Austin(medic) released an updated version of his Tornados script on the BI forums.
Quote : This tornado script, well, does the obvious.
It uses a bunch of smoke particles to make the twister (though it looks a bit awkward at times). There is also some tree branches flying around in the twister and around it. The tornado destorys anything thats within 20 meters of it, and it blows up vehicles and sends them flying in random directions.
Speaking of movement, the twisters movements are pretty much random since I couldn't get it to function any other way to use real wind, or to even move in a particular direction for a set period of time.
added lightning functionality for those who wanted it. Comes complete with explosions and randomization. It can be turned off and disabled completely by editing its line inside decidetornado.sqf
added some leaves flying around the tornado in addition to sticks.
As an additional note I would tweak the settings to your liking as I have the chance for it to happen set at 50 -50 for testing purposes, and it happens on the first try usually, setting one random var to > 80 and the other to < 20 will probably make it much less likely to occur (for me it did anyways).
Also turn up the wait time (sleep) inside that script so it isn't trying every 2 seconds to start a tornado.
ParaMedic released an updated version of his YO!NK Better Opfor FIA addon on the BI forums.
Quote : I made this mod mostly for myself and thought sharing it with the community couldn't hurt.
You can use and change this mod as you like, just give me credit for my work. I didn't texture or model anything I just remixed units and gear from BIS.
It isn't really much, but I just felt the FIA in ArmA 3 Vanilla:
- is on the wrong side.
- feels to much like a regular army.
- needed something like a helicopter to use here and there.
I tried to make the OPFOR FIA in this mod a bit more mixed in terms of weapon use, gave them a bit less power in some areas and a bit more possibilities in other areas. Onto that I made some CSAT Special Forces (Takavar) to fight with the FIA, so I don't have to change Faction side in MCC and Zeus.
Made the mod compatible with Zeus, now you should see the units in Zeus when you follow the instructions in the mod folder.
Goblin informed us he released the first version of his =VQI= Diver System addon on the BI forums.
Quote : Brave Men, Dark Waters. This will be the 4th official addon from me for ArmA 3. This will be the last cornerstone of the foundation for my SpookWarCom series. This will focus on the Underwater Environment and the unique elements of the murky and chilling capacity of Combat Diving Operations.
For me, one of the greatest parts of ArmA is the Diving. What an amazing experience for a game. I want to build off the rebreather and add more layers to the SCUBA and explore some deep water possibilities and immersion.
This project will be similar to my HALO Mod, but instead of extreme altitudes, this will focus on extreme mission depths and combat underwater logistics. I want to explore the option of more SCUBA Systems for deep water ops, like salvage, recovery, surveillance, etc. I also will be adding a Submarine or three with the ability to use a Lock-Out Chamber for deploying Spec-Ops, CRRCs and SDVs.
AntonStruyk released an updated version of his CFB Skins addon on the BI forums.
Quote : CFB Skins is a mod that reskins some of the base arma units and weapons to add a flavour of the Canadian Armed Forces. An attempt has been made to keep the skins and the equipment as closely modelled as possible (within the confines of the existing ARMA equipment) to weapons and vehicles that are in use with contemporary forces.
Added CADPAT AR variants for all existing CADPAT TW units, equipment, and groups.
Macser informed us he released an updated version of his ArmaRig for Blender on the BI forums.
Quote Macser : Two rigs to assist with generating RTMs:
- One aimed at BVH export. (ArmaRig_BVH.Blend)
- The other,a simpler version with Alwarren's Arma toolbox in mind. (ArmaRig_ATbx.Blend) ATbx meaning "Al's Toolbox".
The weights and selections are carried over from the original A3 character example.So it's BI's weight mapping.
Not mine.Although I haven't tried it in game,it should be consistent.
There are certain limitations with the BVH format,but that shouldn't stop you from creating something decent.
The BVH rig is a bit more complex than i would like.But it's necessary to accommodate the export process.
The downside is the need to remove the many extraneous bones on import to O2.Until someone can come up
with some way of filtering this,either on the Blender or O2 side,it's something I can live with.
Given that the rig already observes Al's naming convention,there's no need to remove any extraneous bones.The Arma toolbox takes care of this on export.
Made changes to bone parenting and rotation transform locks.
Chairborne ported the Arma 2 Mil Mi-24 Hind to Arma 3 and released it on the BI forums.
Quote : After being bombed with messages from the community i decided to make this happen.
So here it is, the Mi-24 Hind from Arma 2 in all its glory!
As usual it has all the BIS textures (CDF/Taki/Ru) and variants (D/P/V).
I didn't have much time to test this but there shouldn't be any major issue.
It flies, lands, shoots and blows up just fine.
You can consider this an alpha release for now, as there are a few things that deserve some improvements.
DreadedEntity released his Helicopter Crash / Heli Flyovers Helicopter Crash Script / Scripted Heli Flyovers on the BI forums.
Quote : This script will add randomly-selected, randomly-created helicopters in your mission.
They will fly over the player, and even have a chance of exploding, dropping their contents everywhere like a piñata (not quite).
Unfortunately this script is not about focusing on the loot-creation possibilities of helicopter crashes, but fortunately I have included a small test script I made which randomly creates some boxes around the crashed helicopters, edit away.
Code34 released an updated version of his Object Oriented Persistent Data World script, which depends on the iniDBI addon, on the BI forums.
You can find some examples of what this script does on the downloadpage.
Quote code34 : OO PDW is an object oriented that permits to save & restore world and players datas and make worlds persistent. This object uses Object Oriented SQF scripting of Naught and requires the INIDBI addon.
re factory saveUnit, loadUnit, saveObject, loadObject
Sparfell informed us he released an updated version of his Missing Units addon on the BI forums.
Quote : My addon adds various new units created with vanilla weapons, equipements and textures (no other addons required). New units and vehicles can be found in the editor as far as new groups corresponding to.
The mod is traduced in english and french with English as default (original) language. If you want to propose another translation feel free to contact me and I'll intregate it in further updates.
I'm open for any kind of suggestions so if you've got some ideas about units that could be added, feel free to make a proposal.
Fixed: wrong textures for some vehicles (offroads and truck).
Changed: CTRG sniper has now a black sniper rifle.
Changed: Beenie for CTRG squad leader.
Added: Speedboat with CTRG crew.
Added: Sniper unit for greendaggers.
Added: Optional PBO that supress NVG and add flashlight on most AAF units.
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.
[RADIO 1.17] Fixed occasional "sound not found" errors when using RHS vehicles.
[RAINFX 1.08] Raindrops properly visible inside larger vehicles such as the HEMTT.
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