Mikie boy released the Arma 2/Arma 2: OA version of his [FOCK] AI Recruitment and Group Management script on the BI forums.
Quote Mikie boy : Although this has been made for Arma 3, I have converted it to A2.
This version contains the following:
• AI recruitment process – selection of 6 types of soldiers. Automatically identifies which side you are on so no fiddling with sides.
• AI deletion from group, if group leader.
• Whole AI squad deletion, if group leader.
• New – Group Management.
• Leave current group.
• Join a new group from a selection of groups (AI groups, Human Groups, and Mixed groups).
• View other groups, for AI players.
• Specifically view human players within a group to assist with locating friends.
• Identification of your own group.
• Step down as leader.
• Become leader – MP compatible.
• Options to turn off/on the menu.
• Option to turn off/on just AI recruitment.
• Option to increase/decrease Amount of AI to recruit.
• Option to turn off/on Deletion AI when leaving a group with no Humans in it.
• Option to turn off/on Group clear up of empty groups.
Jeza informed us Leg released his Berserker AI Project script on the BI forums.
Quote Leg : I basically made this a long time ago.. It's been sitting in my arma2 folder along with other random little testing scripts I've made. I added some basic patrol capability to it a few months ago so that the Berserker AI can move about without editor waypoints or applying other patrol scripts to it.
It is basically designed to be very simple, and yet be able to defeat a superior force of other AI variants. This AI also indirectly improves detection and sniping of players over longer distances when most AI will simply not fire at that range. Hopefully someone can use this and tweak it to their needs.
Make AI react better and be more elite than normal ai
XxAnimusxX released an updated version of his AniRadar script on the BI forums.
Quote XxAnimusxX : This radar will let you decide what to show and allows you to change almost everything to meet your needs.
Enhance your gaming experience and allow others to enjoy your missions using this feature, creating countless new mission objectives and adding new tactical possibilities.
Due to technical problems I was forced to change the known rotating radar to a sonar type one, which is, honestly, not really realistic but better than nothing.
You can now decide to switch the object the radar is using as the center.
With this, you can now use mobile objects (aircrafts, other units, cars etc.) or static ones (buildings) to feed your radar view and allows you to design more complex scenarios (like recon-missions).
new command added: aniRadarSetReferenceObject
initialization of modules rewritten
if the reference object is in the callback's results, it will be omitted
When a picture is worth a thousand words, moving pictures are pure gold, so here's a demo mission with the AniRadar implemented.
All the dialogs are part of the demo mission and are not element to the AniRadar.
Zodd released updated versions of his Silent Takedown script for Arma 2 and Arma 3 on the Armaholic forums.
Quote Zodd : This script simulates a silent attack (eg. knife) on an individual. If you get within range (2m in this case) you have the option (addaction - red, top most action) to do a 'silent takedown'
That will kill the unit to your immediate front (takes 1.5 seconds to complete the kill).
I would see it being used for silent takedowns of sentries etc. (Better than using silenced weapons as they still make some noise - disadvantage is it is riskier as you need to get very close and it isnt instant)
I have seen several threads (mainly in the Arma 3 forums) talking about silent takedowns for stealth missions and if BI will incorporate it. I thought it would be pretty simple to do so I had a crack at it. That is the story how this version of simple silent takedown script was born!
- Removed ability to target friendly soldiers with takedown
- Added ability to disable the hint text
- Reworked script. Instead of silent takedown actions on the target, all individuals that are able to attempt the takedown are assigned the ability through an addaction.
- Added MP compatibility (respawn with action)
- Added extra variables and individual unit customisation
- Added 'killed by' hint to show melee kills
- Amended script - doesnt remove addaction now when dead. Initial MP compatability attempts
Nomadd released an updated version of his SLP Spawning script for Arma 2 on the BI forums.
You can use this to spawn units and/or vehicles and have them patrol, defend, attack, hunt the players group and lots more.
Quote Nomadd : I had some time over the holidays to take a hard look at this set of scripts. I wanted to do more with it and did not like some of the ways it did things. So, I basically reworked it from the ground up.
Hopefully, the changes I have made will make a difference.
fixed armor not spawning crew but just regular units
added _boat array in SLP_units_config. You can now spawn boats.
[MIC] Murcielago has submitted an updated version of his Team Killer Lock system script to help dealing with teamkillers.
Quote [MIC] Murcielago : The TKL system is a tiny solution that fix a big problem... team killers or people destroying vital gaming elements. TKL system is easy to use and in addition is an autonomous system, so it does not need a admin or votes.
TKL system punishes team killers by freezing their avatar (10sec, 90sec, 5min...) letting they know that they did something wrong but when they reach the maximum number of friendly kills their games will be locked automatically until the server restart.
Every 5min the list with all the game ID from team killers will be copied so everyone can has access to this information. This games ID can be introduced into the TKL system to ban automatically those users.
This new version includes 3 new features:
Ability to forgive team killer:
Now when you are killed by a team mate you will be capable to forgive him... or not! The TKL system will punish team killer by default so you do not need to spend your time but if you one you can forgive him.
Hit and run detector:
Now the TKL will detect hit and run actions. Like the rest of the TKL system it works without creating extra communication or adding issues (The punishment will applied only on the driver not the owner of the vehicle)
Reduction of team kill count with the time:
This new version allows to decrease the team killer count with the time. The time to remove one team kill from the team kill count can be easily changed (By default is 10min)
In addition some other improvements have been introduced.
Eagledude4 released his Holster script on the BI forums.
Quote Eagledude4 : I made this script because the holster script I was using before (can be found here) was a bit complicated, unintuitive and an exploit existed where you could duplicate your weapon. This script fixes these issues and can is more intuitive.
The functions can be applied through actions, key presses, etc.
This is my first release so constructive criticism is appreciated!
Copyright (c) 2006 - 2013 www.armaholic.com All Rights Reserved.
Armed Assault, ArmA: Combat Operations, ArmA: Queen's Gambit, Arma 2, Arma 2: Free, Arma 2: Operation Arrowhead, Arma 2: Combined Operations, Arma 2: British Armed Forces, Arma 2: Private Military Company, Arma 2: Army of the Czech Republic, Arma 2: Reinforcements, Arma 2: Firing Range and Arma 3 are trademarks of Bohemia Interactive.