released an updated version of his Civilian Occupation System script
on the BI forums
Civilian Occupation System efficiently populates all towns and villagers with realistic AI civilians and vehicles when needed and removes them when not needed.
- Fully automatic. Simply add COS into your mission to populate the map
- Quickly populate towns and villages with civilians, vehicles and parked cars
- Civilians act realistically and run from combat
- Add your own civilian occupation zones easily
- Blacklist towns to stop auto-population
- Dedicated for civilians. Can be used in conjunction with EOS
- Easily add your own scripts to all civilians and vehicles
This update makes COS less intensive during the spawning loop and i have added a new option (Aerial activation). This feature prevents units above 50m from activating COS zones when enabled.
Call COS from the SERVER object initialization box (editor) if you are uncomfortable with scripting.
Finally, I have commented the COS scripts for fellow scriptwriters to read and understand.
- Aerial activation option added
- Town labels now local to players in vicinity of town
- Fixed debug feature
- Spawn cycle efficiency is improved
- Replaced random functions with shuffle outside of loop
- Road is not removed from roadlist array in each loop
- Count gets unique road from roadlist
- Only required road positions are stored
- Added notes to scripts for reference
- COS should now be called using the Server - Game Logic
released an updated version of the L86a2 with acog
on the BI forums
Started experimenting with porting A2 > A3 last week and decided to try and bring the L86A2 over to A3. I have no previous experience with modeling or using any software of the sorts and only limited config/texture knowledge so everything has been a learning process from the start with tons of scrapped attempts!
Thanks to Kiory's L85A2 source files I managed to figure most of it out by using it as a template, but I still suspect there is a lot of things that have been done incorrectly on my end!
Regardless, the weapon is 100% working without generating any errors (that i'm aware of) and have sounds from LordJarhead! Also included is an ACOG which I think is supposed to resemble the Trijicon TA31F-RMR.
It features custom Iron Sights (from Kiory), animated bolt/mag/muzzle flash and slightly edited textures which is still too shiny and bright imo, but I haven't gotten around to learning how to deal with that yet!
- Added textures from Kiory's L85A2 with help from Bravo93
- Added Eotech 553
- Fixed shininess of ACOG
Written on 2014-04-11 by Trixie
released an updated version of the famous spectator script by Kegety
on the BI forums
Quote Ollem :
While I was really missing the functionality of the great Kegetys' spectator script in Arma 3 and the updated versions around didn't match my expectations so I've bit the bullet and made some major updates which do (/should) work in A3.
- Added first person camera
- Space bar toggles weapons sight in first person view
- Auto Action Focus / Lazy combat observer mode enabled for first person view too
Written on 2014-04-11 by ollem
released the Group Link 5 Special FX Edition
on the BI forums
To fully port GL4 to A3, special FX features included.
What are the differences between GL5 CORE and GL5 FX?
GL5 CORE is AI only (GL5_System.pbo) for servers and those who use Blastcore, don't want FX, dubbing etc.
This Group Link 5 Special FX Edition is the full GL4 port including FX, dubbing, blood, burning buildings etc. Literally everything is here (although some may still be broken/buggy).
Since I use GIT and Forks, I work on the GL5 Core Repo (link) while Lordprimate works on the GL5 FX Repo (link). Any changes I make to the GL5 Core repo (updates, bugfixes, etc) get upstreamed (merged) into the GL5 FX repo.
his RAF Lightning II / RNLAF F-35B Lightining II addon
This contains two different re-skins of the BIS F-35B.
This add-on is a re-textured BiS F-35B Lightning as included with the regular Arma 2 game. The original re-skin has been made by Feint (F-35B USMC reskins).
The BiS model itself is a representation of the XF-35B Technology Demonstrator, as submitted by Lockheed in the development phase of the aircraft. The production version is quite different, so be aware that the reskins are made to approximate the F-35B, though the model is still the XF-35B.
