-=XTRA=-Larsiano released his Vermont U.S. Law Enforcement Mod on the Armaholic forums.
Quote : Here you have the Colchester Vermont Police + K9 units & State troopers for Arma2. I'm releasing this mod as a final version as I am not working on this anymore and do not plan to in the future. If you would like to make changes etc or have bugs to report I can see what we can work out. But I wanted to share this mod with all the police game fans out there.
It contains 24 units and over 40 cars.
OzDeaDMeaT released an updated version of his Set Arsenal Script on the Armaholic forums.
Quote : This is a script to help people to quickly set the weaponry available in the new awesome BIS Arsenal interface. The script has 6 levels for WEST, EAST, GUER. There is also a universal level setting that will unlock weapons of all 3 sides.
Arma3 1.26 compatible release
Code modification: Changed Arsenal call method to be compatible with new Arma 3 1.26 calling method.
Added Hack / Capture / Disable functionality to all Arsenal Crates.
mindstorm released in the BI forums un updated version of this mission pack featuring his Dynamics race script.
- Added random start time of day
- Added random start weather
- Added new mission params for weather, time of day, smoke screen amount, timetofinish, robber speed & distance limit and can shoot backwards
- More detailed descriptions of racemodes
- Start info for drivers about reset
- Start info for gunners about disabled guns
- Fixed commander MP param sync causing less commander actions to display for clients
- Fixed smokescreen not working
- Fixed police siren not working
Jeza informed us Fullerpj released a new version of the United States Air Force addon on the BI forums.
Quote : Welcome to the USAF mod. Ive played arma for awhile now but this is my first ever mod to the community. Little bit about myself i am prior Air Force Security forces Staff Sergeant(E-5) ive had my fair share of both of the wars majority in Iraq. I love to play military related games as an outlet but that's about it. For this mod i and my good friends have attempted to recreate some of the main assets of the USAF I hope you like what we have done for you the community members..I am very open to criticism but dont let it be crazy outright attacking criticism..I bite back This mod will be in a staged Alpha with more aircraft coming as we get closer to beta and Final release
CV-22 Osprey Added
RQ-4A Global Hawk Added
MQ-9 Reaper Added
HH-60G Pavehawk Added
USAF Special Operations added
AC-130U Gun animations added
USAF Weapons Pack Added
AC-130U Script warping fixed
KC135 Not rolling down runway due to BI update Fixed
alarm9k has submitted an updated version of his Smarter tanks script.
Quote alarm9k : Have you ever been irritated by the far from optimal AI controlling the tank and being destroyed by one RPG shot in the rear? Only because it didn't bother to rotate the hull to that AT soldier? Or because it was firing at a harmless rifleman instead of taking care of enemy APC? Well, this script is for you.
'Smart' behaviour activates if the vehicle has a driver, the driver's combat mode is either STEALTH, AWARE or COMBAT and the vehicle is either in Ready or Moving state. The script makes the vehicle to check its known targets every 5 seconds in 2000 meters radius, assess the treat and:
Fire at the most dangerous target it range.
If the vehicle is a tracked vehicle (tank, tracked APC etc) then rotate the hull to face the most dangerous target.
If the threat is too high (for example an AT soldier at a close range) and the vehicle was moving then stop immediately and 1&2 (fire and rotate). If immediate threat is eliminated then proceed with previous move order.
Fixed: doesn't require human player in faction any more for the script to work.
Tansvaniosubmitted an updated version of his Portuguese Armed Forces mod.
Quote : Once again, I am posting the newest version of the Portuguese Armed Forces [PAF] addon for Arma 3, in this new version you will find a new tranposrt helicopter, the EH-101 Merlin. You will also find a new troop branch, the portuguese marines, a.k.a "Fuzileiros". Wich means that this addon is now fully prepared to support aerial and waterbourne type missions.
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.
[ANIM SPEED] Reduced head bobbing for lowered rifle walk.
[FOG 1.22, HOUSELIGHTS 1.09, HUD 1.37, LOS 1.12] Fixed errors related to initialising of sun angle checking.
Tortuosit released an updated version of his Dynamic weather script on the BI forums.
Quote : The script creates dynamic weather, is heavily configurable, has starting presets, weather trends and min/max values. Standard behaviour is that script lets weather cycle between min and max values. But you can also pin the weather at a specific level with the "constant" trend.
- Presets are respecting min/max values.
- Rain min/max is not available, as rain control is usually taken over by ArmA.
- Generally, fog levels are more likely to be low.
Weather changes / trend changes are executed every 20 minutes with no brute force, i.e. no abrupt changes and no cpu spikes (except at startup). After all, especially cloud/overcast change is slow in ArmA.
Script is for SP usage, I have no clue about MP. The script is derived from a script of forum user Meatball.
(Addon version) Persistent info display (toggable, see 0-8-1-1), more info.
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