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Aplion informed us he released an A-164 CAS - Retexture Template (PSD) on the BI forums.

    Quote :
    For anyone might need it, here you can find a retexture template for default A-164 aircraft in PSD (photoshop) format. As default A-164 textures was painted in a camo scheme, I've removed the "camo" and made the template clear and easiest for anone want to retexture the aircraft especially for monochrome painting colors.



Written on 2017-01-07 by Armaholic

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MSGvassiLi submitted an updated version of the =ATM= French Cougar ALAT/AAFR/NAVYFR.

    Quote :
    The Eurocopter AS532 Cougar (now Airbus Helicopters H215M) is a twin-engine, medium-weight, multipurpose helicopter developed by France.
    The AS532 is a development and upgrade of the Aérospatiale SA 330 Puma in its militarized form. (Its civilian counterpart is the Eurocopter AS332 Super Puma.) The AS532 has been further developed as the Eurocopter EC725.

    Changelog:
    • Remove the Numerals of the spain version


Written on 2017-01-07 by Armaholic


KokaKolaA3 released an updated version of his ACE 3 Extension on the BI forums.

    Quote :
    This AddOn adds the ability to perform new Actions and Animations via ACE 3 Interactions Menu.

    Changelog:
    • 3 new Animations
    • Static Animations are fixed
    • 1 exclusive Error Message


Written on 2017-01-06 by Armaholic

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RPFramework team informed us they released in the BI forums of their modular roleplaying mission, server, and addon framework for Arma 3.

Changelog:
  • Added saving variables for physical items while they are in trunks
  • Garage to a module
  • Client_fnc_vehicleHitGet and vehicleHitLoad now only return and take in damage values not the hitpoint names anymore
  • Garage checks for vehicles blocking garage spawn
  • methLab smoke now ran on all clients
  • Hunger and thirst are now saved and are now global variables assigned to players
  • Fixed being able to buy your own house
  • Fixed multiple things with Jail module
  • Fixed Police+ DB saving " and ' marks correctly
  • Vehicle shop now works better and more precisely
  • Added distance checks for a lot of interactions in modules RE-IMPORT RPFRAMEWORK.SQL AND RPFRAMEWORK.INI!


Written on 2017-01-06 by Armaholic


The ALiVE Team released an updated version of the ALiVE - Advanced Light Infantry Virtual Environment on the BI forums.
The Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario.

    Quote :
    Happy New Year! ALiVE introduces online After Action Review!

    The original intent of the ALiVE War Room website was to allow groups to track their performance (both group and individuals) as well as review missions. Although stats are great, War Room never had a true AAR capability - until now!

    We are very happy to announce that we have integrated community member Titan's R3 framework into ALiVE War Room. Thanks to ALiVE Dev MarcelDev89 we have incorporated R3 in a way that means you can use AAR without having to setup your own web service or do anything other than run ALiVE as usual on your dedicated server with Data/AAR enabled. Many thanks to Titan and MarcelDev89 for making AAR a reality on ALiVE War Room.

    Our system is very similar to OCAP and other AAR systems, however, ours does not require you to have to setup your own web server etc.

    The great thing about AAR is that you don't even need to be running an ALiVE "mission". Simply ensure everyone is running the @ALiVE mod and your server is running @ALiVE and @ALiVEServer mods. Place the sys_data_auto.pbo (located in the @ALiVE/optional folder) into your @ALiVE/addons folder on your server.

    Wait but there's more! 64 bit ALiVE Extensions
    We thought that might get your attention! We've ported all our extension goodness to 64 bit for those of you running the Dev branch and want to enjoy ALiVE without those pesky OUT_OF_MEMORY issues! Thanks to Tupolov, we've ported the ALIVEClient.DLL to 64 bit so that you can continue to index maps if so desired. More importantly we've ported the ALiVEPlugIn.DLL that runs on your dedicated server to 64 bit too.

    There's even moar? Real Weather tech preview
    What on earth is Real Weather I hear you say. Well its pretty simple, for our Weather module, if you select Real Weather and then state a COUNTRY/CITY location, ALiVE will go and grab the actual weather for that location for your mission game time. We support dates between 2007 and right up to today. If you are playing in the future (or before 2007) we will grab the weather for the hour/day/month in 2016 for whatever location you specified.

