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Adam7 has submitted a singleplayer mission where your objective is to whose mission is to assault a hotel compound.

    Quote Adam7 :
    You're the leader of Alpha team, whose mission is to assault a hotel compound, team up with Bravo squad after their helo lands, and then clear the rest of the compound.
    In this mission you won't have any connection to headquarters to avoid detection.



Written on 2014-09-11 by Adam7

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Tpw released an updated version of his TPW MODS on the BI forums.
TPW MODS consists of a number of independently configurable mods.
With this update it is important that you update the tpw_mods.hpp.

    Quote tpw :
    In the months since Arma 3 alpha was released I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS.


    Lots of under the bonnet (or under the hood if you're American) changes and bugfixes this week. The only real new "feature" is my take on visual feedback of fatigue - namely a very slight viewpoint jitter to simulate heartbeat when the player's heartrate increases. At 60-90bpm it will be below the threshold of detection. 90-120bpm will result in slight jitter when looking through scopes. 120-180 will result in slight jitter even without a scope. Think it's bullshit? Run down the street until your heart is pounding in your chest and then look through some binoculars. This is experimental and I'm open to suggestions as long as they are not of the "this is bullshit" variety.

    Changelog:
    • [CORE 1.09] Removed sleep from tpw_core_fnc_houses: civs should spawn reliably now.
    • [BLEEDOUT 1.14] Increased heartrate (bpm) will cause slight viewpoint jitter.
    • [CARS 1.39] Drivers correctly leave vehicles when commandeered.
    • [HUD 1.41] Further errors squashed. Tactical goggles will automatically be worn by the player if mission starts in vehicle.
    • [FALL 1.38] No freefall noise when using GetTactical view.
    • [EBS 1.24, FALL 1.38, FOG 1.24, LOS 1.13, RAINFX 1.07, STREETLIGHTS 1.04] Replaced getposatl (broken in dev build 127101) with getpos.


Written on 2014-09-11 by tpw


bardosy released in the BI forums the fourth mission of this AAF Bad Company singleplayer/cooperative campaign.

Changes:
  • New mission added: #4 Village people



Written on 2014-09-11 by bardosy

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Teeha informed us he released an updated version of his and Warlord554's GPNVG-18 Panoramic Night Vision Goggles addon on the BI forums.

    Quote :
    L3-GPNVG18 Night Vision Goggles are specialized to give their operator a wider Field of View by extending the the number of image intensifier tubes from two to four.
    This extended FOV will give any unit operating at night a significant advantage working in tight environments such as buildings or cockpits.

    Due to the advanced look of the goggles they would be perfect for any SOF kit you plan on making!

    Changelog:
    • Fixed error that appeared when NVG's were first worn.


Written on 2014-09-11 by TAW_Teeha


Genesis92x released an updated version of his Vcom AI script/addon suite on the BI forums.
The archive we host contains both the addon as well as the script version!

    Quote :
    Here is a release of my newer version of Vcom AI.
    To be honest you won't see any major differences besides the AI tend to stick together a lot better now. I re-did all the background scripts and design so I have much more control over every unit of an AI group.
    I tried to optimize the heavy-hitter scripts/functions and even implemented checks for low FPS so that certain non-essential scripts will simply skip if FPS gets too low.
    These scripts will still drain a server more than just default AI - so beware of that. I had a 8 group on 8 groups battle (192 AI) and the FPS dropped down to 25-30with all the smoke and etc.

    Changelog:
    • Reconstructed the scripts completely. I know have a much better system that allows for easier changes to individual AI.
    • AI units no longer try to control their leader.
    • Fixed the scripts executing on players sometimes
    • AI personality framework is beginning now. AI can get "Surprised" when ambushed. An AI with low control/low rank may accidently discharge their weapon and etc.
    • New cover system. AI will now consider slopes as cover if possible
    • New debug system to allow easier bug fixing
    • Much more that I'm too tired to remember


Written on 2014-09-11 by Genesis92x


Iceman77 released an updated version of his Digital Loadout System on the BI forums.
The Digital Loadout System is a work in progress loadout dialog. By using it the player can equip himself as he sees fit.

Changelog:
  • Fixed the scrollBar. listScrollBar is now being used rather than the apparently depreciated scrollBar.


Written on 2014-09-11 by Iceman77


Vasilyevich released an updated version of his Norwegian Units addon on the BI forums.

    Quote :
    This is a Unit Mod that adds Norwegian forces in woodland and desert and Norwegian "FSK" Special Forces in Multi and Black camouflage. It is not a 100% accurate mod, but i tried my best to stick to the real uniforms. Currently it features a fireteam for each camo variant and two officers for each camo.


