referenced for deciding on capabilities they are by no means the focus of the project.
Mk 21 Infantry Rifle:
The Mk 21 is the primary infantry rifle of the AAF. A mix of the C7A1 and M16A4 variations of the AR-15 platform, it is chambered in 5.56x45mm NATO, and can be fitted with the M203 Under barrel grenade launcher.
The Mk 21C, is a more compact variation analogous with the C8 and M4A1 primarily used by vehicle crew, armoured infantry, and specialist infantry roles.
Mk 23 & 24 Light Machine Guns:
One of two variants of the FN Minimi employed by the AAF, the Mk 23 is chambered in 5.56x45mm NATO. It is the primary light machine gun of the AAF providing the primary fire support platform for AAF infantry sections. The Mk 24 is chambered in 7.62x51mm NATO. It provides a longer range fire support platform for the infantry sections of the AAF.
Mk 25 Scout Rifle:
The Knights Armament Company SR25 EC designated the Mk 25 is the primary scout and designated marksman weapon of the AAF. Used in both rifle sections and dedicated sniper sections alongside the Mk 22
Mk 22 Longe Range Rifle:
The Mk 22 Long Range Rifle is a .338 caliber sniper rifle. The Mk 22 LRR is a bolt-action rifle valued for its accuracy up to 2000m. It is used both by platoon marksmen and dedicated sniper sections.
Mk 13 Short Range Anti Armour Weapon (SRAAW):
The Carl Gustav, designated the Mk 13 SRAAW within AAF service, is the section level anti armour/structure weapon for AAF infantry sections. Capable of firing a variety of 84mm projectiles including: HEDP, HEAT, and Smoke.
LAxemann released an updated version of his L_Civs script on the BI forums.
Quote : This script dynamically spawns and deletes AI driving around. Yup, that's it.
It comes with just an initServer.sqf and a folder including two .sqfs.
Added: Blacklisting via markers. Blacklisted markers simply have to be entered into the "blacklist.sqf"
I'd also like to point out a feature that comes along with blacklisting:
The script checks every 15 seconds if all players are within blacklisted marker areas.
If this is the case, the overall script will slow down and make it's checks every 7 seconds instead of every second, which increases performance.
This will be helpful if you have large blacklist areas since it prevents the script from trying to find positions all the time
Pwner Actual released a new version of his ArmA III Mission Builder on the Armaholic forums.
Quote : This application is a graphical user interface created using AutoHotKey's powerful GUI creator and commands.
It serves to rapidly build a custom mission with little to no coding involved. You will save a lot of time.
Through the filling of form fields, checkboxes, and dropdown lists, your desired parameters are saved.
The entire mission files are automatically generated. It is not necessary to go through dozens or hundreds of lines of code.
Expert coders may however still find use in this application. All created files are commented and can be modified manually.
Improved GUI images and sounds
Condensed application (less windows)
Faster loading and execution of GUI and scripts
Added new patrol function parameters
Added the option of populating settlements with civilians and cars
Added custom support menu (ex.: perimeter defence,covering fire,clear buildings,throw frag/smoke, and more)
Added an optional Altis template with custom West support and sounds
Zenophon informed us he released an updated version of his Co-op Mission Framework and SQF Library 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_GetAllInArea returned animals
Fixed: Zen_OrderVehicleMove did not search for road positions in a large enough radius
Added: Standard macro ZEN_STD_Math_VectRotateZ
Added: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, and Zen_OrderVehiclePatrol have a parameter to cleanup destroyed vehicles and their crew
Added: Zen_OrderInfantryPatrol parameter to join weak groups to nearby ones
Added: Zen_OrderVehicleDrop and Zen_OrderVehicleMove have a parameter to cleanup the vehicle if it is destroyed enroute
Aplion informed us he released an updated version of his HAFM NH90 Helicopter addon on the BI forums.
Quote : This is my latest addon, the NH90 helicopter and it can be used as part of my HAFM mod as also as an individual (separate) addon (there are no other mod dependencies - not even of my mod).
This addon includes two variations of the NH90 Helicopter, one for transport only (can transport 14 soldiers plus 2 as crew) and another one armed, for transportation and support (two side doors miniguns and can transport 8 soldiers plus 4 as crew).
Also it is playable at NATO and AAF factions as well as in my Hellas faction (in both BLUFOR and IND sides). Each side has its own textures and the model has the hidden textures selection option for anyone want to add new textures (camo1, camo2, camo3, camo4).
It is Slingload ready with max 12000kg payload (I know is too much and has to be corrected at next update) and uses the default advance flight model values.
You will find it as modfolder ready, properly signed (also a server key is included) and with an extra .txt file with all classnames. Also note that the config is included in a seperate pbo, just to make easier any future changes.
Fixed the bug with cargo door which was not visible from cargo/gunners view in the armed NH90
Tweaking on helicopter flight characteristics and especially on the Y axis movement
The sling load max cargo load is enough to carry vehicles with weight as Ifrit or Hunter
Soronelite released the first version of his his =ARC= NATO Offensive Mods - Vehicles Packs on the Armaholic forums.
Please note the German Vehicle Pack requires the Vehicle Common Pack!
Quote : Here is the first official release of ours ARC vehicles packs. Its not much but this is still a little plus for our NATO Offensive mod.
Textures need a lot of work, but here is the first version. Thanks.
You can use them without any others mods if you use only empty vehicles, but if you want crew you need to use the propre units mods. (Ex : use the ARC GER_UP for the ARC German Vehicle Pack)
X39 informed us he released an updated version of his Medical System 2 on the BI forums.
The changelog is very long so if you want to see all changes in version 2.0 beta please refer to the downloadpage.
Quote : "X39s Medical System 2" (XMS2) is the sequel to the successful MedicalMod: "X39s Medical System 1" (XMedSys).
Its main focus is a more plausible medical system which is even more diverse than its predecessor!
Just like XMedSys, XMS2 will be highly configurable and modable using various script events, however, new to XMS2, you can configure it using simple to use functions to add new items or modifications you think would fit XMS2!
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
Added: Surface frictions for offroad
Added: Improved Midrange Texture
Added: Black Ops Vehicles
Added: Unit Insignia configs for Black Ops units
Added: Intro/Outro Scenes
Added: Arma 3 Lighting configs for some buildings/objects
Added: AIDoor1 (AIDoor2 etc etc) and AISpawnpos_0 added to all logical SMD buildings
Added: Project Name, Description, and clickable link updated in mod.cpp
Added: missions folder including preview mission with all custom units
Quote : KetsuSuite is KetsuCorp’s modder productivity tool which allowed their development to become a breeze for documentation and automation of repetitive tasks. This tool was written by Gavin N.Alvesteffer for KetsuCorp and the ArmA modding community.
KetsuSuite is planned to be expanded upon with more features which are aimed to mitigate the modding process for ArmA. Development began on February 24th, 2015.
Included in v1.0:
Readme (PDF); covering usage of the software.
Two modules: CfgSounds generator & Config Parser
With this tool I was able to add tons of sounds to a mission without having to mess around with configuring every single sound for many hours. I simply dragged and dropped the sounds to my mission folder, ran the KetsuSuite CfgSounds Generator on my mission, and ta-da, all my sounds were available to use in only a few clicks!
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