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IceBreakr submitted an updated version of his famous Isla Duala Terrain for Arma 3.

    Quote :
    Isla Duala is a fictional 100km2 African island divided into two countries: Molatia on North and Afrene on South. Border runs along the river and there is a constant tension between both countries. Both countries are backed by different developed world countries that abuse their natural resources: oil and diamonds in Molatia and tourism (natural beauty) in Afrene. Recent discovery of rich oil reserves on Hazena (NW Molatia) ignited the old hatred between countries and Molatia is using fresh income to boost its military. Agressive Molatia is ready to invade weakened Afrene... but US/Europe forces with UN are there to keep the balance and enforce peace.

    Changelog:
    • fixed skies & lighting that got wrecked with release of official patch 1.60+
    • improved satellite image graphics
    • removed dependency of Island Panthera & ibr_rn.pbo
    • removed dependency of CUP Terrains Maps, only CUP Terrains Core is required
    • added runway lights to both main paved airports


Written on 2016-06-30 by IceBreakr

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lukinator96 released his Tanoan Armed Forces on the BI forums.

    Quote :
    This adds Tanoan Army faction to the game.
    Tanoan military lacks armor, modern equipment and even protective gear. Their goal is mobility, so they have
    really light equip, helicopter support to make it fast to the target and LRRP that stalks jungles for weeks long.
    Their best description is light infantry.

    Changelog:
    • Vest and viper rigs added to units.
    • Added asian identities.
    • Fixed some classes.
    • Changed quadbike FFV animation to one, which fits better.
    • Added MH-9.


Written on 2016-06-30 by Armaholic


_blub released am updated version of his xtbbmalloc on the BI forums.

    Quote :
    A custom memory allocator for Arma 3.
    I made a custom memory allocator for Arma3 and I want to share it with you. Originally I made this for testing purpose only but maybe it can improve performance in some cases.

    Changelog:
    • Added some statistics and a new experimental configuration: "LockPages" (Check readme)
    • Custom builds for SSE2, AVX, AVX2, with and without statistics enabled.
    • Also added a demo mission which shows how to query and show xtbbmalloc´s statistics ingame.


Written on 2016-06-30 by Armaholic

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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.

    Changelog:
    • fixed runway marker pieces that somehow got wrecked by Terrain Builder application
    • removed dependency to CUP Terrains Maps, only Core is required!
    • optimized lighting settings
    • improved ground textures
    • added runway lights to Boriana Airbase
    • added streetlights to several villages and towns
    • added new long bridge connecting Savagia and Maleficio islands
    • various smaller fixes


Written on 2016-06-30 by IceBreakr


The acemod released the ACEX on the BI forums.

    Quote :
    ACEX is an extra package to compliment the ACE3 modification for Arma 3. It contains additional components on top of the ACE3 modification that provide extra functionality and is entirely optional.

    The mod is built modularly, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ACEX by simply excluding any components they don't need, or those possibly in conflict with other mods. Modules themselves, e.g. the medical system, also include various customization options, allowing mission designers to tweak the overall experience.



Written on 2016-06-29 by Armaholic


KoffeinFlummi released an updated version of the BWMod on the BI forums.

    Quote KoffeinFlummi :
    The BWMod team's goal is to supply the Arma 3 community with a set of vehicles, weapons and equipment to be used in 2020 by the German Army, like the IdZ system and vehicles currently being introduced, such as the IFV Puma.
    We are not associated with the BWMod for OFP and the earlier Arma games, but since the team around that mod abandoned the project, we will continue where they left of and equip players with high-quality vehicles and weapons.

    Changelog:
    • added: LLM01 Underbarrel
    • added: G38 variants
    • added: G36C Ironsights
    • added: Localized names of mod components for "Required addons for scenario" tab
    • changed: RGW90 position on back
    • changed: Increased limit of drawn group members for NaviPad and enabled showing free hand lines
    • fixed: After 1.60 the flight path of PzF3 rocket was wrong
    • fixed: Mixed up description of HE and HEAT ammunition for 84mm Leuchtbüchse
    • fixed: Night vision device was attachable to 84mm Leuchtbüchse
    • fixed: Undefined variable "BWA3_optics_camera" when leaving Puma or Leopard
    • fixed: No entry 'bin\config.bin/CfgVehicles/Tank_F/HitPoints/HitFuel.name'


Written on 2016-06-29 by KoffeinFlummi


Vlad333000 released an updated version of his Double Weapon mod on the Armaholic forums

    Quote :
    This mod allows players to carry 3 weapons, 2 of which can be heavy and 1 light, in any combination of the primary and secondary weapons.

