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Degmancro released his Croatian Military Mod on the BI forums.

    Quote :
    Designed for authentic gameplay and built upon the improved CROAF elements, the mod delivers Croatian military uniforms, equipment and gear into Real Virtuality 4 engine.

    Features:
    • Low weight:
        - No need to download huge dependency packs
        - No vehicles, weapons or replacement items (to avoid having duplicates when used with other mods)
    • Made with Quality:
        - Real world Croatian military patterns in high definition were in use to create the reallistic looking textures
    • Content:
        - Woodland, Desert, Special Forces and Navy designs


Written on 2016-04-10 by DegmanCRO

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Jw informed us he released an updated version of his Dutch MARSOF Units on the Armaholic forums.

    Quote jw :
    Netherlands Special Operations Forces for ARMA 3
    Air, Land and Sea vehicles, Characters, Weapons and Equipment.

    This ads the Dutch MARSOF units modification to your Arma 3 installation.
    This package contains MARSOF units in neopren coveralls, also in M81 and DCU clothing.
    Also weapons, equipment, land, sea and air vehicles are included in this modification.

    All .pbo's can be used seperate from eachother.
    If u want to run it on a server for example u can load only "MARSOF_NL.pbo" for the vehicles and ammo boxes
    You can choose wich units u want to use! Any of the included rar files can be used standalone. Or simply use all files.

    Changelog:
    • Added : SH-14D ACE3 Fastrope compatibility,
    • Added : CH-47F ACE3 Fastrope Compatibility,
    • Added : CH-47F ACE3 Cargospace Compatibility,
    • Added : C-130 ACE3 Cargospace Compatibility,
    • Added : CH-47F Roadway Lod (walkable hull) not in flight,
    • Added : CH-47F "Gray" (new paint scheme),
    • Added : CH-47F Window Whiper on middle window,
    • Added : C-130 Hercules,
    • Added : LandRover (GS),
    • Added : LandRover (WIMIK),
    • Fixed : SH-14D Weight decreased,
    • Fixed : CH-47F Weight increased,
    • Fixed : CH-47F Altimeter,
    • Fixed : CH-47F Ramp (hight difference when ramp was open),
    • Fixed : CH-47F Ramp "ServoSound" synchronized with ramp speed,
    • Fixed : CH-47F rotorblur color Correction,
    • Fixed : CH-47F and SH-14D External textures,
    • Fixed : CH-47F and SH-14D SMDI layers (slight color differences),
    • Fixed : CH-47F SlingLoad Weight distribution,
    • Fixed : CH-47F Co-pilot more privileges (Pilot Controls),
    • Removed : Infantry (Opfor Models),
    • Changed : Mountain Leaders to Infantry,
    • Changed : CH-47F Increased Fording depth,
    • Changed : CH-47F RotorBlades texture,
    • Changed : SH-14D Sound Startup sequence,
    • Changed : SH-14D Sound Engine "Pitch" decreased (no more wasp on steroids),
    • Changed : All Vehicles (UN paint schemes) Latest color scheme (Mali Mission ?),
    • Changed : Mountainleaders uniform national flag size reduced + relocated,
    • Changed : Infantry Names random (Dutch Names),
    • Changed : Mountainleaders uniform Camouflage (increased exposure),
    • Changed : Fennek Vehicle woodland Retextured,
    • Changed : M81/DCU Backpacks and helmet Camo sizes equalized.


Written on 2016-04-10 by jw


Bp.sushi released an updated version of his Sushi Breach Script on the Armaholic forums.

    Quote :
    Another small script that I would like to share.
    My friend show me graeat work of LuzifR (Breaching Script) and asked me why I did not released my breach script yet. So, here it is. Script was written some time ago and its provided "as it is", but (at the moment i write this) its 100% working and dedicated server compatible.

    Script for locking and breaching doors. Players can use shotguns, expplosives or simply pick a lock. Working on A3 buildings, JBAD and most of AiA TP doors.
    This script is inspired by great Jarhead script and I use little part of his code to place explosives on doors and stun AI. All credits for this part of code should go to him.

