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alarm9k has submitted this script to make armored vehicles rotate to face the threat and pick priority targets.

    Quote alarm9k :
    Have you ever been irritated by stupid AI controlling the tank and being destroyed by one RPG shot in the rear? Only because it didn't bother to rotate the hull to that AT soldier? Or because it was firing at a harmless rifleman instead of taking care of enemy APC? Well, this script is for you.

    'Smart' behaviour activates if the vehicle has a driver, the driver's combat mode is either STEALTH, AWARE or COMBAT and the vehicle is either in Ready or Moving state. The script makes the vehicle to check its known targets every 5 seconds in 2000 meters radius, assess the treat and:
    1. Fire at the most dangerous target it range.
    2. If the vehicle is a tracked vehicle (tank, tracked APC etc) then rotate the hull to face the most dangerous target.
    3. If the threat is too high (for example an AT soldier at a close range) and the vehicle was moving then stop immediately and 1&2 (fire and rotate). If immediate threat is eliminated then proceed with previous move order.



Written on 2014-08-20 by alarm9k

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R3con Nine has submitted this Detainee Camp Template for Arma 3.

    Quote R3con Nine :
    This is a small Detainee camp holding captives, with a living space and work space and wide open area for transport trucks to drop off more detainees, guarded by four OPs and a camp HQ



Written on 2014-08-19 by r3con_nine


R3con Nine has submitted a new version of his airbase template on Stratis airport giving the airbase a vibrant makeover.

Changelog:
  • removed Stand alone hmmwv
  • minor fixes
  • fixed the fixed wing park containers
  • added more to camp wall


Written on 2014-08-18 by r3con_nine

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Lala14 informed us he released an updated version of his Interior Lighting script on the BI forums.
This adds a red light in the back of vehicles for night missions.

Changelog:
  • Fixed error popping up when in a vehicle that is not listed in the array
  • Added cockpit lights to all the transport/ammo/repair/fuel trucks for all factions


Written on 2014-08-17 by Lala14


BangaBob informed us he released an updated version of his Drag Dead Body Script on the BI forums.
This script hides dead bodies by dragging them out of sight and is fully dedicated MP compatible.

Changelog:
  • Respawn Event Handler scrapped.
  • Animations called globally.
  • Players can load/unload bodies into vehicles.
  • Tested on Dedicated for JIP issues


Written on 2014-08-17 by bangabob


Gulozwood released an updated version of his Infected Script on the BI forums.

    Quote :
    Based on the Shaun - A simple zombie AI script by Bluebär posted on Armaholic few month ago,
    I kept sounds from his script and the "contact" function that check if targets are visible or not.

    How it works:
    For now infecteds spawn in houses only (can be modified easily), you just have to create some markers on the map and put there names in infected.sqf,
    after that, triggers will be created after mission start.
    When player enter the infected zone infecteds are spawned, deleted after they leave.
    When he spawn the infected start to move at randoms points around his initial position, then he start running to any blufor target he will see in a 75m radius.
    when the infected is close enough he will hit his target, 3 times and you're dead.

    As far as I know, no player or ai limit and it work in SOLO/SERVER/DEDICATED, on my poor dedicated (2cores/4Gb, 1Mb upload) it run pretty well.
    no player or ai limit.

    Changelog:
    • new triggers
    • infecteds now use different posture, crouching and crawling


Written on 2014-08-16 by Foxhound


[TAA] Jérôme submitted an updated version of his Realistic Repair script.

    Quote :
    This script add time for repairing all landvehicles depending on how the parts of these vehicles are damaged.
    You have to check the vehicle to see if a part is damaged. Then if there is some casualties you will be able to repair.While you are repairing you are able to stop and resume the repairation at will and you can also cancel the repairation if you need to.

    Features:
    • Adding time to repair
    • All part stats of the vehicle
    • Stop and resume the repair as wanted
    • Cancel repair
    • Every class you want can repair
    • Can modify the time for repairing
    • Can Refuel Vehicle and Aircraft with Canister
    • Can Repair Aircraft
    • Can Change the stats of the part to see State Instead of Percent of Damage

    Changelog:
    • Fixed some bugs and issues
    • Added TAA Fuel System
    • TAA Realistic Repair Works with Aircraft
    • Repair's animation changed
    • User can set to see the State instead of the Percent of Damages


Written on 2014-08-16 by [TAA] Jérôme


IndeedPete released an updated version of his Simple Conversation System on the BI forums.

    Quote :
    I'm currently working on some stuff and figured that part of it might be useful to others though it's all still WIP. Today's spin-off is a simple conversation system which supports single sentences as well as full multiple choice conversations with multiple layers. First of all I want to give some credit and my thanks to dwringer, who released his ASINC: A Simple Interactive NPC Conversation Script not too long ago. I found it inspiring, especially the "live-cam", and as I needed something like that for my purposes I decided to build my own, including some of his ideas. Our approaches and the "back-end" might be different though. Anyway, let's get to the interesting part.

    Features:
    • Single sentence radio / direct conversations with live-cam or avatar picture.
    • Full multiple choice conversations with multiple layers.
    • Custom code excecution.
    • Config based, easy to set up.
    • Exclude choices based on user-defined conditions.

    Changelog:
    • Talking to dead guys is not possible anymore.


Written on 2014-08-15 by IndeedPete


Br. released an updated version of his TAA name script on the Armaholic forums.

    Quote Br. :
    This script displays the names of the players when your cursor above and / or when you press keys windows.
    If you have specific demand post here or send me a private message.

    Changelog:
    • Added : added possibility to display the nearest name of the location e.g. : kavala
    • Added : a lot of code optimization


Written on 2014-08-14 by Br.


Chiefspartan submitted an updated version of his Phoenix Aggressors addon.

    Quote :
    Contains Regular Infantrymen, RI (Mosepat)-Made up camouflage pattern based off of Surpat, so not so made up-, Phoenix Shocktroopers-still only four of them-, Ground-WIP-, Air-WIP-, and Initiative Veterans-WIP-. The backpacks on the RI don't match their uniforms currently.

    "Created when one of the United States top deniable ops groups went AWOL on mission in 2027 the Phoenix Aggressors have been a thorn in the world powers' sides, but have never officially come into direct conflict with any world power. Until now. In 2038 when the Altian Armed Forces raised a new military force to once again go on a counter-insurgency offensive they hired some outside help. Since then a flashpoint conflict has threatened to break out as AAF forces backed by Phoenix Aggressors and PMC clash with NATO, SEATO, and FAI forces as well as a renewed FIA insurgency."

    Changelog:
    • Added Zeus and insignia Compatibility
    • Added grey Hellcats
    • several minor bugfixes.


Written on 2014-08-13 by chiefspartan

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