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Teeha released his GPNVG-18 Panoramic Night Vision Goggles addon on the BI forums.

    Quote :
    L3-GPNVG18 Night Vision Goggles are specialized to give their operator a wider Field of View by extending the the number of image intensifier tubes from two to four.
    This extended FOV will give any unit operating at night a significant advantage working in tight environments such as buildings or cockpits.

    Due to the advanced look of the goggles they would be perfect for any SOF kit you plan on making!

    Features:
    • TAN L3-GPNVG18's
    • TAN L3-GPNVG18's W/ Battery Pack
    • BLK L3-GPNVG18's
    • BLK L3-GPNVG18's W/ Battery Pack
    • Custom wrap around headstrap


Written on 2014-08-31 by TAW_Teeha

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LAxemann released his L_Twitch addon on the BI forums.

    Quote :
    "Twitch" let's you (surprise!) "twitch" (slight camShake) when someone fires nearby.
    It's based on the same idea as ExShake: Making very simple, small mods that try to increase the player's immersion.

    Features:
    • Twitching when someone/something fires nearby
    • The intensity is based on the fired weapon's caliber aswell as the distance to the shooter
    • Larger calibers (some HMGs, autocannons, 120mm cannons etc.) will cause a _slight_ blur when standing very close to the shooting weapon system
    • An userconfig to disable the addOn


Written on 2014-08-31 by LAxemann


Bux578 released an updated version of his open source tabler - Arma 3 Translation Helper on the BI forums.

Changes:
  • Columns can now be copied (useful when doing translations of e.g. names that are similar in every language)
  • Proper handling of duplicate entries


Written on 2014-08-31 by bux578

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Burnes15th released the first alpha version of the AAV-7A1 on the BI forums.

    Quote :
    This AAV is a port of the AAV-7A1 by WO Aaron(15th MEU(SOC) with additional features added by Burnes15th.

    This is an initial release and as such may contain bugs or incomplete features. The AAV is currently NOT amphibious. We are working on ways to overcome this but so fat while some do *work* they are by no means user friendly.

    Just want to stress that this is an Initial release. These aavs are NOT Amphibious at present. I'm looking into workarounds and have one that works in a functional sense but is not pretty or user friendly (its fine for going forward and stopping but turning looks AWFUL with it) so further development is needed.

    Also at present you cannot load them in with crew you must have them empty or assign crew using moveindriver/assignasdriver etc. This will be resolved in the next version.



Written on 2014-08-31 by Burnes15th


EricJ informed us he released an updated version of his Weapons Pack containing different weapons on the BI forums.

    Quote EricJ :
    This adds different weapons, magazines and items to your Arma 3.

    Changelog:
    • Added BIS Trijicon SRS model using RH values (300m fixed zero)
    • Tweaked the L85A2 to match its real life counterpart
    • Added the so far "beta" AK-47 Tactical to the mix
    • Fixed some other issues that I missed before.
    • Adjusted position of the M249 to make it look better when held in virtual hands.
    • Condensed some configs to organize things better.
    • C-Mag IARs and SCAR LSW can accept thirty-round magazines for resupply issues. As mentioned before the 30-round models will not accept C-mags to prevent server admins accidentally banning individuals due to inability to script 3D magazine when loaded.
    • Updated model.cfg so it stops spamming the .rpt files.
    • Added M576 40mm Buckshot round for the EGLM and grenade launcher equipped weapons.
    • Fixed zero on M8 Carbine (PMC)
    • Added M68 CCO (300m fixed zero)
    • Removal of optional RH config due to ammunition performance. Once Spartan0536 gets them to RH the config will be back.
    • Lightened the textures of the black IARs, HK416 10-inch barrel, and the HK417s.


Written on 2014-08-31 by Foxhound


Phantom (AKA SIG) has submitted this survival horror cooperative mission for Arma 3.

    Quote Phantom (AKA SIG) :
    Two US Navy SEALs are sent into a hideous biohazard war zone to kill a rebel leader who has shot down a US cargo plane carrying a cure. The SEALs mission is to kill Sgt Slaughter rebel leader commanding local gang members in the area, destroy an anti air vehicle and secure high value package that contains the cure.

    This is very big project that sometimes need small tweaks to make it close to perfect, this is a small update I made to the enemy AI now it's perfect and I don't think anymore tweaks will be needed.



Written on 2014-08-31 by phantom3013


Tpw released an updated version of his TPW MODS on the BI forums.
TPW MODS consists of a number of independently configurable mods.
With this update it is important that you update the tpw_mods.hpp.

    Quote tpw :
    In the months since Arma 3 alpha was released I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS.


    This update continues with a few more performance optimisations, bug fixes, and 2 new features:

    Those of you who follow this thread will know that the inimitable Das Attorney has helped to revive the suppression shell concept for TPW EBS, with a new shell that overcomes nearly all of the shortcomings of my previous implementation. This means that suppression is now determined using the optimised low level collision routines of the Arma engine rather than through per frame bullet centric scripting. I have reimplemented this into EBS so that users may chose between the bullet centric (default) or Das's shell based suppression. He is continuing to refine the concept and I will introduce any changes. In the mean time, any feedback would be greatly appreciated.

    Secondly, I have introduced a heartrate (BPM) monitor into the health indicator of TPW HUD. A player's BPM will increase in response to both fatigue, and injury. The player will start with a resting BPM of 55-65. This will rise up to 100+ once audible puffing breathing kicks in. A BPM of 180+ corresponds to the players being forced to slow down from fatigue. BPM will max out at 4x the resting BPM. BPM will basically give a player some rough feedback on their fatigue status and ability to move quickly if required. If your BPM is 170 it's probably best not to chance a dash across 100m of open ground under fire.

    Changelog:
    • [ANIM SPEED] Tactical jog speed adjustable, reduced head bobbing for rifle run.
    • [HUD 1.39] HUD NV brightness keys only active when NV is active.
      [SKIRMISH 1.17] Camera shake from distant explosions called by skirmishing squads.
      [CARS 1.38, PARK 1.10] Added support for RDS Civilian vehicles.
      [BOATS 1.28, CARS 1.38, CIVS 1.39, CORE 1.06] Added support for RDS civilians - if user has RDS civ pack installed then they will be used on European maps.



Written on 2014-08-30 by tpw


Capttyco released an updated version of his USMC Reskins on the BI forums.

    Quote :
    This is a simple reskin package I have made up for use over on the SimHQ server and I just thought I would share it over here. The pack includes reskins in both desert and woodland marpat as well as a reskin for the Marshall, which I have renamed the MPC-25 Havoc. I have included default loadouts balanced for a good mix of realism and gameplay. Time permitting I will be updating this pack with new classes and units.

    Changelog:
    • Units are now Zeus compatible


Written on 2014-08-30 by capttyco


ludawan released 2 new videos on the Armaholic forums of the progress he has made with his new terrain for Arma 3, Gorod Island.


You can find more information and leave your feedback in the Gorod Island WIP topic.


Written on 2014-08-30 by ludawan


Kju released an updated version of the All in Arma High Quality pack (AiA HQ) project on the BI forums.

    Quote :
    It is a fancy name for a pack of replacements addons to be used in combination with All in Arma.
    It includes infantry, vehicle and weapon model as well as sound replacements.
    More information can be found in the release thread.



Written on 2014-08-30 by kju

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