    Changelog:
    • Added more door name support by default
    • Added new param: customDoorAnim - for defining custom door anim related to custom door names
    • Reduced delay when door are breaching by explosive


Written on 2016-04-10 by bp.sushi

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Firewill released an updated version of his F-15 Eagle Series Standalone addon on the BI forums.

    Quote :
    The McDonnell Douglas (now Boeing) F-15 Eagle is an American twin-engine, all-weather tactical fighter designed by McDonnell Douglas to gain and maintain air supremacy in aerial combat. It is among the most successful modern fighters, with over 100 victories and no losses in aerial combat with the majority of the kills by the Israel Air Force. Following reviews of proposals, the United States Air Force selected McDonnell Douglas' design in 1967 to meet the service's need for a dedicated air superiority fighter. The Eagle first flew in July 1972, and entered service in 1976.

    The Eagle has since been exported to Israel, Japan, and Saudi Arabia, among other nations. The F-15 was originally envisioned as a pure air superiority aircraft. Its design included a secondary ground-attack capability that was largely unused. The design proved flexible enough that an all-weather strike derivative, the F-15E Strike Eagle, was later developed, entering service in 1989. The F-15 Eagle is expected to be in service with the U.S. Air Force past 2025. Newer models are still being produced for foreign users. The F-15 production line is set to end in 2019, 47 years after the type's first flight. (From Wikipedia)

    Changelog:
    • New Skin : JASDF 204TFS TAC MEET 2010,303TFS TAC MEET 2003, Florida Air National Guard(F-15C)
    • Envelope has been adjusted
    • GBU-24 Paveway III Integration(F-15E)
    • Loadout Module for 2d/3d Editor
    • Replace Pilot code and Attribute has been added


Written on 2016-04-10 by firewill


Firewill released an updated version of his FIR AWS US - AirWeaponSystem US/NATO on the BI forums.

    Quote :
    This pack is provide of Air weapon for US/NATO.(Standalone of Original AirWeaponSystem in F-16 Addon)
    F-16C is must need this pack.
    AWS Integration Manual is added, manual contains FCS,I-TGT/Advanced I-TGT and SEAD/ECM to Aircraft.

    Changelog:
    • Two update for SetNameRank System:
        - Navy Rank(LT,LTJG,LCDR) added
        - Numbers Supported(0~9)



Written on 2016-04-10 by firewill


celludriel released in the BI forums a cooperative mission where you have to take back every strategic zone on Stratis and liberate two towns.

    Quote celludriel :
    In a previous topic I was poundering on creating a CTI template that could be used to create CTI missions on a relative fast basis. So I got to work and had my template ready in around a week or two. However just the template wasn't really exiting to release and to be fair it might still use some work to make it run more performant. I started work on a real mission that would be playable and enjoyable. This made me create my modular system to jack into the CTI template and I'm quite happy with the result. However I'm just one man and this mission needs testing and refinement. This is a release candidate that when deemed worth will be pushed to steam and all other channels for download, with the full release I'm also planning on adding a credit document cause I used quite some code from other authors.



Written on 2016-04-10 by celludriel


Zbug released in the BI forums a new version of this CTI mission focused on cooperative gameplay.

    Quote Zbug :
    v0.923 is out

    Changelog:
    • Hostile reinforcements may now include paratroopers if the alert level is high enough.
    • Various tweaks regarding difficulty and especially battlegroups spawning rules, random attacks may be more frequent now.
    • Fixed the bug where the map markers of dead players, dead vehicles and discarded parachutes wouldn't be removed as expected.

    Savegame compatible, feel free to revert to v0.921 if the new version isn't working as expected.



Written on 2016-04-10 by Zbug


barbolani has submitted a new version of this Dynamic Whole Map mission, for SP or MP Coop, focused on Resistance Infantry and Guerrilla Tactics.

