skiline5 released in the BI forums his Zeus Sandbox mission.
Quote skiline5 : I was looking for some good Zeus Sandbox but couln'd find any, so I decided to create my own.
I am relatively new to scripting and so on, so don't expect miracles.
But it does have some nice features like:
Changing sides (In mission dynamicaly so you can play as an CSAT soldier, NATO crew, AAF pilot or whatever you want)
Changing allies (You can set if Independet will be allied with CSAT, NATO or will be on their own)
Menu Inventory (You have to set it up first through Zeus)
Farooq's Revive script
Mathias_Eichinger informed us he released in the BI forums a new version of this mission pack that contains 5 missions using addons, connecting some units from ArmA1 to the ArmA2 world and is meant to be played in singleplayer.
W0lle has submitted this 6 mission coop campaign originally created by Blake for Operation Flashpoint around 2002.
Quote W0lle : Some months ago, Variable asked me if I would port this awesome 6 Mission COOP Campaign from the old days to CWR².
Since this was a well known and popular creation, and because it perfectly fits to recently released CWR² VMF Expansion, I decided to port it.
I actually had started working on 2 of the missions so it was a rather quick job and by now it has been played on the CiA server.
Since Variable hasn't complained anymore, I presume now it's the time to share it with the rest. :-)
Lyotchik released a bunch of new early wip screens of the PAK-FA (T-50) which he is working on for Arma 3 on the Armaholic forums.
Quote : Curretly, I'm working on model of PAK-FA for ArmA 3.
Realistic 3d model of this plane. Model was created using the recommendations of aviation specialists.
High detailed model of cocpit based on trainer cocpit photos.
RichardsD informed us he released an updated version of his MRAP MaxxPro Modification on the BI forums.
Quote : After quite a bit of on and off work, and a ton of tweaking I am satisfied enough to push out the initial release of the long awaited MRAP MaxxPro addon for Arma 3. This is based upon Naman's old model for Arma 2, except there have been major changes. The hood is now the correct style from the Workstar series of vehicles as opposed to the Durastar series used previously. Many parts have been modeled from scratch including a brand new interior, and many new exterior components.
Navistar, the military division of International currently produces the MRAP MaxxPro, a Category or Class One MRAP. Compared with eariler deployed vehicles such as the HMMWV, the massive ground clearance and V Shaped Hull on the MaxxPro provides undoubtedly superior protection against threats such as IEDs. The MRAP MaxxPro is one of the highest produced MRAPs in use by the US Armed Forces with almost 10,000 units currently produced and used in the harsh environments of Afghanistan and Iraq.
Features and Variants:
Like any A3 modification, this vehicle features all standard features you would expect such as:
Proper Phys-x and suspension
Kinetic driver animation
This initial release includes four basic variants. In the future when time allows I plan to release an additional logistics centered variant with many other, very obscure variants:
Pancake released an updated version of his Outfit Gear addon on the Armaholic forums.
In the archive he also included a script version, so if you prefer to make your mission not depending on additional addons you can use that instead.
Quote : This can be loaded as an addon or place in a mission as a script, I am putting in the addon section because I believe it will be more easily viewable by the people who will be using it then just the mission designers looking for scripts if it were in the editing section.
reworked weapon filters, now can be filtered by (ALL/GL/AMMO_COUNT/DAMAGE)
customizable color text and background, default colors now based arma profile
ammo count and hit values of magazine displayed in magazine listbox
weapons with pre linked accessories are checked for there item strings rather than just 'LinkedItems' class
TFAR/ACRE radios inherited base versions saved to loadout
magazine/items/loadout_name textbox added keyDown event with 'return'/'numpad_enter' keys
items can be filtered by name
weapons combobox replaced with a toolbox control
magazine listbox added shift/ctrl/alt-doubleclicking for different counts
x39_medSys items and TFAR/ACRE radios have their own categories in items listbox
added quick-select buttons for items listbox
added button for quick equipping of map,compass,gps,watch
max number of loadouts hard-coded at 500
container items from a saved loadout didn't enforce the blacklist
management of VR Arsenal loadouts
insignia can be equipped, cleared, saved/loaded to/from loadout, and insignia in unit's namespace will always be used as default
utility backpacks classified by 'AssembleInfo' subclass in addition to 'maximumLoad' and filter by side
weight of items displayed as kilograms instead of config mass
magazines with empty ammo counts are not displayed
accessory editor supports all accessories defined as config entries in 'WeaponSlotsInfo'
NIN3 released the Islamic State & Guerrilla Unit Pack by him and Hulahuga on the BI forums.
