Dirty Haz released an updated version of his Bandage System script on the Armaholic forums.
Quote : Patch up your wounds with bandages! Removes one bandage on use. Take bandages from dead bodies to gain more. You start with two however, this can be changed in the init.sqf file. You can also count your bandages! The script currently supports two languages, English and Spanish.
Aloesubmitted his Easy NameTags script which displays the name and type of a unit you are looking at.
Quote : Display over head the name and type of non playble units.
Script use the 8th element in addAction params array for execute (very little CPU cost).
Only for Units!
Maximum distance for display 10m
Only for singleplayer missions! Multiplayer: not supported.
JTS informed us he released an updated version of his Nametags script on the BI forums.
The archive contains both the singleplayer as well as the multiplayer version of this script.
Quote : This is a nametags script. Despite the same colors as in mission 'Evolution' - this is my script.
Made 2 examples - for SP and MP (for MP means, that names will be displayed only by players). You can change the colors. They are defined in local variable in the script. For now, it supports 30 players. You can change this if it's needed.
- Fixed syntax errors (Bad performance of the game).
Quote : I was making a carrier map for my unit when the ArmA 2 servers went to Steam. The unit was lost and I was sitting here with this template. The template has been tested 1 time with 6 players and works properly, we haven't discovered any errors so far.
Template based on the Marine Corps
LHD elevator at the south side of the carrier, able to lift vehicles and personnel.
Artillery module able to fire all kinds of shells.
Tomahawk missile that can be pointed out anywhere on the map.
Steam catapult and arresting gear for aircraft.
R button for flares (Since this map was not designed for OA.)
KangarooSwag has submitted a template of a United Nations Outpost situated on the outskirts of Zelenogorsk, in the shadow of Green Mountain.
Quote KangarooSwag : This project was born out of a need for a UN base, as i had noticed there seemed to be a lack of UN-exclusive Outposts.
Along with the base constructed by the USMC in the North of Chernaurus (Wartorn Plateau), a UN force retained a small garison on the outskirts of Zelenogorsk, to help prevent another insurgency and provide humanitarian aid in South Zangoria.
KangarooSwagsubmitted his KS Russian Firebases & Airfields Pack template.
Quote : A compilation of Russian Firebases and Airfields, complete with a fully equipped Artillery Base. All outposts have been fully fleshed out, containing many ambient features that add tone to your missions :). There are three main parts of the release:
A Forward Operating Base
An Airfield, fully stocked with air vehicles
And an Artillery Base, equipped with multiple batteries
All are situated towards the Northern Border of Chernaurus, which is keeping with the knowledge that Russia is north of the country.
KangarooSwag has submitted a highly militarised plateau staffed by USMC personel in the North of Chernaurus.
Quote KangarooSwag : In the aftermath of Operation Harvest Red, a recovering Chernaurussian government requested that the USMC retain a small outpost on a low plateau in the northern region of the country. Over time, the situation developed and another war broke out between the CDF and Insurgents. This time, Russia openly supported the rebels and threatened to engage the US base in Chernaurus. This caused the plateau to be pre-emptively upgraded to wartime standards.
KangarooSwagsubmitted his Fortified North-Western Airfield template.
Quote : A fortified version of the North-West Airfield, (Chernaurus National Airport).
All gates have been fortified and edited to open only for blufor.
The wire mesh perimeter fence has been replaced with hesco barriers, making for an (almost :) impenetrable outer wall.
The actual base itself has been broken roughly into 4 parts:
A CDF Outpost
A UN Base
And American Camps and Hangars
Base is stocked with plenty of weaponry including ground and air vehicles and MTVRs packed with custom Cargo's. Custom signs for each outpost and the main gate have also been created.
Quote : This is a direct enhancement of ppEffectsViewer by Przemek_kondor that I'm releasing on his consent. For now it's only for Arma 2 with no idea when/if an Arma 3 port might happen (I hear Arma 3 does the GUI somewhat different and thus the mission will not be "directly portable", besides I don't own a copy of Arma 3 at this time).
I initially intended to just increase the size of the sliders and add a background for better visibility of color-correction sliders for personal convenience but ended up with a lot more.
Changes and enhancements:
Added background for better visibility of sliders
Added slider value editboxes for value preview and input
Added "multiplier" buttons for contrast and offset
Added RGB-slider locking for color corrections
Added aperture preview
Added per-slider and general slider & value reset functionality
Added draggable move-handle
Added compact string export
Added clipboard import
Added hint-notice when copying to clipboard
Added hint-notice when modifying dynamic blur
Reversed the sliders (lower values towards the bottom)
Modified ranges for brightness, contrast and offset
Modified precision of brightness, offset and color inversions
Modified step/page "speeds" of sliders for fine control
Modified text strings to fit containers. This depends on the used aspect ratio apparently and will not look 100% as intended with some formats
RPT export now outputs only the code without surrounding double-quotes
Made the daytime slider initialize and stick to current time
Fixed showing a leftover from previous color correction when first enabling
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