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MrF released an updated version of the MrF Rangefinder MkII addon on the BI forums.
This is a simple tweak of the original ArmA Rangefinder which now include a thermal view.

Changelog:
  • Add Green/Red Thermal View
  • Changing Classnames
  • Changing Name PBO
  • Complete Stringtable


Written on 2014-05-13 by MrF

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-=XTRA=-Larsiano informed the community about the upcoming new version of the Dutch Armed Forces mod on the Armaholic forums.

    Quote :
    Version 0.85 (xx-xx-2014):
    • updated: Officer skins
    • updated: Pierce firetruck & Ford ambulance textures
    • updated: F16 Demomodel missing texture
    • updated: bmw config, two_ligths_beam mod error

You can find more information and leave your feedback in the Dutch Armed Forces wip topic.


Written on 2014-05-13 by -=XTRA=-Larsiano


SuddenlyMoose submitted an updated version of his Bratwurst Mark 1 AA config addon.

    Quote :
    Presenting the Bratwurst Mark 1, a mobile SAM system produced by the Erfurt based defense company Lederhosen undt Waffen GmbH. The Mark 1 was introduced in 2022.
    This is a config that uses the base game MBT_01_mlrs_base_F model as an AA unit. This is not an attempt to recreate an actual system, but to add an AA unit that can use relevant features available in the Arma 3 engine.

    Changelog::
    • Added bisign and bikey file.


Written on 2014-05-12 by SuddenlyMoose


Pastor399 released an updated version of the ADF UNCUT project on the Armaholic forums.

    Quote pastor399 :
    Australian Defense Force Uncut is an ongoing project aimed at re-creating as authentically as possible; uniforms, vehicles and weapons pertinent to the Australian military forces. The mod will take advantage of iconic camouflage like DPCU, DPDU and the new AMP; whilst also creating fictional camouflage for A3's fictional setting. We want to make this mod user friendly as possible for mission editors and create units and vehicles that will be beneficial.

    Version 0.4 has replaced the existing SOTG (AMP) class of soldiers with a new set of soldiers that are dressed in Australian Multicam Pattern uniforms, replacing the existing Crye Multicam units (Don't worry the Multicam units will return with new updated textures in v0.5). The AMP units have random uniform scripts that randomize uniforms, vests, weapon and backpacks, as-well as the specifics of what ammo is carried (i.e. if XMed is detected then medics get XMed Supplies on spawn). The M4A5 Carbine has undergone some upgrades in texture, and the sounds reload timing and sounds have being tweaked for the F88 Steyrs and M4 Carbines.

    The ACOG TA648 and TA31 have being overhauled and are now standard optics for M4A5 Carbines and EBR units. The Swarovski 1.5x Optic (2d) has gotten a new reticule but it is still rather crude.

    Ammo boxes have being re-textured, a complete armory is available, as well as separate boxes for M4A5, F88 Steyrs, Support Weapons and AMP Uniforms.

    Changelog:
    • SR-25 Black Only, Folding Bipod and Silencer
    • Improved Australian Multicam Pattern
    • Additional SASR AMP Uniforms
    • Additional Vest Textures
    • Backpack Textures
    • Adjusted Glass Texture for ACOG Scopes
    • MAG58 Vehicle, Adjusted for better mounting, Removed Stock + New Rear Paddle Trigger
    • Blackhawk Changes
    • Now Has PhysX LOD
    • Australian Army Texture + Random Selections For Identification
    • Medevac Now Has 2 x MAG58 Gunners
    • Medevac Has Cargo Space for 3 Casualties and 2 Seated
    • Mag 58 Mounts Remodelled, With Ammobox and such
    • Collision Lights, Search Lights and all appropriate HitPoints
    • Hitpoints fixed for damage handling
    • ASLAV, Modified ARMA 2 LAV25. Base Model Only...No Commander Gun
    • ASLAV Pilot LOD
    • New cfgGroups for each Camouflage Type + Armor and Mechanized
    • Zeus Compatability - All Objects, Units and Groups


Written on 2014-05-12 by Sbats


In this weeks wip report we feature 26 projects by different authors. When you want to view all wip updates make sure to click "read more.." at the bottom of this news item otherwise you might miss out on some interesting new addons and mods coming to the Arma series.


Arma 3 - Czechoslovak army 1938-1945



Arma 3 - Su-35S Flanker E



Arma 3 - Irish Armed forces Mod


    Slatts posted a few screens showing the different style helmets he is currently working on.



    - BI forums

Arma 3 - Airfield Logistics


    Peral announced his Airfield Logistics project and released some first screenshots.

      Quote :
      This mod is made up of four logistics vehicles consisting of a A/S32A Towing Tractor, B-600 Towing Tractor, Still DFG 3/4106 Forklift, and Manitex Liftking USN6. The towing tractors will tow planes and helicopters, and the forklift will lift and load cargo onto aircraft (directly with United States Air Force mod C17 and C5).




    - BI forums

Arma 3 - Boeing F15SE Silent Eagle


    Randomslap started working on the F15SE (model by dezkit).

      Quote :
      The Boeing F15SE Silent Eagle is an upgraded McDonnell Douglas F-15 with stealth features. It contains upgrades like RCS (radar-cross section) treatment, weapons bays and other fifth generation fighter technologies. Today, the F15SE Silent Eagle is still under development by Boeing, but it will be the most up to date F15. In this ArmA 3 mod, I have tried to make it as accurate as possible. I have included features like weapon bays, mounted hud on the pilot's helmet, a co-pilot seat, F110-GE-129 engine nozzels, and many more.




