Jimbobobsubmitted his British Army Uniforms addon.
Quote : A Small Mod I've made to add in some different british army skins into the game, no other mods are required.
At the moment there is just battalions from the 12th AIB and 7th IB within this pack although in the future i shall add some more battlions from different brigades. Please leave comments with suggestions.
12th Armoured Infantry Brigade (Brigade patch on left arm, regimental patch on right arm):
- Brigade Trainer
- 1 Battlion, Royal Welsh Regiment
- 204 Signal Squadron
- 26th Engineer Regiment
- 224th Medical Regiment
- The Scottish Gunner (19th Royal Artillery)
7th Infantry Brigade (Brigade patch on left arm, regimental patch on right arm):
- 1 Battlion, Royal Anglian Regiment
- 2 Battlion, Royal Anglian Regiment
- 3 Battlion, Royal Anglian Regiment
- 3 Battlion, The Princess of Wales's Royal Regimen
QuickDagger informed us he released an updated version of his Dagger Weapons & Ballistics addon on the BI forums.
Quote : This is Dagger Weapons (and ballistics) for Arma 3.
It adds many new sniper rifles and a wide variety of ammo types, wich use ACE 3 Advanced Ballistics parameters.
All ballistics data is based on real life coeficients and you can play the game using your real life ballistics calculator, as well as the ACE 3 ballistics hand held and rangecards.
The rifles are based on the wonderful Bohemia´s sample models for Arma 2 and come with many added features like iron sights, rails, etc, and they are painted in many different realistic official camouflage patterns. There are also some hand painted rifles, made using sniper´s real life techniques.
I hope you enjoy playing Dagger Weapons just like I´ve enjoyed making it.
Shared a sudy on Arma 3 ballistics, revised the penetration and damage system, fixed some .308 BC´s, made the ammo SMA, RHS and Marksmen DLC compatible and removed the message at the startup, fixed some rifle dispersions, added different shot sounds, added HP ammo to .300 blackout and 6.8 SPC calibers, fixed assault rifle magazine muzzle velocities to match ACE rifle barrel length parameters. Reduced weapons mass to allow carrying them inside backpacks with other stuff.
Ussrlongbow released his Cron manager for Arma 3 on the BI forums.
Quote : This script has been refactored and proven for 1 year already.
This is a cron manager for Arma 3. It is a similar for crontab in Linux or Task Scheduler in Windows.
It allows you to execute code at a scheduled time, repetitive or not.
Script will help to avoid endless loops and make performance optimized missions with greater flexibility in terms of managing your code execution. This script is designed for server-side execution, but also works in SP.
Script contains of 4 functions:
RWT_fnc_cronInit - initializes cron manager, executed on postIinit
RWT_fnc_cronJobAdd - adds jobs to cron manager
RWT_fnc_cronJobRemove - remove job from cron manager
RWT_fnc_cronJobRun - function that runs the code, when its time comes
Mynock released his Ambient Artillery Battery Script on the BI forums.
Quote : I wrote this script with the purpose of having AI controlled artillery pieces continually fire rounds without lowering the main cannon to re-adjust their aim each time. I figured I'd share it with the community so that others might benefit. It can be useful for a fire base to add ambience, an objective to destroy an enemy artillery piece firing on imaginary friendlies far away, at a firing range to make it look like the AI is practicing, or any other idea you can come up with where this would be useful.
This script is not designed for accurate AI artillery fire; do not try and use it for this purpose. There are other scripts out there that handle this. There are also special instructions for using with mortars because they behave differently than artillery units I guess so they will not exit the firing loop if the gunner is killed.
The script is run on an artillery unit and forces the unit to aim at an object (a marker will not work, I will explain why below*) with a set barrel angle and fire continuously until the loop is canceled, either by destroying the unit itself, or deleting/destroying the object that is the target. Other parameters include the ability to delete the projectile after it is fired so it never impacts the ground anywhere, have the unit be set as captive, have the unit auto reload when it runs out of shells/rockets, and have a minimum and random delay time between shots if desired.
*The reason for not using a marker is for ease of exiting the while/do loop in the mission editor. All that's required to exit the loop (if you want the artillery unit to remain) is to delete the object that is the target via a trigger, another script, an addAction, however you want to do it. There are multiple invisible objects you can place, which is what I recommend using.
