Zenophon informed us he released an updated version of his ArmA 3 Co-op Mission Framework on the BI forums.
Quote : Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.
The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
The framework is created with these goals in mind:
Simple co-op fun for both players and mission makers
Bottom-up design using flexible pieces that you control
Truly random and dynamic missions without extra work for mission designers
Procedural mission design instead of manual placement using the editor
Eliminating large, static functions with assumptions about what you want in your mission
Server-oriented execution to create more efficient multiplayer missions
A simplification of locality and interacting with clients in multiplayer
A solid, powerful, and bug-free library to use as a foundation for your own code
New Function: Zen_SpawnFlare
Fixed: Zen_ArrayFilterCondition argument check did not allow the first argument to not be an array
Fixed: Zen_ArrayInsertSlice argument check did not allow the first argument to not be an array
Fixed: Zen_CreateTemplate now correctly saves templates that are not on the ground
Fixed: Zen_IsCached gave the wrong default value when given an invalid identifier
Fixed: Zen_MoveAsSet shifted the set of objects to the height of the given position
Fixed: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderHelicopterLand, Zen_OrderInfantryMove, Zen_OrderInfantryPatrol, Zen_OrderVehicleMove, and Zen_OrderVehiclePatrol now give duplicate move and addWaypoints commands as a failsafe
Fixed: Zen_OrderVehicleDrop argument check now enforces the format of its second parameter
Added: Zen_ArrayFilterCondition parameter to filter nested arrays
Added: Zen_CreateControl property Angle
Added: Framework macros ZEN_FMW_Loadout_BasicInfantryPreset and ZEN_FMW_Loadout_HeavyInfantryPreset
Added: Zen_OrderVehicleDrop argument to delete the aircraft after making the drop
Added: Zen_UnCache can add units to a cache identifier
Added: Zen_InvokeTask, Zen_InvokeTaskBriefing, and Zen_UpdateTask parameters for task icon type
Improved: Zen_AreInArea, Zen_AreNotInArea, Zen_CreateTemplate, Zen_FindGroundPosition, Zen_IsForestArea, and Zen_IsWaterArea optimized using the new inArea command
Profcupcake released his Dead Simple Tracker Markers Script on the BI forums.
Quote : This script provides an easy solution to tracking units via regularly (but not necessarily often) updating markers.
The markers are in the form of a dot, with a trailing line. The line extends from the mark's position at the previous update to the current position. This gives you a way to see the distance that has been travelled between marker updates and thus get an idea of the speed your target is moving.
The markers will be automatically corrected to account for respawns, however they will not remove themselves from units that have died - you'll have to do that yourself if you want that to happen.
The markers are entirely local to whichever machine you run the scripts on. Bear this in mind when setting them up.
Armyinf released his RHS NVG Enhancement on the BI forums.
Quote : Thanks for looking! This is my first publicly released work, so please if the BIKEY/SIGN don't work let me know!
We at the 15th MEU (SOC) love RHS, but a lot of members complain about the NVG optic view, so we sought out to improve it, using ACE as a learning curve after looking at how they did the wide view NVG using the p3d.
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