    Version 2.0 is out! It took me longer than expected but I'm very happy with it!
    The coolest thing is that I implemented a uniform randomisation for the special forces unit. And that you can now contribute to the mod on GitHub. Small stuff like the flagpoles and the classname list will come back soon!

    Changelog:
    • New:
        - AA-Tank, Artilery-Tank, Amphibious AFV
        - UGV variants
        - All Special Uniforms in long and short sleeve versions
        - Insignias in various camouflages
        - Uniform randomisation routines
        - Woodland (M98) and desert (M03) camouflage textures
        - Uniform variants for FSK and MJK units
        - Work in progress german translation
    • Changed:
        - Split the mod into seperate PBO files for easier modification
        - Unified wood and desert crewman
        - Uniform code from scratch to bring it in line with vanilla code
        - All equipment code
        - All vehicle textures
        - All uniform textures for more details and weathering
        - Parts of the backpack code
        - Some of the backpack textures
        - Icons for most of the custom items
        - Existing randomisation routines
        - Standard units now have the ECH helmet
        - "Men" categorie names reworked slightly
        - mod.cpp code
        - mod.paa
    • Misc:
        - The source data of the mod is now available on GitHub
        - The mod is now modular
        - Reworked (new) mod logo
        - Mod is now licensed under a 'Arma Public License Share Alike'



Written on 2014-09-11 by Vasilyevich


EvroMalarkey released an updated version of the Army of the Czech Republic A3 on the BI forums.

    Quote :
    I would like to introduce our long going czech community project, it was annouced a year ago on armaholic, but since then there wasn't much progress. Few months back we re-annouced it here on BI forums and since then we made huge progress and few czech communities were testing the mod privately, but today we would like to release it for everyone!

    This mod containts various infantry units, weapons and equipment. Weapons are ports from Arma 2 with improved textures and they're using animations from @hlcmods_core, but there still needs to be some work done. For now the main focus was on units and weapons. Later, we may bring some of the vehicles from A2. Until then you can use some replacement configs, for example Mi24 (@kae_sz) and Mi17(@cha_mi8) helicopters which are included in opt folder. Below is a list of assets currently available in the mod.

    Changelog:
    • Added: MOUT Desert uniforms
    • Added: Offroad (A3 retexture)
    • Added: Medevac kamaz
    • Fixed: Sa58 drysound
    • Fixed: Head position of various headgear
    • various small fixes
    • replacement configs:
        - Added: Mi17 Medevac
        - Improved: Mi24 colors and opening doors



Written on 2014-09-11 by EvroMalarkey


Lifemanlive released his Ford Fusion Sport on the BI forums.

    Quote :
    Im glad to say that im have finished my Ford Fusion Sport for Arma 3.
    Still some stuff that can be fixed but i will fix that when i get more time.



Written on 2014-09-11 by Foxhound


flyinpenguin informed us he released an updated version of his Improved Fatigue System on the BI forums.

    Quote :
    Improved Fatigue System uses the existing Arma 3 fatigue system and improves it to simulate a soldier becoming tired and falling over.
    This mod is designed to make combat movement more realistic by needing to take fatigue into account when conducting maneuvers. This is done by making players fall over when they are extremely fatigued. Your player will start blinking before they fall over. This mod has changed the default Arma 3 fatigue behavior. Instead of slowing down as you get fatigued, this only happens when very fatigued. This is done so that players can still be at the same speed when moving in formations.

    There are three options that are included within the mod. These are Radial Blur, Heartbeat, and Recoil:
    • Radial Blur - This will activate when your player starts to slow down and will not be able to keep up with formations. It will blur the outer regions of your screen slightly. It is not designed to obstruct your vision.
    • Heartbeat - This is an audio cue that activates at the same time as radial blur. When you get even more fatigued, the sound will speed up.
    • Recoil - The recoil option can overwrite the existing default value for recoil. When you get more fatigued, it will increase this value automatically to simulate losing strength while fatigued. This is compatible with most weapon resting mods. However, the changes by the weapon resting will be overwritten when fatigued.
    Changelog:
    • Added: IFS Module
    • Added: Complete customization over when the mod activates
    • Changed: Heartbeat and RadBlur activation timing
    • Changed: variable heartbeat
    • Fixed: blink now happens with NVG's
    • Added: Documentation over IFS variables for mission/mod makers
    • Added: Server keys


Written on 2014-09-11 by flyinpenguin

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