STAF|Moony released an updated version of his ATLAS LHD Template on the BI forums.
Quote : This is a Simple Template for the ATLAS LHD Mod by J0nes.
I know that Sup3r6F0ur already made a Template (Thanks for that) but I found out that some marker are not accurate enough to work with them. So I made my own markers and also provide some helper marker to show which hight each level of the has (approximately)
In addition I provide a simple way (without much scripting or any mod) to allow player respawn on the LHD.
Even though Vehicles (in the Hanger) Respawn fine, I couldn't find a way to enable Vehicle Respawn for Helicopter.
MrHuachuca released his Mobile HQ script on the BI forums.
Quote : This is a very basic script that allows you to teleport to a mobile HQ from your Base's HQ. The mobile HQ can be transported around and if you ever wanted to useful for an F.O.B building scenario as you can simpily add any SATCOM, R3F Factory, etc script to the Mobile HQ. The mobile HQ ( I ) reccommend to be set to a HEMMT but it can be set to any vehicle you want even an Jet! (though you wont be able to TPA to the jet unless it was empty).
This script allows you to teleport to a mobile HQ from an HQ point (mostly which would be base). The script allows you to also access the creation factory which allows you to simpily create FOB's or Cop's.
19thCypeRevenge released a fixed version of his Lost Island Pack on the BI forums.
When you have already downloaded version 1.0 please just download the small patch which is available at the bottom of the downloadpage.
Quote : LostIsland is a fictional Island which is located in the Gulf of Finland near the Russian border.
Island Measures a span of ~8km x ~8km
Terrain 10 x 10km
Height is between -20 to 877mt. with a lot of elevation changes
About 200.000 Objects placed around the Island.
The Island is based on 1024px grid size with 10mt. of cell size and a 20480px of sat and mask image!
80% of the Objects what you can find on the island are from A2, created with the Mlods from Bis.
All my Objects are placeable in the Editor or with Neo´s MapBuilder.
IanSky released an updated version of his Scope Mod A3 on the BI forums.
Quote IanSky : It's here, you've all been waiting for it and now you can strap your new found optics to your weapon of choice!
It has been a long time coming but I hope the content speaks for itself, a great deal of time has gone into making these and I'd like to thank everyone involved with the project.
So now that my ceremonial speech is over, let's get down to business.
So after hitching a ride to hell and slaving endlessly in the polygon dungeon I've emerged, or rather I should say we've emerged with a small hotfix which for me makes a big difference.
You'll now find the Elcan has the latest collimator effect and a proper 3D view with absolutely no tunneling. This gives you a wider view and a more pleasant viewing experience, enjoy!
We've also updated the T1 model which now has as-well, a minimized tunnel that correlates better in relation to the real world examples.
Oh and we added the missing knob on the C-More, sorry about that!
Genesis92x released an updated version of his VCOM AI Driving Mod, available in both an addon as well as a script version, on the BI forums.
Quote : I made some driving improvements in my VCOM AI mod - however I thought (and others) that it would be nice to just have the AI driving enhancements without any other strings attached.
This mod simply executes an FSM on all AI and checks if they are drivers or not. If they are actively driving a vehicle they will check for objects/buildings that may get in their way while driving.
I could type a lot more. But I thought I'd let the video speak for the mod instead.
Improved AI handling of bridges
Improved AI handling of gates - It is still default AI behavior to attempt to go around gates, but it should be easier now.
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 .
Combatetaticosubmitted the SquadSync Client and Server tool which he also released on the BI forums.
Quote : SquadSync Server/Client are applications developed by CCT (Comunidade de Combate Tático) to manage dedicated servers for Arma 3 as well as the user version of your ArmA 3. (It also works with ArmA 2.
It is the most time saver app of all time for your ArmA 3 Community.
It basically works like this:
You put the IP of the server you want to be synced with, everytime it updates you will get a message, click on
Update and you're in Sync with your community/clan's server until there is another one.
Then you just press launch ArmA to connect automatically to the Server(with password) and you're ready to Get Some
Extremely friendly User interface
Choose automatically only the mods you're gonna use for your campaing or mission, no need to nitpick which mods you're gonna need your server does that for you, just Choose the presets your Clan is using that night. What more do you want?
ArmA 2 and 3 support
MP and SP compatible
Easy connection to multiple Servers
Be in sync with your server all the time, your SquadSync will download your mods for you through
the arsenal and everyime there is an update, you will get the message when you launch it.
Corvobroksubmitted an updated version of his Proximity Zombies Spawner script.
Quote Corvobrok : This script will spawn zombies near player/s with own IA and sounds.
This script give you two possibilities:
- Spawn zombies everywhere (lot near cities, a few out from them)
- Spawn zombies only near selected markers.
Quote: Tactical Battlefield (TacBF) is in continual development for improvements, along with regular mod and mission updates.
Visit www.tacbf.com/forums forums for more information and to join the discussion.
Good news. A v3.13.1 hot-fix update has been completed and is now available for download by the usual methods.
This release was severely delayed due to many, many technical problems, plus a crashed hard drive.
It is hoped that this release brings TacBF back to a stable release.
The "optimisation changes" are due in the next release (or 1-2 months, whichever is longer).
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