    - BI forums

Arma 3 - Star Trek: Road to the Stars


    Abs released a new video in which you can see what you will see as captain of a Constitution class starship.



    - BI forums

Click "read more.." to view this weeks entire Work In Progress report!!
read more...


Written on 2014-05-11 by Foxhound

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Reynaert submitted his Field Rations script.

    Quote :
    Always wanted to add a bit more realism to your missions without mods? This very simple script allows you to add that little bit of realism. With over 20 kinds of meals based on the United States rations of 2012. The script is user friendly, easy to use and easy to edit to your preference.

    Features:
    • Able to eat or drink after receiving a field ration.
    • Eating or drinking a ration sets your damage to 0.
    • Sounds included.


Written on 2014-05-11 by Reynaert


Slatts released an updated version of the M110 sniper rifle on the BI forums.
The M110 was originallly made by Bohemia Interactive for Arma 2.

    Quote Slatts :
    This adds the M110 ported from Arma 2 with permission from BIS. So far it contains a straight port from Operation Arrowhead but in the future with time allowing I might make one with a regular stock and not the PRS.

    Changelog:
    • Fixed that floating mag bug that some people have (hopefully!)
    • Improving the RVMAT materials so the gun looks far better
    • Fixed incorrect suppressor


Written on 2014-05-11 by Slatts


Gachopin released an updated version of the Gac JSDF Mod for Arma 3 on the BI forums.

    Quote :
    This MOD is demo version of JSDFMOD units. This MOD is mainly units pack of JSDF.
    The Type 89 rifle can use A3 optics.

    Features:
    • Japan Self-Defense Forces units ported from ARMA2
    • type 89 rifle's model/texture improved
    • New weapons : M2 carl gustav, Minimi, type89 riflegrenade "gac_JSDF_M_RG_22_APAV"
    • New cars : 0.5t truck, High mobility vehicle
    • BXD can attach 1t tractor with action menu


Written on 2014-05-11 by Foxhound


Chessmaster42 informed us he released an updated version of his Chessmaster's Wounding System on the BI forums in which he fixed a few minor bugs.

    Quote chessmaster42 :
    A new wounding system for Arma 3.

    Features:
    • General Feature Summmary:
        fully AI compatible
        fully MP and JIP compatible
        configure the damage tolerance of your units
        units are never killed outright and are instead put into an unconscious/wounded state Note: units can be killed while in this state
        injured or unconscious units will be healed different amounts based on who healed (medic vs non-medic) and whether they used a medikit or first aid kit
    • Player Feature Summary:
        unconscious units are able to move around and fire their primary weapon
        unconscious units are ignored by AI until they fire their weapon
        unconscious medics are able to use first aid on themselves (can be disabled in config)
        3D icons show bleeding percentage to medics and the icon and text are bigger so that the medic can more easily check on the wounded
        progress of healing is visualized (progress bar)
    • AI Feature Summary:
        when a nearby group member goes down a first aid call is put out to all AI in the group with a preference for medics
        when no AI in the group can help, a first aid call is put out to all friendlies within 500 meters
        if the AI goes down while doing first aid and is brought back they will go back to the unit they were helping and continue if they can
        when an AI is brought back up they will search for any nearby friendlies that are down and do first aid


    This was just another bugfix update. In testing we found several more rather serious performance bugs and a few other minor things that have now been fixed. Also this update contains the start of a version broadcast and control mechanism. Right now it just sends out the CWS version to all clients and the server and just dumps that to the log. So it'll be easy to tell if someone is on the wrong version. This will later turn into an optional lock-down mechanism so that you can prevent players with the wrong version from even connecting.

    Changelog:
    • Changed most calls to ccl_fnc_GlobalExec to be NOT persistent
    • Added start of version broadcast mechanism
    • Added some safety checks to see if player is a curator
    • Removed the use of the 'name' function in some places where the unit is possibly not alive
    • Added some general error handling
    • Restructured cws_fnc_setupUnitVariables to (hopefully) synchronize better
    • Fixed a few minor bugs in the main FSM


Written on 2014-05-11 by chessmaster42


Chessmaster42 released an updated version of his Curator Presets Mod on the BI forums.

    Quote :
    This is an addon for Arma 3 that provides script presets in Zeus (aka Curator) mode in the Modules screen. This mod is very simple but very useful now that Zeus has been released to Stable. I needed a way to run scripts on objects but not have to give debug console access both in the mission and to users in general. As a result I came up with this mod to help provide some extra utility to Zeus. It's still very basic and needs a ton of work but I wanted to throw it out here for you guys to consume and try out.


    This was just another bugfix update. In testing we found several more rather serious performance bugs and a few other minor things that have now been fixed. Also this update contains the start of a version broadcast and control mechanism. Right now it just sends out the CWS version to all clients and the server and just dumps that to the log. So it'll be easy to tell if someone is on the wrong version. This will later turn into an optional lock-down mechanism so that you can prevent players with the wrong version from even connecting.

    Changelog:
    • Changed most calls to ccl_fnc_GlobalExec to be NOT persistent (fixed many lag and performance issues)
    • Added start of version broadcast mechanism
    • Added some more error handling
    • Added some more checks to see if player is a curator
    • Fixed bug with duplicating waypoints when using Ctrl+Shift+RMB


Written on 2014-05-11 by chessmaster42

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