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[TF]Nkey informed us he released an updated version of his Task Force Arrowhead Radio on the BI forums.
The version 0.9.7 is fully compaible with 0.9.6 but it is recommended to update!


    Quote [TF]Nkey :
    So, new release 0.9.6 with a lot of fixed and some new features is ready
    Thanks to Rapsu86, Audiocustoms, Priestylive, L-H, PabstMirror, RHS and VTN teams and others!
    So, now it seems to be stable and recommended for update. Maybe I'll release some optional patches for plugins in case of issues with some players.

    Also, please support TFAR on MakeArmaNotWar!

    Changelog:
    • Fixed memory leak in plugin which may cause FPS drop
    • Updated radio sounds
    • Default key for LR additional is Y
    • Updated mass of backpacks
    • Czech translation
    • Fixed issue with BWMOD encryption codes



Written on 2014-10-26 by Nkey

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Wiki has submitted a new version of his Operation Aegean Spear campaign that takes place in 2033 in alternate world than East Wind campaign.

Changes:
  • added missions 21 to 29
  • tweaked minor issues on previous missions


Written on 2014-10-26 by Wiki


Glowbal submitted version 0.9.1 Alpha of the Combat Space Enhancement.

    Quote :
    The aim of this update was to fix outstanding issues and polish existing features. This update brings an improved damage handling for CMS and UI improvements.

    CSE Server Config:
    For those of you whom are using the cse_server_extensions.pbo, the server config has been updated with the latest examples. If you want to stay up to date with the latest versions, please keep an eye on our wiki page.

    Changelog:
    • Improved: Adjustments to weapon resting
    • Improved: Improvements for getBloodLoss
    • Removed: Removed debug prints in fn_bloodConditions_CMS.sqf
    • Fixed: Live Feeds and vehicles
    • Fixed: request functions
    • Added: icons for helmet camera and flight display.
    • Added: assign medical vehicle module for CMS
    • Fixed: Item classes. Can you properly pick up items.
    • Fixed: issues with duplicate bodies staying put.
    • Fixed: flashing and resetting of selected entry in lb (vehicle UI).
    • Fixed: CBA compatibility
    • Fixed: kill on unload unconscious bodies
    • Fixed: handledamage with fire (again)
    • Changed: damage thresholds can now be determined on a unit basis
    • Fixed: Name was set to nil when units would take damage.
    • Improved: Rewrite of large parts of handleDamage CMS.
    • Fixed: Usage of Medical items often was duplicated.
    • Fixed: Can now assign Medical Vehicles in editor.
    • Fixed: Not able to pick up Items
    • Fixed: Dead units got 'unknown' name
    • Fixed: unconscious units killed when unloaded from vehicle
    • Fixed: Blood IV 250 ml / "cse_blood_iv_250" has a " sign in his name

    If you like our work, please support us in the contest!
    Vote for us in MakeArmaNotWar.



Written on 2014-10-26 by Glowbal

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LUKI released in the BI forums a new version of this short cooperative mission for eight players where your objective is to capture some ruins.

Changes:
  • added new scripts
  • deleted some patrols and objects
  • small fixes in editor
  • deleted "debugConsole.hpp" parameter
  • updated "killed" eventhandler (if you'll be killed by enemy now, script subtract 1 point for death)


Written on 2014-10-26 by LUKI


Angel informed us he released in the BI forums an update for this massively expanded Great Altis Highway Race version, including up to 10 separate epic courses for you to race along as well as other improvements and additions.

Changes:
  • Updated map briefing texts for both Competitors and Civilian Observers to give more far more comprehensive information and instructions to players.
  • Updated Civilian Observer welcome hint texts as Competitor welcome hints were showing up instead upon race start.
  • vMinor changes to welcome and finish messages during camera sequences.
  • Minor changes to triggers and waypoints for some of the ambient AI aircraft flying about.
  • Changed camera focus point for each intro sequence to objects that do not get moved depending on course selected. This sometimes created a bug where the camera was focused in the far off distance because the object it focused on didn't get moved in time to its correct location.
  • Changed ending UAV planes (which are the focus point of the end sequence) to be invulnerable. On rare occasions the planes would inexplicably crash or be destroyed somehow, causing the end sequence to glitch out.
  • Fixed a couple of missing barricades on Courses #3 and #4
  • Fixed red hazard lights at Checkpoint #3 on Course #4
  • Fixed missing blue flags at Checkpoint #4 on Course #6
  • Fixed a few night warning/hazard lights not showing in Courses #7, #8 and #10.
  • Additional arrow markers placed on Course #7 when joining the main highway. Players got often got confused where to go.
  • One Car spawn truck removed from Course #9 as it wasn't supposed to be there.
  • Barricades positioned at the finish point of Course #9 to prevent players from driving off the cliff. Amusing as this might be, it can cause the game over messages to not display correctly.