Changes:
  • IMPORTANT: Big changes to AAF threat evaluation procedures on how and what to send to any attack.
  • IMPORTANT: When AAF is short of funds, they will receive "credit" from CSAT in change of some support.
  • "Position consolidated" message will appear when AAF cannot perform a counterattack on a recently conquered zone.
  • When players interrogate a soldier the quality of the info will depend on the soldier class (Squad leaders, more info, grunts, less info).
  • Static launchers, and not only mortars may fire a QRF to their positions when they fire.
  • Lowered to 100 mts the distance needed for AAF to check for enemies to surrender.
  • Major AAF attacks will allways consist in at least one transport vehicle for land and air.
  • Small air quick response from AAF may consist on transport choppers which will disembark troops.
  • CSAT attacks will allways consist on 3 air vehicles.
  • Now Fast Travel allows FIA roadblocks and watchposts as destination.
  • Added some damage inmunity to fast travel units for a short time to avoid them damage when positioning.
  • Dogs will patrol inside airports, indeed there allways will be a dog in an airport flag to avoid undercover exploits.
  • Personal garage gets persistent saved on vehicle removal to avoid exploits.
  • Removed debug message on AAF attack calculations.
  • AAF vehicle count was not broadcasted through the network. Tanks are back in headless clients.
  • Improved LOS checks for smoke cover with new scripting commands.
  • Backpack unlocking requirements will be 5* unlocked backpacks count to avoid easy static weapon backpack exploits.
  • Missing static tripod is now unlockable in Arsenal.
  • Added some triple check to mortar positions as some of them were giving a little trouble. If no position is found, no mortar shall appear.
  • On POW rescue missions, after the time limit the POWs who are not in a player group will be murdered.
  • Dogs wont be inlcuded in the count for taking any zone.
  • More smoke use for troops disembarking from helis.
  • Tanks cover with smoke if they get heavy damage.
  • Dogs spot FIA even in vehicles.
  • If an undercover player is present while FIA conquers a zone, he will lose Undercover.
  • Reworked vehicle initialisation procedures to make it faster.
  • Base / Airport garrisons will mount on their respective armed vehicles if under attack again.
  • As AI attack decisions have been improved, garrison mortars can lead to a QFR when firing too.
  • Personal Garage can be accessed through any FIA flag.
  • The new dismount drills allow AAF land attacks to the castle on west Kavala, so it's a possible target now. Not for MRAP patrols.
  • Lowered distance check to FIA zones for AAF to consider a garrison in a hot zone.
  • Lowered some AAF vehicle prices.
  • FIA Reinf no longer give money when Persistent Save.
  • AAF won't attack if they lack of funds.
  • Convoys use additional escort vehicles in case convoy destiny is a hot zone, and default convoy vehicle number raised to 4.
  • Garrison FIA mortars can be "stolen" to allow players recover the device if the gunner is dead.
  • Solved bug on persistent load and QFR & Auto Garrison scripts.
  • NATO CAS planes will fly higher so they should be less vulnerable to cannons, MGs etc..
  • More distance for the checks to avoid civ/friendly fire on mortar firing.
  • Road patrols should be more common now.
  • Added a default roadblock in Edessa, southern Altis.
  • CSAT heli spawning improved, no crashed helis should change Molos support to our faction.



Written on 2016-04-10 by BARBOLANI


Undeceived informed us he released in the BI forums a new version of this resistance campaign for Arma 3.

Changes:
  • As the weapon pool bug (no weapons available in some mission briefings) still was there, I implemented a (more or less dirty) workaround. Should be fixed once and for all now.
  • Some more bug fixes and optimizations



Written on 2016-04-10 by Undeceived


ripley (aka marcomio) has submitted a custom version of Wiki's "Operation Licorne" campaign adapted to last Operation Frenchpoint Mod.

    Quote ripley (aka marcomio) :
    This is Wiki's SP-Campaign "Operation Licorne" adapted to last Operation Frenchpoint Mod (3.2.4) and for use with Icebreakr's Dingor Island (1.0), the desert version of Lingor Island.

    Beneficials of dingor:
    The AI can't sneak up so easy to your position like in the thick jungle of lingor (the old problem of Ai-ability to see through grass and plants, the player can't...) and due to less foilage, dingor ist framerate-friendly.

    Some little changes had to be made to a small number of missions, e. g. you can choose your weapon via briefing or sometimes at/inside the vehicle. I also implemented a little mission called "Mopping-up Fernando village" (for the missing No. 22 in the campaign), for which I took a mission from Wiki's Afghan War diary - campaign an modified it a bit, to adapt it to the story line.

    Again I have to thank Wiki for his generous permission to modify his campaign and all involved addon-makers for their great work.



Written on 2016-04-09 by marcomio

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