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Smiley Nick released the first beta version of his Isle Of Scilly - St.Agnes Terrain on the BI forums.
This is still very much Work In progress and the purpose for release is to gain feedback! Currently you should not expect a final or complete build.

    Quote :
    I'm planning on submitting my update for the MANW contest - some may hate the extension, but for me its good! - as I have very little time outside of my day job!. I'll be working on finishing as much as I can over the next three days. It occurred to me that the most important feedback I can receive is from you, the community!
    Therefore, I'd like to offer you a download of the terrain for play-testing. If you do have any thoughts, concerns, wishes, then please do let me know. I've booked the weekend up and any feedback would be greatly received.


    Formed as part of an archipelago, these islands are positioned twenty eight miles from the UK mainland (Cornwall). I do have the the whole island group in game but am focusing on one of the smaller islands - St.Agnes / Annet for this release. The island will feature custom objects and clutter to help bring about that all import UK look. Depending on how well this terrain is received, I may continue to work on the whole archipelago - featuring five inhabited islands with over 100 smaller rocky islets.

    Gameplay:
    The terrain may not look like an obvious fit for ArmA. This is a terrain suited more towards infantry infiltration and sea born insertions - as I'm positioning objects to reflect what I feel would be fun mission scenarios. I will try to recycle as much as I can from the A3 assets list and blend them into the terrain. I will be adding my own story onto the island to help support mission makers. This will most likely support the cliche newly discovered natural resources (Oil, natural gas) that might help prop up reasons to start a war on the Isle of Scilly! It would be great to hear feedback from mission designers or players would would like to see something while I'm still in the design stages. Always happy to hear thoughts and ideas.

    Features:
    • 5-10 custom objects
    • High resolution satellite map (0.25m)
    • Very detailed height map (2m cell) - great for hiding in those ditches
    • Custom ground surfaces and clutter objects
    • Just under 1.6 km2 of landmass
    • Off Shore ship to launch missions from


Written on 2014-12-12 by Smiley Nick

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Rydygier submitted an upated version of his HETMAN - Artificial Leader addon for Arma 3.

    Quote Rydygier :
    Same, as HAC for Arma 2, HAL is intended to enliven the battlefield of Arma 3 the same way a human leader would operate. HAL does not deal with the manner in which orders are executed (unit level), but mainly deals with the issuing of orders. In other words, this addon gives one or both sides of a conflict a field-commander level AI.

    Changelog:
    • Fixed error with BB's objective markers
    • fixed error with incomplete chat sentences in addon version
    • corrected variable name for switching HQ chat in the manual


Written on 2014-12-12 by Rydygier


M4RT14L has submitted a new version of the variant of his ALiVE Co-Op Mission with Random tasks using the RHS: Escalation mod.

Changes:
  • Updated to 0.9.4.1412061 ALiVE version.
  • Updated to 0.10.0 ALPHA RC1 CSE version.
  • Updated to 1.3.1 Strykerpack version, (Stryker Woodland Camo).


Written on 2014-12-12 by M4RT14L

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=A3SM= Petar a.k.a PnK2 has submitted a cooperative multiplayer mission resolving various main taks and sidemissions.

    Quote =A3SM= Petar a.k.a PnK2 :
    This version of domination is made for the version 1.36 of the game with forced headless client and the map is the greenest island in ArmA3, the island Stratis, because the Army of Serbia and ArmA3 Serbia mod use green camo pattern for soldiers uniforms and vehicles. This version of domination is made by the Xeno's free and noncommercial license which means that you are free to share, to copy, distribute and transmit the work or to remix & adapt the work, only if you follow three imortant rules: 1.) You may not port Domination to any other game using the RV Engine! 2.) You may not upload Domination to Steam Workshop and this includes derivates of Domination! 3.) You are not allowed to monetize videos recorded or streamed while playing Domination in any way or form! Respect the Xeno for this. Other credits are mentioned in the briefing of the game. Also I use under same licence some parts of the Altis Xtra domination by Champy_UK & Tankbuster.



Written on 2014-12-12 by PnK2


eRazeri released an updated alpha version of the Arma CCIP addon on the BI forums.

    Quote :
    This addon is a CCIP (continously computed impact point) solver for aircrafts in ArmA 3. It is a client side addon that only runs on clients. The addon calculates the approximate impact point of the currently selected weapon in the aircraft. It is an approximation, so there will be a small degree of error between the calculated impact point and the real impact point.

    The script only calculates the impact point. There is just a crude cross on the HUD along with distance text to indicate the computed impact point. HUD development was never a focus of this project but that might change.

    How does it work?
    Approximation is done by using Euler's method to solve the projectile motion.
    The following ammo types are supported more or less:
    - MissileCore and its sub-types.
    - BulletCore and its sub-types.
    - BombCore and its sub-types.

    Changelog:
    • Fixed initialization of the addon to run on it's own thread and not blocking any other addons anymore.


Written on 2014-12-11 by Armaholic


Dr_Eyeball submitted an updated version of the Tactical Battlefield addon, a PvP Modification, which was released on the tacticalbattlefield.net forums.

    Quote:
    Tactical Battlefield (TacBF) is in continual development for improvements, along with regular mod and mission updates. We are getting close to reaching our next milestone (hopefully) in about 1 month or so, where we feel the mod and missions should finally reach the level you would expect from the mod and reach a stable core platform, rules, settings and mission adjustments. We have completed around 350 tasks so far, but still have about 250 remaining. Most of the remaining tasks are features plus lesser known issues. So soon we'll be switching from a core development mode to more of a features addition mode.

    Visit www.tacbf.com/forums forums for more information and to join the discussion.



Written on 2014-12-11 by Dr_Eyeball


JustSpeedy submitted his Spongebob's Neighborhood!.

