Tpw released a new version of his TPW MODS on the BI forums.
TPW MODS consists of a number of independently configurable mods.
Quote tpw : In the months since Arma 3 alpha was released I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS.
[ALL] tpw_settings.py, a small python program for quickly editing TPW_MODS.hpp
[HOUSELIGHTS 1.10] Improved colour of lights, less orange hue.
[FALL 1.44] Fix for animation bug causing unarmed units to briefly swim in the air instead of falling down when hit.
[CORE 1.18] Optimised house scanning code.
[SOAP 1.05] Nearby gunfire will elicit screaming, babies crying and dogs barking, from houses near the player. Volumes for ambient sounds, music, azan, house fx and screaming are now all independently configurable in the config and at any time in game using triggers etc.
[SKIRMISH 1.22] Properly delete aircrew when deleting spawned aircraft.
Kydoimossubmitted his Eden Objects addon for Arma 3.
Quote : Eden Objects is a concise collection of highly-detailed models for Arma 3, created to celebrate the release of the new 3D editor.
Each item has been fully localized and comes with all the relevant LODs (levels of detail). Some have been assigned hiddenSelections too, allowing you to add new textures via the setObjectTexture command; a number of PSD files have also been included and can be found inside the download folder. If you cannot access Photoshop, I recommend downloading Paint.net and acquiring the necessary plugin.
Special ed released his AI Modify -Ai Script System on the BI forums.
The AI Modify script system itself does not require any addons but to be able to use the example mission you will have to make sure you have certain addons installed. See the usage section on the downloadpage for information.
Quote : It would be difficult to describe everything the system does in a short generic description, so here is the best I can do.
The system primarily works with 1 man AI Opfor groups, and overall aims towards providing good quality combat environments for Special Ops type scenarios. On the flip side, the system certainly does not lend itself to large scale combat scenarios where such scenarios should simply not use this system. The system can be cpu demanding depending on how many Ai units are placed and of course the operating system performance. I use a laptop that barely meets the requirements for Arma 3 and have found that I only get reasonable in game performance in general by using ported Arma 2 maps and units, and while using Arma 2 content I am able to run the AI_Modify on roughly 40 Ai units that are in actual combat at a time before script lag is threatened, while out of combat ai unit total allowed on my system may actually be over 100 - they must be split up. So in knowing this, it is likely that anyone that can run Arma 3 well on their system can probably afford roughly the same numbers in Arma 3 vanilla content.
The AI_Modify is an AI system that a mission is built around, it is not an AI replacement mod. It is also fairly easy to use, where most of the usage involves simply inputting certain values into arrays in various Ai units Initialization fields and placing markers and unit waypoints down.
Quote : Create a dramatic scenery for your mission with the use of: thunders with or without lightning bolts, sound and flickering.
Also you can create raindrops, debris in the air when you have a relatively strong wind and local fog to add something to the atmosphere.
So called local fog is not meant to replace the arma fog generated via editor or script but to complete it.
Find the right combination of settings for your mission and let me know what worked the best for you.
All sounds are custom, disable Lightnings in your mission via mission editor or script to avoid interference and overlapping.
Lightning effect is generated around a randomly picked playable unit.
The sounds are pretty big in size and loud. Adjust volume and list of files from description.ext if necessary.
You can use, adapt and/or modify the script as you see fit.
If you find nice ways to modify the script for better effects let me know.
Tested on dedicated but not in MP, any feedback will be greatly appreciated.
Thank you and have fun!
The Team Les Vétérans informed us they released an updated version of the Porquerolles Island on the BI forums.
Quote : This terrain tries to be as close to the real Porquerolles Island as we possibly could. The height map and vegetation is based on the real world island.
Being originary from the south of France and in the vicinity of Porquerolles, with the help of [V]Xnam who made Angel Island, I took over the modelling of the Porquerolles Island which is the biggest and most to the west in the Hyères islands. It's forming an arc oriented east-west with jagged coasts.
The highest point in the island is the Semaphore at 142m.
I hope you'll enjoy playing on the island as much as I enjoyed making it!
corrected the sat map colors to be less blue
added corals and underwater elements around the island
seabed's topography modified in the port
added some real life ship wrecks around the island, plus some surprises
IndeedPete released an updated version of his European BLUFOR Re-Texture addon on the BI forums.
Quote : This addon features a re-texture of Arma 3's NATO faction, both conventional and special forces in Altis, Black, Desert, Navy, Snow and Woodland camo schemes.
It's about a fictional combined European force, founded in 2023.
Notable operations are the ending of the Altian civil war in 2026, the deployment during the Balkan wars in 2028 as well as the Altis incident and follow-up events from 2035 until 2037.
Today, EUROFORCE operates in over 50 countries on four continents.
Notable ongoing operations are the peacekeeping mandate in Israel and Syria, the Japan Airlift, the Saint Petersburg blockade and the assistance mission on the US west-coast.
Forces are organised in fleets, each capable of conducting operations by land, sea and air. Their command structure is loosely based on Mass Effect's Systems Alliance.
This release comes with a teeny tiny showcase campaign consisting of five quickly thrown together missions about the redeployment on Altis, roughly two months after the events of the M.E.R.C.S. campaign.
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