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TECAK released the first public version of Voice informer for planes by him and Blender on the BI forums.
This adds the Voice informer for the REDFOR aircraft To-199, A-143 (RI-65B) and BLUEFOR A-164 (VI).



Written on 2014-10-19 by Foxhound

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|TG| Will released an updated version of his Anvil Mission Editor and Framework on the BI forums.
On our downloadpage linked below you can also find a version with the Altis and Stratis maps bundled.

    Quote :
    This version is the last "Alpha" version and should represent the finalised mission data structure. Version 5.4 introduces a new "Windows 8" look and feel, as well as a lot of new editor features including a dialog for specifying your own included scripts and a briefing editor. It also includes a new approach to bundled scripts, key objective victories, random objective order mode, improved mission validity checks and some other UI improvements.

    In addition a new sample mission was released - "Angel Fire" - which is the prologue to the campaign on Altis and demonstrates the "random objective mode" across the entire map of Stratis.

    A key change in this version is that "included script" folders are no longer included with Anvil. When exporting, if Anvil detects that an included script is missing, it will prompt you to open up the download page in a web browser. It will also open the folder where you should extract the included scripts.

    Changelog:
    • Fixed: Incorrect reporting of version number in update checker where new framework version has breaking changes
    • Fixed: Error on startup with no maps in folder AND first time loaded


Written on 2014-10-19 by mecharius


Drill released his Map advanced markers addon on the BI forums.

    Quote :
    After publication of "Sweet markers system" by swatSTEAM, I decided to publish my old markers system too.

    This addon provides enhancements for the ArmA markers system.
    Main advantages are:
    • Markers type/color are stored between inserting - no need to set it every time new marker is placed.
    • Added new "marker" type in form of jugged lines.
    • Ability to assign hotkeys for marker type and color change, hotkey to send marker to particular channel (through userconfig).
    • Ability to show/hide channel and creator of existing markers.


Written on 2014-10-19 by Drill

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Bracer released an updated version of the Arma 3 version of his Minihattan Island addon on the Armaholic forums.
This is an early wip version of the Minihattan Island which contains different custom buildings and contains many bugs!

    Quote bracer :
    Now it's finally time to release the update, Minihattan v0.5!
    Expect plenty of bugs and unfinished stuff, but it's well on the way to reach an acceptable status!

    I release now because I reached a milestone, and the next one is quite far away.
    What's most important is that I almost reached 30 unique buildings, which can be combined and create a large amount of variations.
    This means that with some work it will not look like it's repeating.

    What will be worked on from now is interiors of the buildings, which means both graphically and AI-paths.
    And the big part will be working on a proper terrain, making proper alleys, parks, different districts and so on.


    Changelog:
    • Plenty of new buildings
    • Greatly improved visuals
    • Changed the sidewalks
    • New reflections from the windows
    • Reduced the amount of the ugly buildings
    • Better config files
    • Optimized some buildings and their geoLods
    • Added a hidden experimental bonus...


Written on 2014-10-19 by bracer


TheCourierVX submitted his CSF Pack which contains Canadian Based Troops Units.
These units are based on actual equipment used by the Canadian Armed Forces.



Written on 2014-10-19 by TheCourierVX


J.Shock submitted an updated version of his Simple Mortar Script.

    Quote :
    This script allows for a marker to be placed on the map based on a defined radius bombard an area with HE or Smoke mortar rounds. This is perfect for those bombardment situations without the need to deal with those pesky AI mortar gunners.

    Changelog:
    • Code optimization and organization


Written on 2014-10-19 by JShock


Slatts released an updated version of his U.N Peacekeeping Gear addon on the BI forums.

    Quote :
    U.N Peacekeeping Gear Version 1 contains 3 pieces of soldier equipment in U.N Blue. A plate carrier, helmet and beret.
    Originally made as part of the Irish Armed Forces mod. I decided to release this separate to allow mission and addon makers quickly and easily replicate U.N peacekeeping forces for their nation of choice.

    Changelog:
    • Darkened the textures so they won't be as bright.


Written on 2014-10-19 by Slatts


Iceman77 informed us he released an updated version of his Vehicle System script, a light weight vehicle creating dialog, on the BI forums.