As of now, two textures are included:
The texture is based on the F-35B currently in testing by the RAF. The aircraft is presumed to be operated under the designation Lightning II, though the aircraft is not yet operational.
The texture is based on the F-35B currently in testing by the RNLAF. The aircraft is a representation of the F-35A, which will become in use in the RNLAF in the future. The F-35A is however, not a VTOL capable aircraft.
This is a finished texture. The configuration of the add-on might be changed to a more convenient set-up in the future.
a new version of the multiplayer version of his BlackHole
- Fix bugs that killed vehicle do not provide money.
- Improve AI for AH, they will invite gunner now.
informed us he released an updated version version of the XMedSys addon
, an improved medical system for Arma 3, on the BI forums
Quote X39 :
The XMedSys was designed to fill the giant blank ACE left after ArmA 3 came out but ACE did not. Controling everything works in the same way like in ACE to make a move over as simple as possible (may change in the future) so that everyone who knows ACE should be able to use XMedSys!
- TFAR Support is included
- vanilla FAKs and MEDIKITs are removed now upon spawn when XMedSys is initialized on a unit
- some default setup balancing changes
Written on 2014-04-11 by X39
released the Republic of Korea Army addon
on the Armaholic forums
Republic of Korea Army Unit addon add two diffrent camouflage based unit. First one is Frog camouflage. It used between 1980s ~ 2013. Second one is Digital camouflage. This is now being used in ROK Army, ROK Airforce, Rok Navy. ROK Army factions are in Blufor and Independent. I use Arma3 unit templates to retexture uniform, helmet, vest.
Written on 2014-04-11 by 11Hz
, from the ALiVE Dev Team
, informed us an updated version of the ALiVE - Advanced Light Infantry Virtual Environment addon
has been released on the BI forums
The Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario.
ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible so you can create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they will work through autonomously. Players can choose to tag along with the AI and join the fight, take your own squad of AI or other players and tackle your own objectives or just sit back and watch it all unfold.
Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE can significantly reduce the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.
We are really glad to release to you - the best community on earth - the newest version of ALiVE!
Version number is now 0.6.2 and is considered as a service release,
additionally we managed to implement cool new features but also fixed many issues.
Get a grip and watch the full scale of ALiVE and edit as the game master!
Compiled highlights in this release::
- ALiVE ZEUS compatibility enabled
- Updates and Bugfixes to ALiVE WarRoom:- Web AAR functionality
- Kill trajectory lines
- Timeline player
- Added functionality to read alive.cfg from A3 Root folder
- Fixes Fixes Fixes - of course we tried to adress as much feedback and as many tracker tickets as possible!
his RAF Hercules C5/C6 retexture
This add-on is a re-textured BiS C-130J Super Hercules as included with the regular ArmA 2 game. The original re-skin has been made by Morris of the 16AA (link BAF Systems RAF C-130J Reskin).
The unit is a close representation of the Hercules C5 in use with the Royal Air Force today. However, the BiS Hecules model represents the US Marine Corps Lockheed C-130J, which is in some aspects quite different from the C5 airframe of the RAF. However, I have been able to closely approximate the versions in use with the RAF -modifying the textures only.
In the Arma 2 enivironment, I have used the base modification structure by Morris -opting for a redoing of his original three types of textures. My inability to add more skins to the add-on structure is the only issue preventing me from introducing more types.
As of now, three textures are included:
- Olive Drab:
The modern day version the RAF is using. The aircraft is weathered as to represent an operational aircraft used on dirt airstrips.
- 2000's Grey:
The previously in-use version of the RAF. The first aircraft received this colour scheme in the late 1990's. Most of the Grey aircraft have been over-painted in Olive Drab by now.
- Desert Sand:
A fictional C5 camouflage. During the Gulf War in 1990, the RAF experimented with a Pink Sand pattern on two airframes. The aircraft included is textured to represent this war-colour as close as possible, although it's hard to find data on this paintjob.
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