    Changelog:
    • Fix: same bugs in MP
    • Fix: bug with dead
    • Add: keybindings (Optional: DW_CBA_keys.pbo)
    • Add: orders to your bots in group
    • Other: total optimisation


Written on 2016-06-29 by Vlad333000


SpeisCheese released an updated version of his More Vehicles Mod APEX Edition on the Armaholic forums.

    Quote :
    This mod adds many new variants for the APEX edition of ArmA 3. Many units are still missing for the two new factions. So I decided to add new variants of older NATO and CSAT vehicles. Vehicles will have different weapons, to add a bigger variety of vehicles. It also includes retextures. Note that, like my older mod, there aren't visual changes. No new models are included. Textures are the only thing that changed from pure visual look. BE AWARE: This mod only works with ArmA 3 APEX. If you don't have the APEX preview or full expansion installed, use my other one instead, since it is for the base game, here: More Vehicles Mod.

    This mod is also ZEUS compatible.

    Please report any bug so that I can fix it.

    Features:
    • Several different NATO and CSAT variants, with different weapon loadouts
    • ZEUS support
    • Some vehicles from APEX factions ported to base ArmA factions with different loadouts
    • Several vehicles from my other mod


Written on 2016-06-29 by SpeisCheese


x39 released an updated version of his ArmA-UI-Editor on the BI forums.

    Quote :
    The Future of UI-Editing in ArmA.

    Features:
    • Full support of all base UI Elements in ArmA (RscText, RscButton, ...)
    • AddIns:
      • Simple addition of new UI Elements & properties
      • New Styles
      • Translations
    • Syntax-Highlighting & Syntax Check
    • Live-View of the final layout (realized in XAML --> actual UI might look slightly different from the one in the UI-Editor)
    • Properties Panel to change most properties with ease (planned is to cover all properties ... but some controls are quite complex and documentation is ... large)
    • Loading of Ingame-UI-Editor saves
    • Saving & Loading of the UI-Config without a special format for the editor (everything is saved as class)
    • PreProcessor support
    • Basic SQF Handling for eg. X/Y/W/H fields
    • Generation of OpenDialog and CloseDialog functions for simple use (and to be able to assign events from inside of the UI-Editor)
    • Auto-Updater which will inform you about updates for AddIns and/or the tool itself
    • "Marketplace" for AddIns (actually just some special hosting page for them which will be connected to some UI inside of the tool)
    • Visual-Studio like Window Management
    • Grid-Snapping with custom grid size
    • Multi-Move/Resize
    • UI-Canvas zooming

    Changelog:
    • Relative Resizing of multiple elements
    • More code cleanup
    • Added Events to AddIns
    • Added EventSnap (currently just dummy without any purpose)
    • You now can add what has happened before a crash so that i can fix it more simple
    • SelectionOverlay now scales with display canvas
    • Altered AddIn structure
    • SQF properties can now be added (for now, just finite, not infinite ones as i need to rethink the UI for such things)
    • property Groups are now sorted by name


Written on 2016-06-29 by X39


Mattaust released an updated version of his ArmA 3 Custom Buildings addon on the BI forums.

    Quote :
    Here is my whole compilation of Custom 3D Structures/Buildings for ArmA 3.

    I have decided to release them properly to the public independently and hope users find them useful in expanding their gameplay. This compilation contains thousands of hours worth of work (with learning). So, yes I'm basically happy for all map makers, and mission designers to use these buildings as they wish. This is now an independent mod.

    Changelog:
    • Updated BANK - Put furniture back into building. So check it out.
    • Destruct models are in the pbo files.


Written on 2016-06-29 by mattaust

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