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Iceman77 informed us he released an updated version of his Vehicle System script, a light weight vehicle creating dialog, on the BI forums.

    Quote :
    A clean cut UI that allows you to create vehicles.
    Users can adjust vehicle type creation time
    Users can adjust which side's vehicles will be displayed. e.g.; The player's side only. Or west, or east, or independent, or... any combination of sides.
    Option to create manned vehicles
    Option to create vehicles already flying
    Option to move the player into the first available position upon creation ( driver, crew, cargo etc etc)

    Changelog:
    • Users can now define which side's vehicles can be displayed.
    • Changed the position (method) for vehicle spawn. Now relative to the object the action is assigned to rather than the player.
    • Localized text for all languages via stringtable.xml.
    • Added comments to everything so advanced users can easily navigate the blocks of code in any .sqf file.
    • Added the missing VSYS_DELAY_SUPPORT variable to fn_varsInit.sqf.
    • Added "flying" option to spawn the aircraft flying. Auto defaults to ground spawn if tried with ground vehicles.
    • Added "GetIn" option to allow the player to automatically be moved into the vehicle's first available position, upon creation.
    • Optimized code a bit with control macros.
    • Text should now be scaling dynamically(?)
    • Tweaked UI colors.


Written on 2014-10-19 by Iceman77

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

Changes:
  • Added Fallujah mod variants
  • Added: Opfor players can deploy MHQ truck which will set CSAT ammo, weapons and support boxes at OpforMHQ location.
  • Added new Convoy mission.
  • Summary: Blufor must destroy all 4 support vehicles and their crew.
  • Added modified BIS_fnc_taskPatrol "Veh_taskPatrol_mod" function code by Demonized to fix some vehicle bugs not moving when speed or beheaviour was not defined for each waypoint.
  • Added based protection to Blufor bases. Opfor players have 10 seconds to leave the zone or will be killed.
  • Added loby parameter to dissable environmental effects (ambient life + sound) for minor performance increase.
  • Added function to set array of markers to alpha 0 for those created/moved by opposing side.
  • Fixed: Respawn and spectate button moved down away from screen edge. Should resolve issue for laptop users who can't see the buttons.
  • Fixed: Starting time parameter now working with both weather scripts.
  • Fixed: Buttons and dialog text on Halo interface
  • Change: Merged all OpenMe.sqf variant scripts from EOS to one file in effort to reduce mission and add easier modding flexibility.
  • Change: Faster scripts handling factions and classes
  • Change: Suicide bomber target tracking to realtime tracking.
  • Change: Doubled number of maximum foot civilians spawned. Previous max number equivilant can be achieved by setting foot civilian probability lobby parameter to 50%.
  • Change: Streamlined Opfor player default loadout script.
  • Change: TK punishment time increased to 60 seconds. Added sound fx.(needs testing)
  • Change: minor script optimization in handling of moded/unmoded factions and classnames.
  • Improved: Less intel and ammo cache stuck in floors and walls of buildings.
  • Fixed: intel and ammo cache stuck in floors and walls of buildings
  • Added remove_charge function code by Iceman77. Removes mine base from Ammo cache object.
  • Added ammo cache Bo_Air_LGB explosion effect from original Insurgency by Pogoman & Fireball & Kol9yN.
  • Changed: spectate camera stutter removed



Written on 2014-10-19 by Jigsor


Robalo released version 0.9.11 of his ASR AI 3 addon on the BI forums.

    Quote Robalo :
    This is my AI enhancement mod for Arma3.
    It was primarily developed with dedicated server / coop gameplay in mind, although it works just as well for single player use.
    I have played both campaign episodes with zero issues having this mod enabled (in fact, I probably would not have played them at all otherwise).

    All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player's machine.

    Changelog:
    • update class inheritances for patch 1.32
    • optimize array operations using pushBack
    • soldiers respond much more aggressively to known targets
    • can now use near building positions when looking for cover
    • reuse already known good near cover spots (performance tweak)


Written on 2014-10-18 by Robalo_AS

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Janus0104 released an updated version of his Black BLUFOR Merlin retexture on the BI forums.

    Quote :
    This is a quick and small retexture of the Merlin, for use in BLUFOR.
    Our community simply lacked a proper helicopter to transport troops, as the Ghosthawk carries 8 passengers and our squads have 9 units.
    I made it a couple of days ago and waited with this thread until Vade101 gave me his okay in releasing this to the public.

    Changelog:
    • Signature fixed


Written on 2014-10-18 by Foxhound


RaZieL submitted his Russian camo addon.

    Quote :
    Russian camo make by Raziel for Redline mod (make by Elements Gaming).
    It contains 10 different camo's:
    • Gorka E Summer
    • Gorka E Autumn
    • Gorka Izlom
    • Grey camo
    • KLMK 1 camo
    • KLMK 2 camo
    • Flora
    • Digital Flora
    • SURPAT
    • Oreh


Written on 2014-10-18 by raziel29


Dscha submitted his Trawler config for the Static Arma 3 Trawler.

    Quote :
    I made a simple Config for the Static Arma 3 Trawler, a few weeks ago, so you can get in and drive around :P
    Since some ppl asked for it, i took it out of our Mainconfig and made it "standalone".

    Entry points:
    - Left and Right near the anchor
    - Rearend



Written on 2014-10-18 by Dscha


Teriyaki released an updated beta version of his Multi-Play Uniforms on the BI forums.

    Quote :
    This addon is a retexture of the Arma2 model Uniform and Gear pack.
    I made a uniform to match the various island or situation in multiplayer.
    Many uniforms are based of the U.S. Army.

    It is incomplete in various areas (UI_icon, configuration etc.)
    I will update the old work Uniforms sometime soon.

    Changelog:
    • Add "TRYK_" the head of the class name
    • Add and modify some UI (AOR, Shemagh)
    • Adjustment of color (AOR1 HELMET, AOR1 Boonie Hat)


Written on 2014-10-18 by teriyaki


Ruthberg released in the BI forums an update of the Arma 3 version of his dynamic outdoor shooting range mission.

Changelog:
  • CBA no longer required
  • Steel Plate target added
  • Steel target generation performance improved



Written on 2014-10-18 by Ruthberg


M4RT14L has submitted a new version of this cooperative mission for up to 32 players featuring the ALiVE - Advanced Light Infantry Virtual Environment mod.

Changes:
  • Updated to 0.7.1 CSE Versión.
  • Removed Weapons addon requirement.



Written on 2014-10-18 by M4RT14L


vinceXD informed us he released a new version of his open wolrd pve mission with multiple tasks to complete in the BI forums.

Changes:
  • Mission overhaul : 100 % player generated scenario
  • Added : Player generated enemy zones
  • Added : Player generated tasks
  • Added : Parameter to set AI recruit on disabled
  • Added : 3 Bridges on N'ziwasogo ( credits to KillzoneKid )
  • Changed : Ambiant combat should take less ressources
  • Changed : Reduced multiple sleep times
  • Changed : Extraction tasks now need to get the civilian back to the base
  • Changed : Updated briefing
  • Fixed : Skill param not affecting EOS land vehicles
  • Fixed : Ambiant AI skill always on 1
  • Fixed : Farooq revive bug when dying inside helicopter
  • Fixed : Hint on task failed for jip players
  • Removed : Bargate inside the base to fix ai vehicles pathfinding
  • Removed : Civilians on N'ziwasogo
  • Removed : Camo nets on armored spawner
  • Removed : Pre placed zones
  • Removed : Fastrope, may return later



Written on 2014-10-18 by vinceXD

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