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FoxFort submitted an updated version of his FoxFort Camo Pack.

    Quote :
    This addon contains different camouflages with "FFCP" in prefix.
    They are available via Virtual Arsenal, Virtual Ammobox System and via it's own supply box.

    Changelog:
    • Added: CSAT uniform, Helmet and Harness with: Blue, EMR, Square (U,D,W) camouflage.
    • Added: AAF uniform, AAF helmet, Nato uniform, NATO helmets and Bonniehat with: Nomad camouflage.
    • Added: AAF uniform, AAF helmet and Bonniehat with: Blue and Type 07 camouflage.
    • Added: Tactical Vest in: CADPAT and Nomad camouflage.
    • Added: CSAT Russian armpatch/insignia - made by "graemetgd".
    • Improved: CSAT uniform with: Green, Khaki and Type 07 camouflage.
    • Fixed: Sample CSAT Khaki soldier had a wrong name.
    • Removed: CSAT Berezka uniform camouflage.


Written on 2016-06-22 by FoxFort

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x39 released an updated version of his ArmA-UI-Editor on the BI forums.

    Quote :
    The Future of UI-Editing in ArmA.

    Features:
    • Full support of all base UI Elements in ArmA (RscText, RscButton, ...)
    • AddIns:
      • Simple addition of new UI Elements & properties
      • New Styles
      • Translations
    • Syntax-Highlighting & Syntax Check
    • Live-View of the final layout (realized in XAML --> actual UI might look slightly different from the one in the UI-Editor)
    • Properties Panel to change most properties with ease (planned is to cover all properties ... but some controls are quite complex and documentation is ... large)
    • Loading of Ingame-UI-Editor saves
    • Saving & Loading of the UI-Config without a special format for the editor (everything is saved as class)
    • PreProcessor support
    • Basic SQF Handling for eg. X/Y/W/H fields
    • Generation of OpenDialog and CloseDialog functions for simple use (and to be able to assign events from inside of the UI-Editor)
    • Auto-Updater which will inform you about updates for AddIns and/or the tool itself
    • "Marketplace" for AddIns (actually just some special hosting page for them which will be connected to some UI inside of the tool)
    • Visual-Studio like Window Management
    • Grid-Snapping with custom grid size
    • Multi-Move/Resize
    • UI-Canvas zooming

    Changelog:
    • Added ZIndex panel
    • It is now possible to change the class name via property panel
    • Snap is now enabled per default
    • Updates now can be ignored
    • No more crash on crash log gathering


Written on 2016-06-22 by X39


IceBreakr released an updated version of his Island Panthera for Arma 3 on the BI forums.

    Quote :
    Name Panthera itself comes from Slovenian history of "black panther" crest. Map itself is based on the real height data of Slovenia's Northwest part in Europe - named Gorenjska Region.
    "Gora" in Slovenian means mountain and Gorenjska region (represented in Panthera) certainly lives up to its name being home to most of Slovenia’s biggest mountains, including the highest of them all – Triglav (three heads) standing at an impressive 2,865 metres. The Julian Alps and the beautiful Triglav National Park are the main features of the region – offering not just outstanding scenery, but a wealth of plant and animal life and an abundance of outdoor activities. It is also home to the unforgettable lakes Bled and Bohinj. It is almost impossible to decide which one you prefer – Serene Bohinj and its majestic mountain setting or fairytale Bled with its seventeenth century church on an island overlooked by a castle perched on a rocky outcrop.

    Changelog:
    • fixed skies & lighting that got wrecked with release of official patch 1.60+
    • lakes now visible via CUP Terrains, but still buggy with fog present
    • road and roadside object tweaks
    • dded runway and other lights to airports except Boriana (wip)
    • replaced ibr_rn.pbo addon with optimised ibr_pantheraobjects.pbo


Written on 2016-06-22 by IceBreakr

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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_Cache
    • New Function: Zen_DeleteTemplate
    • New Function: Zen_GetCachedUnits
    • New Function: Zen_GetTemplateObjects
    • New Function: Zen_IsCached
    • New Function: Zen_RemoveCache
    • New Function: Zen_RemoveTemplate
    • New Function: Zen_UnassignCache
    • New Function: Zen_UnCache
    • Fixed: Zen_CreateTemplate shifted the height of all objects if some had non-zero height above the terrain
    • Added: Zen_GetUnitLoadout and Zen_GiveLoadoutCustom handle vehicles
    • Removed: Zen_GiveLoadoutCargo
    • Improved: Zen_ConvertToGroupArray and Zen_ConvertToObjectArray check that their entire argument is not void
    • Improved: Zen_CreateTemplate returns identifiers used in its object-oriented data structure
    • Improved: Zen_CreateTemplate saves the damage to specific parts, fuel, inventory, and animation states of vehicles
    • Improved: Zen_FindBuildingPositions checks that its raycasts hit the building of interest
    • Improved: Zen_SpawnGroup gives a specific error message for exceeding 144 groups per side
    • Documentation: Added for Zen_Cache, Zen_DeleteTemplate, Zen_GetCachedUnits, Zen_GetTemplateObjects, Zen_IsCached, [*]Zen_RemoveCache, Zen_RemoveTemplate, Zen_UnassignCache, and Zen_UnCache
    • Documentation: Improved for Zen_FindBuildingPositions
    • Documentation: Updated for Zen_CreateTemplate, Zen_GetUnitLoadout, Zen_GiveLoadout, Zen_GiveLoadoutCargo, [*]Zen_GiveLoadoutCustom, and Zen_SpawnTemplate
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.60 stable commands


Written on 2016-06-21 by Zenophon


Taro8 released an updated version of his M2A6 Slammer Firepower Upgrade on the BI forums.