Written on 2014-10-26 by AngeI


shape1996 & Ms have submitted this cooperative mission where your objective is to recapture Prygos bay.

    Quote shape1996 & Ms :
    CSAT has invaded Prygos bay! Driving them back to where they came from, that's what we are talking about!
    We have all forces available in this battle and the HQ would provide supply drops and air transport.



Written on 2014-10-26 by shape1996


Jigsor released in the BI forums an update for his custom version of the traditional Insurgency mission.

Changes:
  • Hotfixed all missions.
  • Fixed: animation bug found in Delivery mission due to BIS command change
  • Fixed: Script errors in rewarded vehicle paradrop.
  • Removed Weapons marker created when deploying Opfor MHQ.



Written on 2014-10-26 by Jigsor


KoffeinFlummi from the BWMod Team released an updated version of the Authentic Gameplay Modification on the BI forums.

    Quote :
    The team that brought you the BWMod is now working on a modular, open-source realism/authenticism mod for Arma 3. This project originally started as a fork of TMR, but since evolved into something bigger, with only a few parts still taken from Taosensai's work.

    The AGM mod tries to achieve the maximum amount of authenticity possible in Arma 3 without sacrificing playability. The mod is modular, so you can disable features that you don't want or are incompatible with other mods. All the code is open-source, so everyone can contribute, or fork this repo and customize it to their own needs.

    You installed AGM, but you have no idea how it works, or where to start? Get started here.

    Changelog:
    • Added: AGM_Core_Fnc_progressBar now returns the progression it had at the time of cancelling
    • Changed: The way AI reacts to flashbangs
    • Changed: AI units no longer create backblast damage when firing launchers
    • Changed: New model for the spare wheel.
    • Changed: AGM's marker system is now in a seperate PBO, AGM_Markers
    • Fixed: Putting in ear plugs didn't require the item
    • Fixed: Wasn't able to use Shift + [number keys] to select weapons without using "Disable Command Menu"
    • Fixed: Couldn't use spectator mode from unconscious state
    • Fixed: AGM_Wind would throw an error on some maps
    • Fixed: Various "Updating Base Class" errors
    • Fixed: Issues with AGM's inheritance, causing some vehicles to not have certain issues
    • Fixed: Issues with various grenade throwing modes caused by a change in grenade mass
    • Fixed: Friendly-Fire messages were sent multiple times with JIP clients
    • Fixed: All new markers were global
    • Fixed: Issues with MouseZChanged
    • Fixed: An issue with floating explosives


Written on 2014-10-26 by KoffeinFlummi


Sk3y informed us he released an updated version of the Camofaces addon by him and Feldhobel on the BI forums.

    Quote :
    This addon will add a camoface for each default face. You don´t need any other Mod to use this one.
    Only the optional PBO´s need other mods to work (Authentic Gameplay Mod, Community Base addons A3, etc).

    Changelog:
    • fixed: AI spawn with Camofaces
    • fixed: Black Faces get White Face on set non available face
    • added: AGM Selfinteraction Button need Translation
    • changed: Classnames are now more unique
    • changed: Clear Files and Configlines from Bullshit

Camofaces v1.10



Only required if you want to use camofaces_agm.pbo
Authentic Gameplay Modification
Community Base addons A3


Written on 2014-10-26 by Foxhound


AusSnipe73 submitted an updated version of his USS Iowa BB-61 addon.

    Quote :
    This is my MANW entry the mighty USS Iowa BB-61. The USS Iowa was a US Navy battleship which saw service during WW2, Korea and the Gulf war. This addon features the ship as it was after its 1984 refit and recommissioning. At 270 metres long and weighing 45,000 tons the Iowa is one of the largest moving objects to be seen in Arma 3.

    Changelog:
    • Added gunner get in/out points
    • Added passenger get in/out points
    • Added artillery support to A and B turrets - Call it in via units 16,17 and 18
    • Reduced ship armor
    • Increased ammunition for main guns
    • Increased velocity of 406mm AP shells
    • Added custom explosion effects for 406mm HE shells

    If you like our work, please support us in the contest!
    Vote for us in MakeArmaNotWar.



Written on 2014-10-26 by AusSnipe73

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