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Pomigit released an updated version of his Units & Gear unlocked addon on the BI forums.
Quote pomigit :
There's been a few people unlocking items without configs in the ARMA Alpha such as Dealman's ArmA 3 Alpha Units Extended. I've done some digging around and put together my own config unlocking a range of items:
- Unit models
- Helmet models
- Hat Textures
- Vests
- Uniforms
- Underwear
- Backpacks
- Units:
- Russian Divers
- Civilian Men in Jeans
- OPFOR Urban Camo Soldiers
Changelog:
- Unlocked BLUFOR, OPFOR and Russian Fighter Pilots with helmets and coveralls
- Unlocked black watch cap
- Unlocked Plain Helmet
- Changed Rangemaster to use Rangemaster cap (Cap with headphones)
- Fixed Addon name in config file. I accidently had "Officer_soldier" in as the addon name. I've changed this now to "CharExtras". You may get an error if you have used any previous version of this mod in any missions
- Separated Undies template out into its own zip file to save upload and download time.
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Eddie Zer0 has submitted a mission playable in singleplayer and coop for up to 3 players.
Quote Eddie Zer0 :
Hunting the infidel..
Written on 2013-05-13 by Big
afroVoodoo has submitted this "extended" Stratis island.
Quote afroVoodoo :
Did some work on Stratis map, added villages, some buildings, created new areas while improving some others. You can use this for your missions just don't forget to credit me.
Written on 2013-05-13 by Big
Arma 3 - German Armed Forces
GalComT posted some new wip images of the G36A2 in various versions.
- BI forums
Arma 3 - AEG - ArmA Electrical Grids
Loyalguard started working on his famous ArmA Electrical Grids Script Pack and Addon for Arma 3 and posted some early development screens and a video.
Quote Loyalguard :
As I hinted in a few other threads and continuing a tradition since A1, I am porting and enhancing my ArmA Electrical Grids (AEG) simulation to A3. I have basic functionality working on Stratis thanks to some amazing island analytic techniques pioneered by Wolffy.au. BUT, in the current Alpha (0.56) the ability to switch street lamps on and off is not yet implemented, so there is nothing tangible to release just yet. In the meantime, I have been focusing on making the simulation more efficient and including features not available in previous versions. What features you ask?
For each successive ArmA game release, I have tried to enhance the simulation. For A3 the big changes are going to be the addition of renewable power sources (solar, wind, and wave). So far in game in the Alpha we have all seen plenty of solar (photovoltaic) objects, Buildings with Photovoltaic (Solar) Panels on Rooftops as well as Photovoltaic Transformers.
Through screenshots and other hints online and in game (and in the real life islands that have inspired Altis and Stratis), I expect there to be wind and wave power-related objects as well. So, the challenge has been how to realistically add these to the simulation. So far I am quite please with the results. I have been able to "connect" solar panels on building rooftops to nearby photovoltaic transformers (in real life these would actually be a solar inverters/transformers) that in turn provide power (assuming it is not dark or too overcast!) to nearby street lamps and other objects too! What kind of objects? Well...
In the previous versions of the simulation (SEG (A1), CEG (A2), and AEG A2/OA) only street lamps were controlled by the grid. Ever since A1 and Sahrani, it has been requested and I have wanted to include lighthouses, airport runways, and other light sources. For A3, I have found a way to turn off lighthouses, runway edge lights, and airport VASI lights by damaging them so they are inoperational. There are some small unintended consequences (breaking glass sound in the lighthouse and puffs of smoke on runways), but none that spoil the overall effect.
- BI forums
Arma 3 - FHQ Accessories pack
Alwarren showed some screenshots of the new ACOG in black and Tan as well as the new Holo in black and Tan.
- BI forums
Arma 2 - RKSL Studios: Eurofighter Typhoon
Arma 2 - Vietnam: The Experience
DaMan3 released some images of the new Thompson M1A1 submachine he has been working on as well as a screen of an enterable building on the Ashau Valley map.
- BI forums
Arma 2 - Federally Administred Tribal Areas, Pakistán
Minimalaco released a video showing the new terrain he is working on.
- BI forums
Click "read more.." to view this weeks entire Work In Progress report!!
read more...
shark-attack has submitted a new version of his first work in Arma 3.