    Quote :
    I'm so proud to introduce you to my new mod! Spongebob's Neighborhood!
    Always wanted to have Spongebob's neighborhood in Arma? No? Never mind, because you can have it now anyway.

    So what are you gonna do with this mod?
    I have absolutely no idea, just be a bit creative?
    You could use it as super secret military base for example! I'm sure nobody will notice.

    This was just like a training for me. I'm a nooby at arma moding.



Written on 2014-12-11 by justspeedy


Delta 1 Actual informed the community on the Armaholic forums he is working on a Arma 3 SWAT addon.

    Quote :
    I've recently taken interest into producing a mod for the community, sort of obvious what it is. Open to feedback, actually encouraged, whether it be positive or not I'd love to hear from the community

    At the moment this is just a WIP.
    Currently i have reskinned and geared 4 units.

    Done:
    - Operator (M4 Carbine)
    - Operator (MP5)
    - Breacher (M1014 Shotgun)
    - Marksman (M24 Rifle)
    - Weapons (Thanks to massi's pack)

    Aims:
    - SWAT MH-9
    - SWAT Offroad
    - Medic
    - Training Map Template
    - Reverse caps
    - Silenced variants

    I am trying to minimize the required mods needed, at the moment the only requirement is Massi's NATO Weapons.
    Here are some first progress pictures.


You can find more information and leave your feedback in the Arma 3 SWAT WIP topic.


Written on 2014-12-11 by Delta 1 Actual


Blackjack 89 released an updated version of his Building Position Locater script on the Armaholic forums.

    Quote :
    After being fed up with trying to find the correct positions of a building I decided to make this script to make mission making a little easier. Building position locater(BPL) makes it easier to locate all of the positions of a building.

    Simply aim your weapon at the base of the building that you want the positions of and press the End key on your keyboard. Run over one of the arrows indicating the positions and you get that position displayed in the hint menu.

    Changelog:
    • Added ability to copy position to clipboard.
    • Adjusted distance needed to reveal building position.
    • Changed colours of hint to be more readable.
    • Removed code that wasn't needed.


Written on 2014-12-11 by Blackjack 89


Zenophon informed us he released an updated version of his Co-op Mission Framework and SQF Library on the BI forums.

    Quote :
    Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.

    The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
    The framework is created with these goals in mind:
    • Simple co-op fun for both players and mission makers
    • Bottom-up design using flexible pieces that you control
    • Truly random and dynamic missions without extra work for mission designers
    • Procedural mission design instead of manual placement using the editor
    • Eliminating large, static functions with assumptions about what you want in your mission
    • Server-oriented execution to create more efficient multiplayer missions
    • A simplification of locality and interacting with clients in multiplayer
    • A solid, powerful, and bug-free library to use as a foundation for your own code

    Changelog:
    • Fixed: Zen_CreateObjective did not rotate individual convoy vehicles to face along the road
    • Fixed: Zen_FindBuildingPositions checked argument 3 wrong
    • Fixed: Zen_FindGroundPosition did not always print an error message when no valid point was found
    • Fixed: Zen_GiveLoadout did not send the right arguments to preset loadout functions
    • Fixed: Zen_GiveLoadoutCustom did not send remote execution arguments correctly
    • Fixed: Zen_MoveInVehicle did not set the default turret types correctly
    • Fixed: Zen_MoveInVehicle did not count FFV positions when checking if the vehicle had room for all passengers
    • Fixed: Zen_SpawnAircraft did not give the aircraft a reasonable starting velocity
    • Fixed: Zen_SpawnConvoy did not account for the troop vehicle having no passenger seats
    • Fixed: Zen_SpawnInfantryGarrison did not verify that it had valid positions in the building
    • Fixed: ZEN_STD_OBJ_AnimateDoors used the entire path of the door config instead of just the classname
    • Added: Zen_FindGroundPosition parameter for the maximum number of filters to satisfy
    • Added: Zen_FindTerrainSlope parameter for the average slope in a radius
    • Added: Zen_OrderInfantryPatrol parameter for patrols of divers
    • Added: Zen_TransformObject parameter for object speed
    • Improved: Zen_FindBuildingPositions checking algorithm is much more reliable
    • Improved: Zen_FindBuildingPositions includes positions on all possible floors of a building at the same 2D location
    • Improved: Zen_FindBuildingPositions sets a minimum number of positions to find
    • Improved: Zen_FindGroundPosition terrain slope parameter has an option for average in radius
    • Improved: Zen_FindGroundPosition house avoid parameter includes more structures that are not technically houses
    • Improved: Zen_FindGroundPosition ambient clutter rock avoid parameter includes more rocks
    • Improved: Zen_GetAmbientClutterCount detects more rocks, especially large ones
    • Improved: Zen_GetTurretPaths filters for true weapons when deciding gunner or commander/copilot turrets
    • Improved: Zen_MoveInVehicle places troops in FFV positions when given 'cargo'
    • Improved: Zen_OrderExtraction and Zen_OrderInsertion keep the helicopter's engines on when on a slope
    • Improved: Zen_OrderVehicleDrop now gives the dropped object the velocity of the aircraft
    • Improved: Zen_SpawnConvoy places troops in FFV positions in the troop vehicle
    • Improved: Zen_SpawnVehicle now automatically gives jet aircraft some starting speed
    • Documentation: Corrected code syntax error in Zen_SpawningDemonstration
    • Documentation: Corrected for Zen_FindBuildingPositions, Zen_StringGetDelimitedPart, ZEN_STD_Math_TransformATL
    • Documentation: Updated for Zen_FindGroundPosition, Zen_OrderInfantryPatrol, Zen_TransformObject
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.36 stable commands


Written on 2014-12-11 by Zenophon

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