    Quote :
    I have created a little config mod with adds a new version of the M2A4 Slammer tank for BLUFOR. It's my first mod like that so not everything works perfectly, so if you have any suggestions how to fix, or improve, certain elements, feel free to weight in. It was done mostly to figure out how to properly edit the config files.

    NATO found the existing M2A1 firepower to be lacking. To fix this issue the "Firepower Upgrade Conversion Kit" has been developed for the M2A4 Slammer with was already upgraded with the TUSK (although M2A4 only had 105mm main gun). Along with the improved armor of the M2A4 variant, the additional firepower of the M2A6 is something to be respected. It can still carry troops as well, making it a unique jack-of-all-trades armored fighting vehicle.

    Changelog:
    • new additional zoom levels for commander and the gunner. The commander also gets a new extra wide zoom level
    • FLIR modes for commander and the gunner changed to black and white
    • commander's mortar: reload time increased to 6 seconds (from 1.8), artillery charge dropped to 50% (from 70%)
    • 20mm cannons got another slight buff to RoF (still slower then 20mm GMG)
    • reduced magazine number for 20mm cannons and 20mm GMG, removed 1 magazine each


Written on 2016-06-21 by Armaholic


Jeza informed us Zeealex released her FEMAL3 Standalone on the BI forums.




Written on 2016-06-21 by Zeealex


Jeza informed us Zeealex released an updated version of her Zee Identity Pack (previously known as FEMAL3) on the BI forums.

    Quote :
    Zee Identity Pack or IdentiZee for short, is the upgrade pack for FEMAL3, it aims to add a wider array of character identity types to Arma3 ranging from Male faces with different head shapes to female heads, compatible with headgear.
    Over time the identity pack will be refined and fleshed out to include more civilian clothing to both the male and female gender and add some swanky new military uniforms to the female side.

    Changelog:
    • Adds two new heads; Arnott and Tyler (restored from older version)
    • Improves visual quality slightly for new lighting
    • Maximizes compatibility with missions using older classnames
    • Allows face selection through Eden editor
    • Made Standalone version of FEMAL3 available


Written on 2016-06-21 by Zeealex


Schrottpage submitted his Tanoa Tidesystem.

    Quote :
    This small mod adds a realistic Tidesystem on Tanoa. The sea level is changing based on the time.
    It was originally scheduled for my own arma map but now I optimized it for Tanoa.

    I hope you enjoy it.



Written on 2016-06-20 by Schrottpage


Opteryx released the source files of his OPX2/Middle Eastern Style Structures on the BI forums.
This contains the source files, not any pbo's and is meant for content makers to use for their own projects!

    Quote :
    This pack contains all the source files of the OPX2/Middle Eastern Style Structures.

    I am regretably abandoning this project (at least for the foreseeable future), I feel like it became too much work and that turned the priority into quantity over quality so I'm not very happy with the results. These models are unfinished and really outdated in terms of quality and I would rather focus on making fewer, but higher detailed assets for Arma. It kinda sucks giving up on a project that I've worked on for some long. Some of these models even date back to Arma 1, so I figured it would be a waste to let all that work go to nothing and I have therefore uploaded all my OPX2 models open source here.

    You may edit and reuse these models as you see fit, I only ask that you credit me and that you do not recompile them as "opxbuildings2" or "opxmisc2" as I may republish these addons finished some time in the future.

    It's not great work, but maybe some of you will find these assets useful.



Written on 2016-06-20 by Opteryx


Igitur released an updated version of his High Command Converter addon on the BI forums.

    Quote :
    This addon enables a leader player to convert any unit or group of units into a controlable HC group. Conversely, any HC group under player's command can join the leader's group.
    The default High Command system has been modified to allow thoughtful plans and coordinated execution via the addition of a few new commands in the game's commanding menus.


    This version expands the definition of controllable arrays to Platoon and Company levels. A custom-made Chain of Command system has also been implemented to make the player able to command full arrays via their leader's group.

    Changelog:
    • Fixed : performance loss due to the new module generation system.
    • Fixed : the waypoints synchronization system wouldn't reload when resuming a saved mission.
    • Fixed : groups couldn't be switched back to the regular stances after a 'Copy my stance' order.
    • Added : Define Array As -> 2. Platoon - 3. Company. (HC Menu 1-8-(...)).
    • Defining up from the smallest (Squad) to the biggest (Company) makes the former follow the latter. Defining down from the biggest to the smallest frees the smaller group from following the bigger.
    • Added : Display -> 8. Platoon leaders - 9. Company leaders. (HC menu 6-0-(...)). The player's group is always considered a leader group.
    • Added : Chain of Command - > 1. Enable CoC for Subgroups - 2. Disable CoC for Subgroups.
    • The command is greyed out by default and becomes available as soon as at least one defined leader is selected. When enabled, the following orders can be passed from a leader to his subgroups :
      Stance / Copy my stance / Combat mode (RoE) / Behaviour / enableAttack / Speed / Slow Vehicles / Copy speed / Allow GetIn / Get in-out Assigned Veh / Cargo load or unload.



Written on 2016-06-20 by Igitur

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