Quote Boris Vacula : This mission is based on a simple "horde mode" style gameplay where you defend your base against a large amount of enemies in several attack waves.
It's designed for quick and short coop sessions where you get to the action right away without having to travel much.
Quiksilversubmitted an updated of his Soldier Tracker (Map and GPS Icons / Markers) script which he released on the BI forums
Quote : A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD.
Designed for scenario authors to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces.
Optimizations enabled by 1.48-introduced script commands.
Improved admin/debug/dev config option, to draw all units/vehicles/objects if desired.
Fixed: If you do not want incapacitated shown on the map/gps, their player icon is now invisible. Prior version, the icon would be purple.
Fixed: Related to the above re shown wounded, the Group hint card can allow/disallow indication of injured/incapacitated soldiers.
Tweaked: Hardened against script errors with more isNull checks.
Added: File for download separate from example mission
Quote : I made this template because I wanted a more western style town / city to make missions in, but don’t really know how to make islands myself, let alone have the time too.
It took me about a month to put this together slowly, and I did my best to make it as detailed as possible, though there still might be a few out of line sidewalks, or fences.
This works best as an infantry battle template, since A.I. driving can get stuck a lot.
I used just about every editor expansion I could find, and though I’m sure I covered them all in the requirements, I can’t promise I didn’t miss one.
I have a pretty high end PC and even I receive some lag when using the whole town and placing a lot of units in it, so I recommend that mission makers using this just use the parts they want and delete the rest as needed.
I made some really fun all infantry sector control missions with it, and I plan to work on some police vs. robbers stuff, as well as zombie survivor stuff… but its uses are pretty much limitless.
Everyone is more than welcome to edit, change, or expand this as they see fit.
Quote : An excellent script for small groups that don't have lots of players willing to play the role of Logistics.
This set of scripts allows players to pick up and later use 'Repair Kits' to repair and refuel vehicles in ArmA 3. Kits are assigned to the players UID so they are persistent between revives if that's your style of play. Once the action is selected from the vehicles action menu, "Service Vehicle", the player will enter an animation during which the vehicle is being serviced. After about 30 seconds the vehicle will be fully repaired and refueled.
Works in single player as well as multiplayer and dedicated server environment. By default the array of classnames that may take and use repair kits is limited to the engineers in the vanilla game.
DreamRebel informed us he released an updated version of his Retexture templates on the BI forums.
Quote : Recently I've made some templates to make it easier to create retextures.
With these templates you'll be able to maintain a certain quality standard and save a lot off time.
I hope everyone will enjoy them.
Templates ready: A-143 Buzzard, CH-49 Mohawk, MBT-52 Kuma, PO-30 Orca, Zamak.
The F-15/C Eagle template is ready but there is a problem with the Hiddentextures config at this moment.
Goonsubmitted his Generic Snowstorm Particles script.
Quote : This is generic snow effect for Arma 3. This sqf script can be used to help simulate snowy conditions by creating particles and post processing effects.
Sample mission included. Sounds not included.
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