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Phronk released his Simple IED Script on the BI forums.

    Quote :
    'Simple IED Script' will spawn IEDs on / alongside random road segments within predetermined IED area markers setup by the mission designer. The position, direction, appearance, and blast magnitude of the IEDs are all random. Additionally, the script will also spawn trash randomly along the roads; trash can sometimes spawn on the position of an IED as well. The script is tiny, optimized, and compatible in all environments (SP, MP, Dedi). It doesn't require any addons or additional scripts and is compatible with any map that has roads.

    Features:
    • Tiny filesize! 2KB
    • Fast performance
    • Compatible with SP, MP, and Dedicated
    • Works on any map with roads
    • Doesn't require any mods or additional scripts
    • Easy to implement!
    • Randomized Results:
        -IED type spawned
        -IED blast magnitude is random (damage / radius)
        -IED position & direction
        -Chance for trash to spawn with IED
        -Trash appearance variety
    • IEDs are proximity based:
        -If player is within 10 meters of IED AND is moving faster than a slow crawl, the IED will detonate
    • IEDs can be disarmed:
        -If player is an Explosive Specialist and has a ToolKit, he can slow crawl up to the IED safely and disarm it
        -IEDs can be detected with a Mine Detector



Written on 2017-02-16 by Armaholic

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Tpw released a new version of his TPW MODS on the BI forums.
TPW MODS consists of a number of independently configurable mods.

    Quote tpw :
    In the months since Arma 3 alpha was released I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS.

    Changelog:
    • [CARS 1.52, SKIRMISH 1.38] All civilian cars will stop is there is gunfire around the player. Player vehicles can now flatten footbound units. Units should no longer briefly disappear when nearby cars are shot at. Collision removal may now be disabled by setting the variables tpw_car_nocollision = false and tpw_skirmish_nocollision = false.
    • [CIVS 1.52] "Chimp walking" civilians stuck in crouch walk will be removed. Civilian interaction is now disabled by default in the HPP.
    • [CORE 1.32] Added support for CUP civilians on European/Greek maps, and appropriate support for CUP Takistani / CUP African civilians if using Autigergrad's Takistani Civilians for CUP / African Factions for CUP respectively.
    • [FURNITURE 1.04] Added furniture template for Tanoa "Land_House_Small_05_F". Improved random template selection code, additional fuel station templates provided by Savage_Donkey.
    • [HUD 1.61] Optimised unit scanning code. Unit/marker scanning may be toggled using CTRL-ALT-U.
    • [SKIRMISH 1.38] Fixed sporadic undefined variable errors.
    • [SOAP 1.10] Additional Tanoan crowd ambience, many thanks to Autigergrad for offering me these samples.


Written on 2017-02-16 by Armaholic


LordJarhead released an updated version of his JSRS Soundmod on the BI forums.
At the same time he has also released two additional smaller soundmods for use with the JSRS Soundmod.


    Quote :
    A soundmod for ArmA3 and ArmA3 Apex - The lastest delevopment in the direction of audiovisual dimension by JSRS-Studios. With more than a few thousand new sound effects JSRS SOUNDMOD provides a powerful and new sound experience, from all vanilla ArmA3 to the APEX DLC contents!

    JSRS SOUNDMOD is a sound modification for ArmA3 and Apex. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", still the main purpose was just to create a certain type of sound feeling.
    This is a first public test of the mod!

    Changelog:
    • Tweaked Config of both CAS Planes
    • Tweaked Sound Volume of Minigun Sounds
    • Fixed Missing AH9 Pawnee M134 Minigun Sound
    • Fixed Missing Cas1 Plane 30mm Gatling Gun Sound
    • Fixed Wrong RequiredAddons List for A-164 Wipeout and To-199 Neophron resulting in a mix of BI and JSRS Sounds
    • Added First new CAS Gau Sound for a Test. WIP


Written on 2017-02-15 by Armaholic

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Autigergrad released an updated version of his Regional Ambient Sounds Pack on the BI forums.

    Quote :
    So I'm a very active mission maker for my group and one of the areas I like to focus on is immersion. Whether we are patrolling the streets of an Afghan city, or perhaps we're helping defend a village in Nigeria from Boko Haram militants, I like to feel as though I'm actually in that region.

    So I decided to put together these "packs" of authentic regional sounds to be used in missions.

    These packs include:
    -ambient crowd noise/chatter
    -regional music
    -authentic news broadcasts discussing the topics of the region
    -other stuff (that's the scientific term)

    Current Collection:
    African Sound Pack
    Middle Eastern Sound Pack
    Iron Front in ARMA III -Nazi Sound Pack
    Iron Front in ARMA III- US Sound Pack
    Iron Front in ARMA III-Soviet Sound Pack
    Tanoan Sound Pack

    I'm not a modder and I'm not a coder, just an avid ARMA fanatic who wanted to help make the ARMA experience better as much as I can. I hope you like them.

    Changelog:
    • Added Tanoa Sounds Pack
    • Ambient Crowd Chatter
    • Ambient Street Noise
    • Tanoan/French speaking Radio broadcasts
    • Tanoan/French speaking Music


Written on 2017-02-15 by Armaholic


jonpas informed us the ACRE Team released an updated version of the ACRE2 for Arma 3 on the BI forums.

    Quote :
    ACRE2 is a full fledged communications suite for Arma 3, allowing realistic radio and voice communications through Teamspeak 3.