IceBreakrsubmitted an updated version of his famous Isla Duala Terrain for Arma 3.
Quote : Isla Duala is a fictional 100km2 African island divided into two countries: Molatia on North and Afrene on South. Border runs along the river and there is a constant tension between both countries. Both countries are backed by different developed world countries that abuse their natural resources: oil and diamonds in Molatia and tourism (natural beauty) in Afrene. Recent discovery of rich oil reserves on Hazena (NW Molatia) ignited the old hatred between countries and Molatia is using fresh income to boost its military. Agressive Molatia is ready to invade weakened Afrene... but US/Europe forces with UN are there to keep the balance and enforce peace.
fixed skies & lighting that got wrecked with release of official patch 1.60+
improved satellite image graphics
removed dependency of Island Panthera & ibr_rn.pbo
removed dependency of CUP Terrains Maps, only CUP Terrains Core is required
lukinator96 released his Tanoan Armed Forces on the BI forums.
Quote : This adds Tanoan Army faction to the game.
Tanoan military lacks armor, modern equipment and even protective gear. Their goal is mobility, so they have
really light equip, helicopter support to make it fast to the target and LRRP that stalks jungles for weeks long.
Their best description is light infantry.
Vest and viper rigs added to units.
Added asian identities.
Fixed some classes.
Changed quadbike FFV animation to one, which fits better.
IceBreakr released an updated version of his Island Panthera for Arma 3 on the BI forums.
Quote : Name Panthera itself comes from Slovenian history of "black panther" crest. Map itself is based on the real height data of Slovenia's Northwest part in Europe - named Gorenjska Region.
"Gora" in Slovenian means mountain and Gorenjska region (represented in Panthera) certainly lives up to its name being home to most of Slovenia’s biggest mountains, including the highest of them all – Triglav (three heads) standing at an impressive 2,865 metres. The Julian Alps and the beautiful Triglav National Park are the main features of the region – offering not just outstanding scenery, but a wealth of plant and animal life and an abundance of outdoor activities. It is also home to the unforgettable lakes Bled and Bohinj. It is almost impossible to decide which one you prefer – Serene Bohinj and its majestic mountain setting or fairytale Bled with its seventeenth century church on an island overlooked by a castle perched on a rocky outcrop.
fixed runway marker pieces that somehow got wrecked by Terrain Builder application
removed dependency to CUP Terrains Maps, only Core is required!
optimized lighting settings
improved ground textures
added runway lights to Boriana Airbase
added streetlights to several villages and towns
added new long bridge connecting Savagia and Maleficio islands
KoffeinFlummi released an updated version of the BWMod on the BI forums.
Quote KoffeinFlummi : The BWMod team's goal is to supply the Arma 3 community with a set of vehicles, weapons and equipment to be used in 2020 by the German Army, like the IdZ system and vehicles currently being introduced, such as the IFV Puma.
We are not associated with the BWMod for OFP and the earlier Arma games, but since the team around that mod abandoned the project, we will continue where they left of and equip players with high-quality vehicles and weapons.
added: LLM01 Underbarrel
added: G38 variants
added: G36C Ironsights
added: Localized names of mod components for "Required addons for scenario" tab
changed: RGW90 position on back
changed: Increased limit of drawn group members for NaviPad and enabled showing free hand lines
fixed: After 1.60 the flight path of PzF3 rocket was wrong
fixed: Mixed up description of HE and HEAT ammunition for 84mm Leuchtbüchse
fixed: Night vision device was attachable to 84mm Leuchtbüchse
fixed: Undefined variable "BWA3_optics_camera" when leaving Puma or Leopard
fixed: No entry 'bin\config.bin/CfgVehicles/Tank_F/HitPoints/HitFuel.name'
Copyright (c) 2006 - 2016 Armaholic.com All Rights Reserved.
Armed Assault, ArmA: Combat Operations, ArmA: Queen's Gambit, Arma 2, Arma 2: Operation Arrowhead, Arma 2: Combined Operations, Arma 2: British Armed Forces, Arma 2: Private Military Company, Arma 2: Army of the Czech Republic, Arma 2: Reinforcements, Arma 2: Firing Range and Arma 3 are trademarks or registered trademarks of Bohemia Interactive a.s.