Original base texture from BIS, with edits to represent the actual colors of the A-10 (of which the Wipeout is obviously modeled on) and features one representing the 104th FS, Maryland Air National Guard, 2035, from Baltimore, Maryland. The [USAF] one is a more “generic” scheme in case you don’t like the MDARNG version.
Added Master Arm System (courtesy of John_Spartan)
Added more detail to both skins, and tweaked other details as well.
Requires 1.32 (to solve the texture mapping error recently found)
Robalo released version 0.9.11 of his ASR AI 3 addon on the BI forums.
Quote Robalo : This is my AI enhancement mod for Arma3.
It was primarily developed with dedicated server / coop gameplay in mind, although it works just as well for single player use.
I have played both campaign episodes with zero issues having this mod enabled (in fact, I probably would not have played them at all otherwise).
All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player's machine.
update class inheritances for patch 1.32
optimize array operations using pushBack
soldiers respond much more aggressively to known targets
can now use near building positions when looking for cover
reuse already known good near cover spots (performance tweak)
Janus0104 released an updated version of his Black BLUFOR Merlin retexture on the BI forums.
Quote : This is a quick and small retexture of the Merlin, for use in BLUFOR.
Our community simply lacked a proper helicopter to transport troops, as the Ghosthawk carries 8 passengers and our squads have 9 units.
I made it a couple of days ago and waited with this thread until Vade101 gave me his okay in releasing this to the public.
alarm9k has submitted an updated version of his Smarter tanks addon.
Quote alarm9k : Have you ever been irritated by stupid far from optimal AI controlling the tank and being destroyed by one RPG shot in the rear? Only because it didn't bother to rotate the hull to that AT soldier? Or because it was firing at a harmless rifleman instead of taking care of enemy APC? Well, this script is for you.
Vehicles assess the threat/value of the targets and fire at the most dangerous/valueable target it range. It will prefer AT rifleman over autorifleman, tank over MRAP etc. Threat and value calculations use the type of target, distance and ammo types available (for tanks only). For example: AT rifleman 700m away is a more valuable target for the tank than MRAP-HMG at the same distance, but only if the tank has HE rounds. Otherwise it will prefer to fire AP round at MRAP, as the infantry unit is unreachable with current weapons. But AT rifleman still remains more dangerous than MRAP.
Tanks will use appropriate rounds (if available) for different types of targets: HE for infantry and static weapons, HEAT for lightly armored targets (MRAPs, trucks), AP for heavily armored (tanks, APCs etc).
Tanks will identify groups of infantry and use HE rounds agains them. A group is 3+ men in 15m radius. By default the tanks will not spend HE rounds on a single infantry unit.
If the vehicle is a tracked vehicle (tank, tracked APC etc), it rotates the hull to face the most dangerous target.
If the threat is too high (for example an AT soldier at a close range), the moving vehicle will stop immediately, rotate the hull and fire. When the immediate threat is eliminated, it will proceed with the previous move order. This will presumably save the vehicle in situations when a hit is inevitable and the best decision is to stop and take the hit to the frontal armor rather than continue moving and take the hit to the side/rear.
includes public key
Hardcoded unit classes replaced with dynamic threat assessment based on available weapons: both target and our vehicle. Should now work with modded vehicles with non-standard names, as long as they belong to standard base classes and use standard weapons names.
Dschasubmitted his Trawler config for the Static Arma 3 Trawler.
Quote : I made a simple Config for the Static Arma 3 Trawler, a few weeks ago, so you can get in and drive around :P
Since some ppl asked for it, i took it out of our Mainconfig and made it "standalone".
- Left and Right near the anchor
Goliath86 released an updated version of his CorePatch, a config patch for Arma 2 OA, on the BI forums.
Quote : I want to inform the community that I'm working on a simple config patch for Arma 2 OA. My objective is to correct all the errors that ArmA 2 OA (1.63) show with the command line -showScriptErrors.
This is still WIP cause first I have to find these errors and then try to correct them.
If anyone know about some of these errors that ArmA 2 OA (1.63), with no mods, show in-game with the command line -showScriptErrors, inform me in this thread and I will try to fix them.
In earlier version 18.104.22.168 I had fixed two common errors:
1. The Functions Module error relative to the BIS_fnc_init variable not initialized;
2. Some errors relative to the handleGear.sqf script, launched when entering in the gear menu or by clicking items in the gear menu.
Fixed 13 script errors on ARTY module.
Reorganized script files inside folders to reflect BIS original script folder format.
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