    Changelog:
    • Added:
        [New] Localisation of ACRE2's ACE3 Interaction menus, ACRE2's CBA Settings and ACRE2's controls. The status of translations can be seen here - Further help is always welcome!
        [New] Client side CBA Setting for controlling the volume other spectators are heard at.
        [New] CBA Settings for - acre_api_fnc_setLossModelScale, acre_api_fnc_setInterference, acre_api_fnc_setFullDuplex, acre_api_fnc_ignoreAntennaDirection, acre_api_fnc_setRevealToAI - Note these API functions will be depecrated in ACRE2 2.7.0. For now they will override the CBA settings if they are called to maintain backwards compatibility. If no API calls are made the CBA Settings will take effect. Using the API functions will log a message to the RPT.
        [New] API function acre_api_fnc_setCustomSignalFunc for overriding the signal model
    • Changed:
        [Major] Removed desync test as ACRE2 now handles desynced players. Their radios will no longer be garbage collected.
        [Update] TeamSpeak 3.1 plugin support (TeamSpeak API 21). The auto-copying of the plugins has been updated to handle the new possible paths for the plugins to be installed to.
    • Improved:
        [Optimisation] Significant cleanup and several optimisations throughout ACRE2.
        [Improvement] Added compiled extensions for 64-bit Arma 3.
    • Fixed:
        [Fix] SEM52SL knob position would not update when the channel was changed using acre_api_fnc_setRadioChannel.
        [Fix] WRP parser no longer runs in main menu.
        [Fix] Underwater check is now correctly checked for spectators.
        [Fix] Direct speech range state 'randomly' changing (i.e. people unexpectedly 'whispering', 'shouting', etc.).
        [Fix] SEM52SL now displays properly for all aspect ratios.



Written on 2017-02-15 by Armaholic


Gruntin submitted his Metro 2033 "Front Line" Tunnel composition.

    Quote :
    Contains a rough re-creation of the "Front Line" level of the game Metro 2033.

    Features:
    • An object composition


Written on 2017-02-15 by Armaholic


The acemod released an updated ACE3 version on the BI forums.
The changelog is very long and can be found on our downloadpage.
They have also updated their compatibility addons to match the newest ACE version.

    Quote :
    This mod is entirely open-source (we are hosted on GitHub), and everyone is free to propose changes or maintain their own, customized version as long as they make their changes open to the public in accordance with the GNU General Public License.

    ACE3 is built modularly, thus a team can maintain its own tailored version, excluding a select number of components that they don't like, or which conflict with other addons. Larger components themselves, like the medical system and other core features also include various customization options, allowing mission designers and communities to tweak the overall experience.



Written on 2017-02-14 by Armaholic


CWR2 PR released a few updated versions of the Cold War Rearmed² mods on the Armaholic forums.
This update is dedicated to Paul 'Bushlurker' Pelosi, Randy Stratton and James 'Planck' McNicoll.

    Quote CWR2 PR :
    Always when you think everything is set and done, some drama happens and you have change your plans. When our good friend and walking terrain editing guide Bushlurker passed away in January I decided that something has to be done. Simply because good boy Paul did so much not only for this Modification but for myself and so many other people in the community.

    By chance I ran into Uro’s “Structure: 'Memorial to The Fallen'” and he was so kind to share the model with me so it can be used as a permanent memorial on our terrains.
    I had to edit it slightly because the fire is not burning when the model is “hard-placed” in the terrain so the fire is replaced with some flowers. The original model is included as editor object of course.

    While on it, I also fixed a small script error in our buildings and the Soviet Desert units.

    If you have downloaded CWR² v1.5 before February 11th, please get the main Modification and all Expansion terrains again (except Winter ones).

    Thanks to Uro for the kind model donation, and of course to our fallen Warriors for all they did for us. We owe you, big time!



Written on 2017-02-14 by Armaholic


Celludriel released an edited version of SHK pos by Shukohis on the BI forums.

    Quote :
    The Shk_Pos library has been around for a long time and a lot of us use it. However it wasn't maintained in a few years either and arma 3 has evolved over those years. At a certain point I was working on a project and needed something called remote to give me a random position. However with the way Shk_Pos was written this wasn't as easy as calling remoteExec. So I dove into the Shk_Pos code and migrated it to a function library. Recently I asked Shuko if he wanted to include my changes in his source code. He told me that he hasn't been involved in arma 3 for years and I was free to do what I could with any of his code. Therefor I added the code to github and I'm releasing Shk_Pos_Functions 1.0. It is still all of Shuko's work, just in another form. You do not have to upgrade any of your missions code if you don't want to. However if you start a new project, you might want to consider using this library instead of the old one.

    Should I made a mistake in the conversion and left in a bug or an old bug arises that needs fixing, please let me know or checkout the repository making a pull request. Lets keep this great library updated and maintained together as a community.



Written on 2017-02-14 by Armaholic


Haleks informed us he released an updated version of his Ravage Mod on the BI forums.
The changelog is very long and can be found on our downloadpage.

    Quote :
    Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel.
    The Ravage mod has been in development since 2013 and is still an ongoing project, with many additions being planned for the future.
    The current release is to be considered a beta, and only showcases the free-roaming mechanics. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes.
    Ravage is designed to be easy to use, performance-friendly and is compatible with many addons.



Written on 2017-02-13 by Armaholic

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