    Quote :
    A clean cut UI that allows you to create vehicles.
    Users can adjust vehicle type creation time
    Users can adjust which side's vehicles will be displayed. e.g.; The player's side only. Or west, or east, or independent, or... any combination of sides.
    Option to create manned vehicles
    Option to create vehicles already flying
    Option to move the player into the first available position upon creation ( driver, crew, cargo etc etc)

    Changelog:
    • Users can now define which side's vehicles can be displayed.
    • Changed the position (method) for vehicle spawn. Now relative to the object the action is assigned to rather than the player.
    • Localized text for all languages via stringtable.xml.
    • Added comments to everything so advanced users can easily navigate the blocks of code in any .sqf file.
    • Added the missing VSYS_DELAY_SUPPORT variable to fn_varsInit.sqf.
    • Added "flying" option to spawn the aircraft flying. Auto defaults to ground spawn if tried with ground vehicles.
    • Added "GetIn" option to allow the player to automatically be moved into the vehicle's first available position, upon creation.
    • Optimized code a bit with control macros.
    • Text should now be scaling dynamically(?)
    • Tweaked UI colors.


Written on 2014-10-19 by Iceman77


Jigsor released in the BI forums an update for his custom version of the traditional Insurgency mission.

Changes:
  • Added Fallujah mod variants
  • Added: Opfor players can deploy MHQ truck which will set CSAT ammo, weapons and support boxes at OpforMHQ location.
  • Added new Convoy mission.
  • Summary: Blufor must destroy all 4 support vehicles and their crew.
  • Added modified BIS_fnc_taskPatrol "Veh_taskPatrol_mod" function code by Demonized to fix some vehicle bugs not moving when speed or beheaviour was not defined for each waypoint.
  • Added based protection to Blufor bases. Opfor players have 10 seconds to leave the zone or will be killed.
  • Added loby parameter to dissable environmental effects (ambient life + sound) for minor performance increase.
  • Added function to set array of markers to alpha 0 for those created/moved by opposing side.
  • Fixed: Respawn and spectate button moved down away from screen edge. Should resolve issue for laptop users who can't see the buttons.
  • Fixed: Starting time parameter now working with both weather scripts.
  • Fixed: Buttons and dialog text on Halo interface
  • Change: Merged all OpenMe.sqf variant scripts from EOS to one file in effort to reduce mission and add easier modding flexibility.
  • Change: Faster scripts handling factions and classes
  • Change: Suicide bomber target tracking to realtime tracking.
  • Change: Doubled number of maximum foot civilians spawned. Previous max number equivilant can be achieved by setting foot civilian probability lobby parameter to 50%.
  • Change: Streamlined Opfor player default loadout script.
  • Change: TK punishment time increased to 60 seconds. Added sound fx.(needs testing)
  • Change: minor script optimization in handling of moded/unmoded factions and classnames.
  • Improved: Less intel and ammo cache stuck in floors and walls of buildings.
  • Fixed: intel and ammo cache stuck in floors and walls of buildings
  • Added remove_charge function code by Iceman77. Removes mine base from Ammo cache object.
  • Added ammo cache Bo_Air_LGB explosion effect from original Insurgency by Pogoman & Fireball & Kol9yN.
  • Changed: spectate camera stutter removed



Written on 2014-10-19 by Jigsor


EricJ released an updated version of his A-164 Wipeout Skin Mod on the BI forums.

    Quote :
    Aircraft:
    - Plane_CAS_USAF_01 (A-164 Wipeout [MDARNG])
    - Plane_CAS_USAF_02 (A-164 Wipeout [USAF])

    Original base texture from BIS, with edits to represent the actual colors of the A-10 (of which the Wipeout is obviously modeled on) and features one representing the 104th FS, Maryland Air National Guard, 2035, from Baltimore, Maryland. The [USAF] one is a more “generic” scheme in case you don’t like the MDARNG version.

    Changelog:
    • Added Master Arm System (courtesy of John_Spartan)
    • Added more detail to both skins, and tweaked other details as well.
    • Requires 1.32 (to solve the texture mapping error recently found)


Written on 2014-10-18 by Foxhound

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