Deathstruck released an updated version of the 2035: Russian Armed Forces addon by him and Mindas on the Armaholic forums.
Quote : This mod adds a fictional "future" version of the Russian Armed Forces to ArmA 3. It can be used to complement the other 2035 factions in the game.
Featured are unique uniforms, vests and gear (with their own models and textures) and included is the regular army, recon, paratroopers, Spetsnaz, sniper teams etc.
For now, a lot of vanilla ArmA3 assets are utilized, especially vehicles which are retextured with the modern russian camo.
Another thing included is our own weapon pack featuring AK12 variants, AEK, Pecheneg etc. Marskman DLC features are compatible as well.
We plan on expanding the roster, gear and armament with further versions. Same goes for some of the ArmA3 assets/placeholders (CSAT RPG-42 etc.) that will be replaced in the future.
Fixed model deformation when using launchers
Fixed iron sights for all weapons and their settings
DirtySanchez released two versions of his Open Chernarus Project on the BI forums.
Quote : This adds new enterable buildings to Chernarus.
You can use CUP / A2OP / A3MP / AiA and these should work fine.
Tested with A2OP at this time and works well.
Tested with CUP Terrains at this time and works well.(Thanks SPOOK)
Search and Replace PBO is included now.
This will run on the server postinit. Meaning PLUG AND PLAY for server owners.
No need to replace buildings on your own.
Fixed: 3 houses still had reversed Open and Close
Fixed: Bulletproof textures in fire geometry on 2 buildings
Fixed: Ladders were added to all buildings, only several needed it, removed from remainder
Fixed: LOLKIJ provide a new model for the 3I1 building fixing height issues
Updated: NiiRoZz provided optimized searchNreplace script. Modified for current work and added
Hcpookie released an updated version of his POOK Bomber Pack on the BI forums.
Quote : This replaces my previous standalone Tu95 pack! Tu-16 and Tu-95 both in this single addon. Designating this "version 4.x".
This addon provides the several bomber families including the Tu-95, Tu-142, Tu-16, and Tu-16K-10. The addon includes only the major family derivatives. This combined addon replaces the “standalone” pook_Tu95ms addon.
The Tu-95 versions in this addon provide conventional bomber, strategic strike capabilities, and in the Tu-142 the ability to detect Ship objects (submarines, boats, etc.) via the use of the sonobuoy detection feature.
The “standard” Tu-16 versions include conventional bomb and ASM missile capability, where Tu-16K-10 provides enhanced ASM
strike capability via the massive K-10 (aka AS-2) missile.
Arma2 factions are represented (via CUP) in-game: Russia, CDF, CDF-Independent, NAPA, Chedaki, UNO (CDF Nato Peacekeepers),
and Taki AF. I have no plans to create versions for the “default” A3 factions. Other faction variations may be included in the future.
Genesis92x released an updated version of his Vcom AI script and addon suite on the BI forums.
Quote : Vcom AI aims to improve the AI’s combat abilities.
This mod is not a miracle worker but attempts to create a CooP experience that is more dynamic and challenging than the traditional AI battles of ArmA 3.
Perhaps watch the video and read the features to see if it is something you’d like to try out!
This is the first iteration of the new AI system...so expect bugs...I tried to test for them all, but I know I missed some. Thank you!
New: Added new suppression mechanics for both players and AI. This reduces ability to accurately return fire while under fire. Due to the experimental nature of this change this mechanic can be disabled or modified easily via the config.
New: Added a new 'adrenaline' mechanic for both players and AI. This slightly speeds up units when under fire for a short time, allowing units to seek cover and positon more effectively. Due to the experimental nature of this change this mechanic can be disabled or modified easily via the config.
New: Ability to disable weather effects to accuracy.
New: Ability to select percentage impact of weather effects.
New: Further implemented AI debug code to give a more accurate picture of what the AI are thinking and doing.
Fixed: AI no longer have godly-insta detect when entering combat mode. Vanilla AI seem to have a boost to their detecting abilities in the last few patches.
Fixed: AI will not run miles and miles to rearm now. (Thanks to burneddi and crewt)
Fixed: AI will no longer magically know when a grenade has been thrown or a mine placed. Thanks to Dancorg!
Fixed: VCOM_AIMagLimit actually impacts the AI decision making now.
Fixed: AI in vehicle types of "Planes" will no longer use VcomAI.
Fixed: AI carrying mortars will not deploy and attempt to shoot said mortar indoors.
Optimization: VcomAI_RearmSelf script has been optimized thanks to Crewt!
Toadie2k sent us an updated version of his NIArms NIArsenal, this is a compilation of all the HLC mods for Arma 3 which he has released in their most recent state.
Quote : NIArsenal is a compilation of all the mods for Arma 3 that I have released and in their most recent state.
For the credits and changelogs of the respective individual packs, see the readmes folder.
Toadie2k informed us he released an updated version of his NIArms Minimi LMGs on the BI forums.
Quote : The FN Minimi came about as a project to take the heavy and not readily portable FN MAG GPMG and create a more modern, man-portable Light Machine Gun. Initial prototypes for Minimi were built for 7.62x51mm, with the switch to 5.56x45mm NATO coming relatively late in it's development. The resulting LMG was probably a little heavier than it could have been, but certainly still fit the bill, so was adopted en masse. The pack covers the majority of the the Minimi/M249's service life, primarily bracketting from the ealy 1990s to the current day.
Add some macros for easier mag compat maintenance
Fixed Reload Sounds (Credit- Navaro)
Added hidden selections (You know the drill- classes for details)
All weaponholders created
- Mk46 Mod.0
- Mk46 Mod.1
- Minimi Para(RIS)
- Minimi Para(Long)
- Minimi Para(Long/RIS)
Toadie2k4 informed us he released an updated version of his NIArms MG3 GPMGs on the BI forums.
Quote : The MG42 is one of the happy accidents of the later years of the WW2. The design came about primarily as a resource and cost-reducing measures against the resource-intense, intricate and more expensive MG34. The happy coincidence is they came about a gun that not only did that, but set the tone for belt-fed weapons for decades. It's a roller-locked recoil action, meaning no gas systems. It's got Quick detach barrel that envies most, it's adaptable- capable of being fed and maintained by an assault team and light enough to be moved with the pack, and it's a versative defense weapon. The thing that really sets it apart from it's contempraries too, was the absolutely ferocious ROF -1200 RPM on the low end. It was an MG that needed thourough psyops innoculation to want to even attack. After WW2, with West Germany moving into the NATO fold, the MG42 was retooled for the standard service round- 7.62mm NATO, as the MG1. With some subsequent improvements to tame it somewhat, the end product of the family was the MG3. While the Bundeswehr have formally made the decision to adopt the HK MG5 and replace the MG3, it still sees wide use, and some end-of-life improvements prove that "Hitler's Buzzsaw" ain't no slouch, even in the modern era.
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