Quote : 12 infantry units, fully functional in Zeus, MCC and the Editor.
The unit pack consist of a troop of Guerrillas (Independent) as well as a troop of mujahideen of the Islamic State (OPFOR). The Guerrilla units are loosely based on what a more spec-ops version of the fighters in Ukraine could look like, with a special eye towards both the separatists and the Donbas Battalion (volunteer group fighting for Ukraine). The IS units on the other hand are based directly off of footage from VICE News.
HLC Core and AK pack added to replace most of the weapons in the pack (only previous ones left are the RPGs and the SVD). Thus removed STI as a requirement in the process. Sounds, visuals, gameplay and general immersion should now feel a lot better.
Recieved permission by Robalo to bundle ASDG Joint Rails (a req for HLC, although actually not for the weapons we are using from the pack...), so as to make it easier for the end users. /* Thank you! */ Completed a first take on the bundling, which is still looks a bit wonky though due to the one pbo nature of steam workshop.
Remade almost all of the loadouts to incorporate HLC. Most noteworthy from a gameplay POV is that the Guerrilla now use AKs and RPKs instead of the standard weapons and the STI Machineguns. The same goes for the AR of the IS.
Created a group for all the units in each faction. Should work with MCC and Alive. // Coding groups in ArmA is exceptionally weird
Peralsubmitted an updated version of the A-10C Thunderbolt II.
Quote Peral : The A-10C Thunderbolt II is an American twin-engine, straight-wing jet aircraf designed solely for close air support of ground forces, the A-10 was built to attack tanks, armored vehicles, and other ground targets with limited air defenses.
Custom A10C pilot
Custom A10C sounds
Custom weapon sounds
Custom damage system
Master arms "SAFETY" feature
User interface via Service Menu allowing ordnance and paint scheme customization
Full realistic set of weapons models
Collision Lights and Formation Lights
GPS targeting system
Aerial refuelling (USAF mod)
Ability to disable interactive cockpit via Service Menu or Module
Drongo69 informed us he released an updated version of his Drongos Artillery addon on the BI forums.
Quote Drongo69 : Drongo's Artillery is an addon for Arma 3 (both SP and MP supported). It is heavily based on CoC Unified Artillery for OFP. The aim is to put AI-controlled batteries of artillery under player control. A degree of skill should be both required and rewarded by the system. Hopefully a balance between realism and gameplay can be struck.
The system gives you control over aimpoint, warhead types, rounds to fire, high/low angle, sheafs (circular or box), groundburst/airburst/mixed and airburst height. After inputting the aimpoint, it is usually necessary to fire spotting rounds and adjust the fall of shot. Once the spotting rounds are on target, the spotter can call fire for effect, or store the mission for later use (with a reduced delay). Typically, it will take 60-90 seconds for the first shell to land (though this can be increased by using the "Realistic Delay" module).
The are modules for no delay, realistic delays, no initial error and debugging (text, markers and smoke trails for shells).
The default BIS artillery assets (and 3rd party addons that inherit from them) are supported. Simply place them on the map and they will be detected and available to the appropriate side:
M5 Sandstorm MLRS
This can be considered a hotfix release. I still plan on adding WP rounds, further tweaking accuracy and damage and adding Reyhard's mortar in a future release.
Also note that I have still not fixed the profiles of each weapon to match the corrected dispersion. This means that if you select "No Initial Inaccuracy", the shell will probably still not hit exactly where you expect.
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