Goticwar released an updated version of his Japan units on the Armaholic forums.
Quote : The "Japan Units" mod ( by Goticwar) aims to add japan contents on BLUFOR side of Arma 3. More precisely, the mod add new units and vehicles.
From a technical standpoint, units and vehicles that use 3D models of the game Vanilla with new HD textures.
You must keep in mind that it is only re- texturing , so that some units will use clothes and gear that are not used IRL.
New add tanks to Zeus
New Adding image of soldiers and vehicles in the mission editor to make the difference in camos
New Machine gunner of weapons they were replaced
New Correction texture bug on the truck tempest
New Soldier name change for easier access, and make the difference of camos
Jones.S released an updated version of his CANS addon on the BI forums.
Quote : I would like to introduce a quick mod I Made.
Basic Premise is I wanted something for civilians to throw at convoys or players. The basic AI runaway and no interaction made arma3 feel empty when walking into towns, I wanted to create a sence of hostitaly towards militay types for being in these peoples towns.
Warning this is a very basic WIP test.
TeTeTsubmitted an updated version of the USS Nimitz which he ported to Arma 3 with permission from JDog who originally released the USS Nimitz for Arma 2.
The example missions can be downloaded from the USS Nimitz downloadpage seperatly.
Quote TeTeT : This is the 0.95 final release. It took us a little bit longer than anticipated and we hope you will like the result. The focus of this update are clearly ambient objects within and on the flightdeck of the carrier. The core functionality stayed the same, the SQF functions upgrade had to be postponed to a later date.
There are now different objects available to equip the carrier: air defenses, bunk beds, lockers, medical station, briefing chair and screen, pipes, nautical bridge, a fuel pipe and Tilly crash crane. Kudos for these new objects go to Megadeth, TheSn4k3 and two contracted modellers from cgtrader. Also the remainder of the hangar was textured by Odyseus, who also gave us the option for a new entrance to the weapons elevator from hangar level. Unfortunately the scripts for the elevator are not able to use this yet. And another thanks to hcpookie for giving his expertise to the sea sparrow launcher.
Further the Eden editor is better utilised now, some attributes and a Tools -> Nimitz entry is available now for populating the carrier. We also got some contributors for sample missions: Arrhythmix created a sample respawn mission for a helicopter and plane that you can blow up and they will automatically respawn on the flightdeck; Mr Jacky created an ambient mission showcasing a lot of the new equipment; Moose provided a mission with a lot of ambiance when launching aircraft.
As the addition of paid-for models was for us quite a novelty, we ask for donations now to further source models. On our wishlist are a radar station / CIC room, airboss room, fire fighting carrier car and better lowest deck interiour rooms. The donation button can be found at http://tetet.de/arma...itz/donate.html
The full changelog since start of July is available on the downloadpage.
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
New Function: Zen_SpawnFlare
Fixed: Zen_ArrayFilterCondition argument check did not allow the first argument to not be an array
Fixed: Zen_ArrayInsertSlice argument check did not allow the first argument to not be an array
Fixed: Zen_CreateTemplate now correctly saves templates that are not on the ground
Fixed: Zen_IsCached gave the wrong default value when given an invalid identifier
Fixed: Zen_MoveAsSet shifted the set of objects to the height of the given position
Fixed: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderHelicopterLand, Zen_OrderInfantryMove, Zen_OrderInfantryPatrol, Zen_OrderVehicleMove, and Zen_OrderVehiclePatrol now give duplicate move and addWaypoints commands as a failsafe
Fixed: Zen_OrderVehicleDrop argument check now enforces the format of its second parameter
Added: Zen_ArrayFilterCondition parameter to filter nested arrays
Added: Zen_CreateControl property Angle
Added: Framework macros ZEN_FMW_Loadout_BasicInfantryPreset and ZEN_FMW_Loadout_HeavyInfantryPreset
Added: Zen_OrderVehicleDrop argument to delete the aircraft after making the drop
Added: Zen_UnCache can add units to a cache identifier
Added: Zen_InvokeTask, Zen_InvokeTaskBriefing, and Zen_UpdateTask parameters for task icon type
Improved: Zen_AreInArea, Zen_AreNotInArea, Zen_CreateTemplate, Zen_FindGroundPosition, Zen_IsForestArea, and Zen_IsWaterArea optimized using the new inArea command
EricJ released an updated version of ADuke's Kiowa OH-58 on the BI forums.
Quote : This is an early alpha version of the ADuke's Kiowa OH-58.
Due to the extenuating circumstances and at least this aircraft can fly and do basic recon work (MMS works perfectly) I figured that at least an Alpha can be released, much as I personally dislike alphas. It should be noted that this is ADuke's (ADuke823 on the BI Forums) original work, and he farmed it to me to get it released into the public hands. Note it is uploaded "As is" for now.
Replaced A2 textures with the Ghost Hawk textures for window geometries
Profcupcake released his Dead Simple Tracker Markers Script on the BI forums.
Quote : This script provides an easy solution to tracking units via regularly (but not necessarily often) updating markers.
The markers are in the form of a dot, with a trailing line. The line extends from the mark's position at the previous update to the current position. This gives you a way to see the distance that has been travelled between marker updates and thus get an idea of the speed your target is moving.
The markers will be automatically corrected to account for respawns, however they will not remove themselves from units that have died - you'll have to do that yourself if you want that to happen.
The markers are entirely local to whichever machine you run the scripts on. Bear this in mind when setting them up.
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