Silola informed us he released patch version 1.05 of his X-Cam In-game 3D Object Placement Tool on the BI forums.
The archive we host has been fully updated with all the new files so you only need to download the version 1.05.
Quote : X-Cam is an InGame 3D object placement tool with many different functions. All these functions make it much easier to place objects on any terrain.
You can export your work as a terrain builder import file, but also as a mission or script file. So X-Cam supports both mapmakers, as well as missionmakers.
New: Alternate methode to start a frame selection
New: Terrain visualisation incl. some settings
New: Option to invert 4 different camera control functions
New: Split a Terrain Builder export file into different export files (object types)
New: Restricted start option (player name)
New: Option to search within the X-Cam object library only
New: One-step processing of multiple projects (incl. export)
New: Additional save option, if objects copied from different projects
Fixed: Press [Alt] during the secondary movement methode is active
DasCleverlesubmitted his DasCleverle's Logistics Pack addon.
Quote : DLP expands the possibilities of logistics in Arma 3 for clans and makes it a lot easier. The pack consists of two parts: LogiTrack (alarm system - known from the fire brigade) and ItemExchange (makes exchanging of items between boxes easier).
A new item: The LogiTracker
Setting a status by click on the number buttons
Colored emphasis depending on the status (e. g. green: available, yellow: executing a task, red: not available)
shay_gmansubmitted an updated version of the Mission Control Center Sandbox 4 for Arma 3 which he released on the BI forums.
Quote shay_gman :
We want to thank you for the support in the MANW contest.
Me and Spirit had talked about it and we are more or less holding the same opinion. But i'll talk for myself, as Spirit will probably share his thought later.
MCC has been a nice and enjoyable ride. From ArmA 2 to this day I always enjoyed working on MCC trying to make ArmA a more accessible game over the years in a perspective way I can say "we made it".
Although I don't know if it is MCC influence over the ArmA's devs or just the set of minds that we share but at the end a lot of the things MCC thrives for have been released in ArmA vanilla. I can count some for you:
1. The new modules in the ArmA 3 editors really helped even players with zero scripting knowladge to set a decent mission.
2. Zeus - well no need to elaborate on that - we have 3D editor and real time control over the battlefield.
3. New resting system - For years (since ArmA 1) as I remember scripters and moders seems to want players to use two sets of keyboards to play ArmA - so they added key for every thing - even weapon resting. While the overall gaming genre was going into a more intuitive method - if you are going to ADS while looking on a wall you probably want to pick out and if you are shooting close to the edge of a wall you are probably resting your weapon on it. I'm glad that ArmA devs went into that way and spare us the additional key bind. I hope in times that they will change the action menu into something more intuitive like the interaction key that is context related.
Don't get me wrong, I'm not feeling bad if I see something similar to what I've worked on released as Vanila Arma - on the contrary - I love it.
First, I don't have any claim on thoughts and ideas, and it is just logical that people will end up with similar ideas to similar problems.
Second, I start modding because I wanted to add some features that were missing from the game (from my point of view) and it brings me joy to see them as part of the game.
Regarding MANW contest:
I'll start by celebrating the winners - You deserve it, enjoy it.
I never worked for money, I did it with my heart and as a way to learn to script better. Sure the prize at the end is something to dream on but it wasn't the motivation.
In general I think BI shouldn't had turn to the MANW contest and could have find better ways to reward its community modders and scripters than a contest because the contest more then ever divided the community and achieved the opposite.
The future of MCC:
I've learned scripting at high school but my B.C is in law and business. I didn't want to end up in a cubic doing routine scripting so I turned to business school (there is no gaming industry where I live) . But I've decided that being in the finalist is good enough reassurance to start and try to turn a hobby into a career and right now i'm checking my options in the gaming industry and thinking about even starting our own project.
It means that MCC updates will be scarce but i'll try to do my best to support and help this wonderful community and game devs.
Open SQL PDA and Commander PDA from ACE - remove add actions.
MCC's hostages will react to ACE restrained and escort.
MCC's IEDs can be disarmed with ACE Defusal Kit.
MCC's medical system will not start if ACE is on.
MCC's in game UI will not be shown if ACE is on.
ACE Defusal Kit and ACE lockpicks will work as MCC's multi-tool to unlock/lock doors.
Doors interaction exc breaching added to ACE self interaction menu while looking at a door.
MCC's SQL commands added to to ACE self interaction menu.
MCC's Interaction with civilians and enemy units moved to ACE main actions.
MCC's artillery computer added to ACE actions while inside an artillery vehicle.
MCC's ILS added to ACE actions while inside a fixed winged vehicle.
MCC's Taru pod attach and drop pods options added to ACE actions while flying a Taru helicopter.
MCC's logistics menu added to ACE actions while driving a MCC's logistic truck.
MCC's Request drop-off from AI driver added to ACE actions while insides a vehicle with AI driver.
Added: MCC's door interaction will work on gates and added a "check door" state before you can pick the lock.
Ollem's Spectator script reintroduced.
Fixed: MCC's evac helicopter fast ropes.
Added: MCC's evac helicopter will open ramps/doors before infil and close them after.
Krigshjälte has submitted this mission where your main goal is to infiltrate and follow mission orders.
Quote Krigshjälte : This mission starts at the evening. Stealth is a good ide but not necessary. Your mission is to take out leaders and save leaders. Take out heavy armed convoys. You are going to plant explosives and also defuse explosives before the time is running out. you will run into civilians who do not understand what is happening so show them respect and concentrate on your orders.
Quote : Essentially its the A2 chernarus water pieces and made for my own port of Chernarus and as such anyone with the proper export data fromchernarus A2 and knowledge of Terrain builder A3 can simply add these as a library template and they will import as normal because the naming is unchanged.
I have given them editor scope so people can use on there own Islands if the shapes fit.
I have added some new sections for people who would like to make streams, whilst I would love to show you a prefect example unfortunately my Arma time is pretty limited these days especially in the summer so I hope with so many good commyunity scripts now like X-Cam and NeoArmageddons and Lynx75 placement missions others can have a good crack at it.
I have also been asked by a few people how they can make their own so in the release topic you can find a simple tutorial you can use when you wish to improve and make your own.
Roh_Z the Lord_Bookasubmitted a patch for his WarfareThai Ex. Thai Armed Force addon.
This is a really small patch so if you have already downloaded the 0.1.3 release just grab the patch from the downloadpage!
Quote : WarfareThai Ex. Thai Armed Forces ([WFT]EX-TAF) is aimed at adding the Thai Armed Forces to Arma 3.
It includes Thai Armed Forces (Modern), Thai Armed Forces (CSAT-2035), Free Thai Movement (2035), Takistan Kingdom Army, Takistani Insurgents, Chernarus Defense Force, Chernarus Insurgents, and some minor factions.
Fixed: missing some variables when player has been killed.
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