Changes: - Major reduction of enemy AI skill level
- Mission start time rolled back 40 mins
Written on 2013-05-12 by Big
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J0nes informed us he released an updated beta version of his Ac-130 on the BI forums.
Quote :
If anyone is interested in testing another AC130 mod, this is the 80% complete version that ive released to my clan for testing. updates will be coming about every week, or when people find enough errors to make an update make sense.
Changelog:
- continued smoothing autopilot
- AP sounds
- ambient gunner chatter
- tire squeal on touchdown
- made prop blur more visable
- autopilot adjustable (see new operators manual below)
- WP effects (50m Kill radius, only safe in tracked vehicles)
- fixed various textures
- fixed muzzle for S-FCO (was on opposite side of the plane)
- reticules now change with the selected weapon
- contrails
- eject now turns off autopilot
- guns calibrated to 375 kph in rotation
- added all 6 FLIR modes
- AP starting radius changed to 700
- AP now starts at current aircraft height above sea level
- autopilot wouldnt turn off unless you ejected
Xotodazo has submitted this mission where the agents must scape and evade the OPFOR forces while the OPFOR tries to hunt them.
Quote Xotodazo :
Agents:
Stay around your base and avoid protection, meet up with other agents, maybe dare to strike the OPFOR base or rescue captured (Or Killed) teamates. If you are killed you repsawn in a prison, which classifies as being captured. Your teammates must try get you out via flying a heli over the POW camp and everyone getting in and flying off. If all of you are captured OPFOR wins...
OPFOR:
Capture all agents, and have someone on guard so they don't escape!Beware, they might be anywhere!
Written on 2013-05-12 by Big
Ei8ght released his R91 Charles de Gaulle Template on the BI forums.
Quote Ei8ght :
I release my last template for ARMA2!
I made a simple version of the R91 for MP.
I think making a second version for the SP with animated characters and more.
For actived the ILS use the radio.
Features:
- Airplanes:
- 18 Rafale (MICA,GBU,AS30L)
- Helicopters:
- 1 SA 330 RESCO
Vehicles:- 4 Clark
shay_gman submitted an updated version of the Mission Control Center Sandbox 3 for Arma 3 which he released on the BI forums.
The archive we host includes both the Mission Control Center Sandbox 3 mod and mission!
Quote shay_gman :
This is just the beginning.... So far only menu 1, 3D editor, Group generator and Box Generator is out... more to come soon.
MCC Sandbox is freedom. In this small addon you'll find the power to create, control, alter and spice your missions on the run. You'll have the power to change and surprise your friends every time you'll play. You can use it a mainframe for mission making, as a strain test tool for mission making or even as a cheat tool for SP.
MCC is using UPSMON for controling AI, giving them unique behavior such as flanking manuvers, supressing, using artillery support, placing ambush and more.
You can restrict MCC to admin only, players or roles.
You'll get a 3D editor, box generator, time control, weather control, fog control, you'll spawn enemy or friendly units asking them to patrol a zone or ambush the players, you'll call for paratroops, create IED, suicide bombers, hostile civilians, place ambushes, call a UAV, a ULB, place a hostage, call for more then 10 types of artillery and CAS missions to aid your friend or to harm them, create triggers, play music or sound, create briefings, tasks, markers, spawn an LHD , spawn some vehicles on it, call for evac, start a HALO and much much much more. You'll be able to save it and load it on later on the run.
MCC r7 is out!
Changelog:
Zorilya released an updated version of his Garrison script on the Armaholic forums.
This script will allow you to make a more lively urban environment.
The archive contains both an Arma 3 as well as an Arma 2 version!
Quote zorilya :
This script will allow you to make a more lively urban environment where you have to check every window and door in every house rather than having in the back of your mind 'it's arma, AI don't go in buildings very well'. the units you put into buildings will remain there pretty well under fire but if you get bogged down they will come to you so bust in a clear 'em out.
You can also use this to liven up a patrol route by setting the waypoint init with the script so the group gets there and garrisons a nearby building.
Changelog:
- Added : new optional Variables for more customised use of the script.
- Added : new AI check to help AI recognise a door as a possible entry point for enemies.
- Changed : silenced check for arma 3 so it now works as intended.
- Fixed : patrol script error where units would just stop if nothing was around.
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