    Release Highlights:
    • After Action Review now available on ALiVE War Room
    • 64-bit Extensions
    • Real Weather (Tech Preview)
    • Numerous bug fixes and enhancements
    • Make sure you download latest @ALiVEServer from War Room server setup


Written on 2017-01-06 by Armaholic


Silola informed us the X-Cam-Taunus team the X-Cam-Taunus terrain on the BI forums.

    Quote :
    We are pleased to announce that we have completed the first version of the X-Cam-Taunus map.
    This version is around 95% completed and we want to release the final version later this year.

    Changelog:
    • changed: xCam_Taunus bikey + xCam Prototype bikey instead of 10 different keys
    • fixed: Missing Landcontact issue Taunus Walls in RPT
    • fixed: strange convex geo/geo physx Deox Objects
    • fixed: unaccessible ladder points Deox Objects
    • fixed: Deox Objects missing config class
    • fixed: poolpunk RMA objects RPT Spam
    • fixed: Walls_01,03,04 RPT Spam
    • fixed: Indust Concrete RPT Spam
    • fixed: Indust Stairs RPT Spam
    • fixed: Indust Pipes RPT Spam
    • fixed: Plants RPT Spam
    • fixed: Glitch to hide under dirthump in Wehrheim
    • fixed: Drivability on Taunus Wall Objects
    • fixed: Localisation Lat/Long
    • fixed: Missing Roadway Saalburg
    • fixed: Glitch to hide under dirthump in Wehrheim
    • fixed: some misplaced objects
    • fixed: wrong config entries (soundHit)
    • fixed: Localisation Lat/Long
    • added: Missing Fence Königsstein
    • added: Apron Lighting RMA
    • added: About 50 deerstands around the map
    • added: Jail-Doors


Written on 2017-01-06 by Armaholic


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!

    Changelog:
    • Added: AI have a better time following waypoints in combat.
    • Added: AI will more aggressively clear out buildings now.
    • Added: New settings in the userconfig file and VCOMAI_defaultsettings.sqf file for fine-tuning the queue system.
    • Fixed: AI assaulting a point sometimes would get stuck when AI deemed no cover was findable.
    • Fixed: Zeus controlled AI should now handle even better.
    • Optimized: Many functions and scripts heavily optimized.
    • Optimized: New queue system for AI taking cover and other HEAVY functions.


Written on 2017-01-06 by Armaholic


Deltagamer released an updated version of the DEGA Parachutes addon on the BI forums.

    Quote :
    The DEGA Parachutes is a replacement of the Static Line mod. The reason it has an individual release is due to the fact that this will be branching out to more than just static line parachutes.

    Changelog:
    • Reworked system again
    • Enable/Disable via Eden Editor Attributes
    • Modders can now add compatibility to their mods
    • Removed Jump master


Written on 2017-01-06 by Armaholic


Spookygnu informed the community on the Armaholic forums.

    Quote :
    RSO Creations for the past 6 months have been working on the map with no name that that map is called "Benghazi". This map is unlike anything seen in Arma before. It is mostly urban in design and has a terrain cell size of 7.5m Its 30x30km sqd and 1:1 in scale.

    Whilst building this map from the start it is amazing to see from the sky, sometimes you think you don't even need buildings on it to play it. But obviously that will not be the case. This map is huge in every sense of the word. There are a lot of things to be done on the map so please be patient.


You can find more information in the Benghazi WIP topic.


Written on 2017-01-05 by Armaholic


DL++ released a bunch of new screenshots showing the latest progress he made with his No Cure mod, an open world, zombie & human survival mod, on the Armaholic forums.

    Quote :
    With No Cure you will face many challenges in a new Post apocalyptic environment. You will need to hunt and scavenge for essentials to survive and stay fed and hydrated. Once the essentials are taken care of you can begin exploring deeper into the mist of the dead where you will find life stealing bandits, struggling survivors, and settlements hanging on to existence. All with one common goal…. To survive the deceased lands riddled with mutated death.

    Here are some new screens from the new terrain and some weapon re-textures.


You can find more screens, videos and information in the No Cure WIP topic.


Written on 2017-01-05 by Armaholic

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