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LSD released an updated version of his ZEC - Zeus and Eden Templates / Building Compositions on the BI forums.

    Quote :
    ZEC is a mod aimed at expanding the pre-built compositions available within Eden/Zeus to the mission maker. The mod only uses vanilla objects and requires no additional mods running on other clients or the server.

    Changelog:
    • More Compositions added for Apex and Vanilla.
    • Icons added to Compositions.
    • Core tree expanded.


Written on 2016-07-12 by Armaholic

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Penneyfour submitted an updated archive for his Dynamic ArmA Airports.

    Quote :
    DAA was created FOR ArmA users seeking autonomous, yet predictable fixed-wing aircraft behavior.
    DAA can be played as-is (plug-and-play templates included in download), or utilized by mission builders to embellish / support their own missions.

    Features:
    • Primary Features:
        a. Facilitates predictable, automatic, continuous, autonomous fixed-wing aircraft spawn, ground service, startup, taxi, take-off, flight route, approach, landing, taxi, shutdown.
        b. Airfield side (West, East, Guer, Civilian) is determined in the editor, prior to game play.
        c. If multiple airfields exist, and have applicable taxi-in point, civilian, commercial, and cargo aircraft will randomly select their destination airfield based upon availability.
        d. If more than one side (West, East, Guer) exist, military aircraft will seek-out ground vehicles and send targeting information to other DAA controlled units of the same side.
        e. AI aircraft can be held at their spawn point, for loading of players or cargo; however, with the current version, route and destination are decided by AI, AI aircraft automatically delete after 60 seconds following shutdown.
    • Additional side features include:
        a. Respawn of empty "air","LandVehicle","ship" types utilized by players
        b. Respawn of autonomous AI military (West, East, Guer) controlled "air","LandVehicle","ship" types.
        c. Shared targeting information.


    Changelog:
    • revised example scenarios and templates only


Written on 2016-07-12 by penneyfour


Zenophon informed us he released an updated version of his ArmA 3 Co-op Mission Framework 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:
    • New Function: Zen_CreateCachedUnitWaypoint
    • New Function: Zen_GetCachedUnitsWaypoints
    • New Function: Zen_SetCachedUnitWaypoint
    • Fixed: Zen_Cache printed some debug
    • Fixed: Zen_Cache assigned west units to the east cache, changing their side
    • Added: Zen_RotateAsSet parameter to rotate individual object or markers to maintain their relative facing from the center
    • Improved: Zen_CreateTemplate stores the enableSimulation state of objects
    • Improved: Zen_FindBuildingPositions uses the object given directly if it is a kind of building
    • Improved: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderHelicopterLand, Zen_OrderInfantryMove, Zen_OrderInfantryPatrol, Zen_OrderVehicleMove, and Zen_OrderVehiclePatrol use addWaypoint to create true waypoints
    • Improved: Zen_SpawnAmbientVehicles can be given a list of classnames to spawn
    • Improved: Zen_SpawnGroup places units in a small spread around the starting point
    • Improved: Zen_SpawnTemplate aligns objects to the terrain
    • Documentation: Added for Zen_CreateCachedUnitWaypoint, Zen_GetCachedUnitsWaypoints, and Zen_SetCachedUnitWaypoint
    • Documentation: Added AI caching demonstration
    • Documentation: Improved for Zen_Cache
    • Documentation: Updated for Zen_SpawnAmbientVehicles


Written on 2016-07-11 by Zenophon

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TeTeT submitted an updated version of the USS Nimitz which he ported to Arma 3 with permission from JDog who originally released the USS Nimitz for Arma 2.

    Quote TeTeT :
    With the Apex expansion backward compatibility for the Nimitz was broken (see here for details). The new 0.95 beta build fixes this and can be considered a true work in progress. Expect the work to be ongoing, not finished.

    The new build 0.95 beta build has new rooms on the weapons room level, connecting the weapons room with the aft and fore section of the carrier. The fore section has two new entries to the carrier. Further the road way lod (e.g. the place your soldier stands upon) has been restructured on the hangar level, making it less likely to glitch through the hangar floor. Also the geo lod for the fence on elevator 3 and the missing texture at elevator 3 hangar level have been fixed. Support for the new Eden editor preview view has been added, albeit it's an interim image on display.

    Thanks for this release go to Leshrack for isolating the p3d model causing the crash to desktop with Apex, Kim "Megadeth" Norman for opening the holes at the fore and Moonchild for testing.



Written on 2016-07-11 by TeTeT


Major Desync submitted an updated beta version of his Sugar Lake addon.
Version number is the same as requested by the author.

