Trixie released an updated version of his Sniper/Marksman Pack on the BI forums.
This weapons pack contains different sniper/marksman rifles from Arma 2.
Quote : As promised, the final update for the Sniper/Marksman pack and also my final release for the foreseeable future. Quick and dirty changelog as i can't really remember specifically what i worked on before. The Ghillies can be found in their own separate PBO just in case they cause trouble or if you wanna use the weapons without the ghillies or vice versa. It's the first time i've ever tried porting a uniform and i think i got it mostly right, it was sort of a speedrun, completed in around an hour, so it may very likely have issues i did not encounter! If there are any gamebreaking issues i can potentially fix them, but other than that everything will be left the way it is. If you want to tweak certain things (ammo for example) you are free to make replacement configs or whatever.
As a quick sidenote, if anyone want to send me pictures of this stuff in action with your community/group or whatever, feel free to do so!
IchBinJager has submitted, using our Public FTP, a mission where you are to wreak havoc on the enemy.
Quote IchBinJager : This is my first mission for ArmA 2 which I am releasing to the community. I hope you guys enjoy it, ACE is required. To be safe it may prove wise to get all the additional modules.
Drongo69 released his Drongo's Command Enhancement on the BI forums.
Quote : DCE has two goals. The first is to enhance control of the player's squad with a simple dialog. The second is to place the player in command of all groups of his side. The command aspect of DCE is a combination of BIS's High Command Module and my earlier mod Drongo's Toolkit.
Fixed a bug with the Heal Other command
Added the ability to exclude groups from command (using an array dceExcludedGroups). Note that HC will still show the unit's marker
Removed obsolete scripts DCE\Scripts\Command\CommsClient.sqf and \CommsPlayMessage.sqf
Fixed a bug that prevented the behaviour and formation of a group displaying in the command menu
Unexciting overhaul of group display and selection in the command dialog
Went through all of the core scripts to try to fix undefined variables and other misc bugs
Steel released his British Beret Modifications, which is an edit of Kiory's Parachute Regiment beret, on the Armaholic forums.
Quote : This mod will add a variation of British military berets to your game. In version 0.1. Currently you will find the Royal Marines beret, the Royal Marines Officers' Beret and the Royal Marines Recruits' beret but you can expect version 1.0 to hold at least 10 different variations. These variations will be based on requests from communities who make themselves known to me.
Fixed first person view error on the version that I used by adding in LODs
Quote : This addon contains an AK-74M, with and without GP-25 grenade launcher, and an RPK-74M.
This is a very rushed work to have something AK-like to go along with my russian units.
You can consider it an early alpha if you wish.
I plan to do some major polishing work later on and add more details to them.
Addon is signed, inside the folder you can find the bikey too.
Silola informed us he released the second part of his X-Cam demonstration. You can view part one here.
Quote : Since the bug fixing is very troublesome in the dynamic of the DAC, I started in the first step with a tool
that enables me to better observe the processes of DAC and the behavior of the AI.
This tool with the name "X-Cam" (Some people know this tool certainly from OFP times) will do the job.
This is not a mission editor, and it's not a tool like the "3DE" was.
I may see some similarities to the new "Zeus" tool, but that is really not intentional because the first idea and the first concepts I developed a long time ago.
I think the X-Cam is a mix of all the tools, because it contains something of all things.
I can not say exactly what features will be included in the first release as I'm still experimenting a lot and try out the possibilities.
Austin(medic)submitted his Combatant Detection script.
Quote : This script mainly detects when your unarmed, or armed, then will set the AI to not attack you if your unarmed, useful for undercover missions.
Be careful with the combatant check, as it runs on every single AI, therefore each client will be running as many instances of the script as there is AI. This will cause performance issues with large missions with tons of AI.
Also note that AI is a bit retarded and gets confused when the player is set to enemy after being captive, they'll usuaully lay down and stare at you for a few seconds then begin shooting.
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