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.
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
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_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
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
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.
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
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.
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
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.
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.
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.
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