tourist informed us he released in the BI forums an updated version of this German Bundeswehr infantry mission inspired by real events.
MEDEVAC Helis now unkillable by small arms fire for better playability
Replaced the four Blackhawks from the CAS element with two Apaches for more... supportive appearance and believability as CAS
Made mission compatible with newest BWMod 1.2.1
Therefor no more AWC Bags addon needed: replaced with new integrated BWMod backpacks (AWC Bags dependency removed)
Usage of the old BWMod 1.1.2 compatibility-PBOs for AGM and ASDG Joint Rails still necessary and possible
Received permission from BWMod Team to include the old compatibility PBOs in my download
Alternative mission end for all who take another way back to base than intended and withdraw from the enemy earlier than I have planned - but attention, please: you still have to return to the medical container in the camp to finish the mission!
Better waypoints for Taliban so the battle is longer (not all of them right on top of you immediately, premature start of battle less likely) and has at least two stages (more time until order to retreat from Tal Kar to Chahar Dara will be given)
MORE Mines and IED's in the entire area e.g. at the main objective like announced in the briefing, also more garbage objects placed in general so you don't say "Aah, looky here, a trash heap in the otherwise clean and tidied up village - MUST be an IED!"
Therefor replacement of the two marksmen per squad with two engineers, but most IED's and mines can be detected and defused by anyone with an AGM Defusal Kit in his inventory (get it at mission from AGM box in camp if you're not an engineer with pre-equipped Defusal Kit)
How does the defusing work? - crawl real slooowly towards the suspicious trash heap with an AGM Defusal Kit in your inventory, then choose the action "defuse" from the AGM interaction menu!
Tested the mission with some performance killing mods like Blastcore, Blastcore Physics and JSRS Dragonfyre with me as non-dedicated host - smooth FPS and CAS (BIS Module) works reliably even after death and respawn into any BLUEFOR unit, MEDEVAC/transport (BIS Module) is still buggy sometimes when the original requester has died until the MEDEVAC helis arrive - sorry for that!
Ryandombrowsky released an updated version of his Zombies and Demons addon on the BI forums.
Quote : This is the fourth update of my Zombies & Demons mod. If you haven't played this mod before, you can read about the main features below.
Zombies and demons are place and play - they will automatically attack any enemy they are aware of.
Just remember that they choose their targets based on what side they're on. For example, you will need to set "Independent friendly to nobody" if you want Independent zombies to attack BLUFOR.
Zombies behave like ordinary zombies by default, but they can be customised by placing game logics and modules to enable certain features - such as car throwing, difficulty, and lots more!
Fixed a bug that stopped zombies from spawning after long play time.
Added about 40 extra zombie sounds and made small changes to the current ones.
2 new game logics which can be used to disable zombie sounds.
New twitchy demon idle, and a falling animation for both normal and spider zombies.
Minor improvements. Zombies can damage targets with ACE, zombies can now attack static weapons, and more.
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
Fixed: Zen_FindGroundPosition allowed a selected road to be outside the area, decreasing performance
Fixed: Zen_FindRoadDirection prints out a full stack trace when no road is found
Fixed: Zen_OrderInfantryPatrol AI pathfinding for avoiding the minimum area
Added: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderInfantryPatrol, and Zen_OrderVehiclePatrol parameters for multiple patrol areas
Added: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, and Zen_OrderVehiclePatrol parameter for AI behavior
Added: Zen_OrderVehiclePatrol parameter for road positions
Improved: Zen_ArrayGetIndexedSlice now accepts ending indexes greater than the array size
Improved: Zen_FindRoadDirection only prints an error if there is no road nearby when Zen_Debug_Arguments is true
Improved: Zen_OrderVehicleMove completion condition adapts to the type of vehicle
Improved: Framework JIP check
Documentation: Improved for Zen_OrderInfantryMove
Documentation: Updated for Zen_ArrayGetIndexedSlice, Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderInfantryPatrol, Zen_OrderVehicleMove, and Zen_OrderVehiclePatrol
Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.50 stable commands
AUTigerGrad released in the BI forums his latest mission for Arma 3.
Quote AUTigerGrad : You, as a British Royal Marine, are in charge of joining the effort of Her Majesty's forces in ridding the Sangin Region of Afghanistan of the Taliban scourge. Be on the lookout for Suicide Bombers, IEDs, and hit and run attacks by Taliban fighters in the region.
twisted released in the BI forums a mission where you can play as coop using just blufor, or with a PVP element by also having some players as opfor to defend the officer.
Quote twisted : A NATO recon/sniper team is tasked with killing the high value opfor officer spotted recently.
The Officers last know location is marked but you may have to search for him. He is in enemy territory so be stealthy. One bullet well placed is all it takes to accomplish your mission.
Every play through is a new story based around the theme of an elite sniper team. I dont usually have lots of free time, so the mission takes a max of half an hour or so usually, depends on how stealthy you are, often much less.
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