    Quote :
    Sugar Lake is a township in the Vieilhomme Delta. A hub for oil exploration and extraction, Sugar Lake has extensive port facilities servicing a number of oil rigs and refineries in the surrounding wetlands. These include the Sugar Lake Oil Field, owned and operated by Vrana Petrochemicals, a division of the multinational conglomerate Vrana Industries.


    I'm happy/relieved to announce the release of Sugar Lake v1.2 (available on Steam & Pw6 now, on Armaholic soon).
    Man, this was the update from hell! Nexus, Eden, switching to CUP Terrains, upgrading to Mikeros Subscription tools (worth every penny) - lots of variables changing, lots of running just to stand still (hence the modest change-log).

    Changelog:
    • Visual Optimisation - Making Sugar Lake Sweet Again.
    • Added: Some trees and bushes in marsh areas.
    • Tweaked: Config lighting settings.
    • Tweaked: Sat image to better match the default surface textures.
    • Tweaked: Some of the surface texture PAAs.
    • Tweaked: Heightmap - adding perlin noise to some underwater areas and smoothing the airfield runway, taxiways and aprons.


Written on 2016-07-10 by Major_Desync


Revo submitted an updated version of his Simple Conversation Script (APEX Edition).

    Quote :
    Creates simple conversations between characters. Channel colour can be adjusted and lip movement can be enabled. Time between dialogue lines is automatically calculated.

    Changelog:
    • Updated function header
    • Fixed performance issue with disableSerialization and params command


Written on 2016-07-10 by R3vo


Mackenzieexd released his Tanoa Themed Police Cars on the BI forums.

    Quote :
    I've not seen many police cars out there for people to use so here is a gift for the community!
    I've re-skinned some police cars and gave them a nice reskin which I felt suited the cars for the purpose of tanoa, the theme is based on Dubai police livery's but have got some different features and layouts unique to each car!
    The PD cars all come with some very nice custom features ive not seen anywhere else so go check them out.

    Features:
    • Police Cars:
        - Audi RS4 Marked, Slicktop, Unmarked
        - Lexus ISF Marked, Slicktop, Unmarked
        - Mitsubishi Evo X Marked, Slicktop, Unmarked
        - BMW M3 Marked, Slicktop, Unmarked
        - Subaru WRX Marked, Slicktop, Unmarked
    • Civilian Cars:
        - BMW M3 E36
        - Bentley Continental GT
        - Lotus Elise
        - Shelbey GT500
        - VW Golf GTI
        - Lexus LFA
        - Toyota Supra
        - Audi RS4
        - Lexus ISF
        - Mitsubishi Evo X
        - BMW M3
        - Subaru WRX
        - And A Few More



Written on 2016-07-10 by mackenzieexD


Dead Kennedy informed us he released an updated version of his Cossac cape 2015 island on the BI forums.

    Quote :
    The 5x5 km map represents a fiction terrain, "located" in the city of Sevastopol, Crimea.

    A story.
    The real prototype of this map is the cape Chersones that was the last stand of the heroic defence of Sevastopol in 1942. Landscape of the real terrain is fairly flat, so i decided to make a fiction one with semantic references to the real cape and in the same time - little more gameplay-friendly.

    Changelog:
    • Fixed: Lighting is now fully compatible with Arma III version 1.60
    • Added: Three new cutscenes


Written on 2016-07-10 by Dead Kennedy


Von Quest released an updated version of his =VQI= Frogs on the BI forums.

    Quote :
    This is the Stand-Alone Module of my Comabt Diver System from my SpookWarCom Project. 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 and NEW v1.6 water environment. 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 the extreme altitude, this will focus on the deep sea and combat underwater operations. I want to explore more options of Gear & Systems (mostly fictional) 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.

    Changelog:
    • Added: Enemy Sub AOs (WIP - placeholder of NEW AO system)
    • Added: Submarine transport Travel-Time options
    • Fixed: SDV can now attach back onto HMS Proteus
    • Fixed: Mod ICON


Written on 2016-07-09 by Von Quest


Burnes15th informed us he released an updated version of his Burnes Armories - Husky TSV on the BI forums.

    Quote :
    This is the British Army's Husky Tactical Support Vehicle.
    It seats seven and has a 7.62mm GPMG as its main armament.
    There is only a desert variant at present but a woodland color scheme will follow.

    Changelog:
    • Added a woodland variant
    • Added vehicle commander position
    • Changed 'get in' points to the sides of the vehicle for passengers


Written on 2016-07-09 by Burnes15th

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