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Zenophon informed us he released an updated version of his Infantry Occupy House Script on the BI forums.

    Quote :
    This script teleports AI units into nearby buildings at appropriate window positions. Units will stand and face the window so they can fire out of it. Units are moved to random windows every time. If there are enough units, every possible window will be covered; otherwise, you won't know where they are watching. When there are multiple possible windows to face, units will face one at random. Units will not face a windows more than 5 meters away, and the windows will have a reasonable field of view.

    By using this script, you no longer have to manually place units at windows and struggle with the 2d editor. This script allows you to easily simulate the AI occupying buildings and defending their position realistically. It works for just a few units to surprise players, and on a large scale to put dozens of enemies into defensive positions all across a city.

    The function is carefully optimized for almost no performance impact, allowing it to dynamically examine each position for the best possible results. There is no debug, argument checking, or defensive code, to make it as simple and fast as possible, so make sure the arguments are correct.

    Changelog:
    • Added: Parameter to cycle through each building in the radius, giving units to each one
    • Improved: Units on roof are only placed at the edge, and face the edge
    • Improved: Optimized roof check
    • Improved: General script cleanup


Written on 2014-07-31 by Zenophon

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Djotacon released his Randomize Units script on the BI forums.
This script transforms a unit (opfor,blufor, independent) into a civilian armed. Needs a unit and a value to activate the weapon level.



Written on 2014-07-31 by djotacon


Zenophon informed us he released an updated version of his Co-op Mission Framework and SQF Library 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

    Changelog:
    • New Function: Zen_IsForestArea
    • Fixed: Zen_AreUnitsTasksComplete did not allow a 0 for parameter 2 through argument checking
    • Fixed: Zen_FindGroundPosition distribution of points around an object was uneven if the minimum distance was small
    • Fixed: Zen_FindGroundPosition position around a point or object could be within the minimum area if on a road
    • Fixed: Zen_FindRoadDirection printed a debug message
    • Fixed: Zen_MoveInVehicle 'All' argument resulted in confusion for the AI and odd behavior
    • Fixed: Zen_MoveInVehicle now assigns units to their turret properly
    • Fixed: Zen_OrderInsertion now makes units get out of the vehicle in all circumstances
    • Fixed: Zen_SpawnInfantry spawned an unarmed FIA soldier
    • Added: Zen_ConfigGetLocations now has a parameter for location type
    • Added: Zen_ConfigGetVehicleClasses now has a parameter for filtering by DLC
    • Improved: Zen_ConfigGetTowns renamed to Zen_ConfigGetLocations
    • Improved: Zen_FindGroundPosition failure logic massively optimized when water or road preference is not possible
    • Improved: Zen_FindGroundPosition now prints an error when the return position is off the map
    • Improved: Zen_FindGroundPosition optimized significantly in difficult situations by scaling the number of attempts
    • Improved: Zen_GiveLoadoutBlufor, Zen_GiveLoadoutIndfor, Zen_GiveLoadoutOpfor now detect day/night more accurately for unassigning NVGs
    • Improved: Zen_GiveLoadoutCustom now removes NVG's during the day, but leaves them in inventory
    • Improved: Zen_IsPointInPoly optimized significantly when the point is near the center
    • Improved: Zen_SetAISkill now reduces the accuracy value at night
    • Improved: Zen_OrderInsertion and Zen_OrderExtraction now allow the crew to move freely after insertion/extraction
    • Improved: Zen_OrderVehicleMove logic for stopping the thread and vehicle, including a check for beached boats
    • Documentation: Fixed Assault Frini sample mission did not give repack magazines action correctly to JIP clients
    • Documentation: Fixed SQF Overview file explanation of threads and optimization
    • Documentation: Added for Zen_IsForestArea
    • Documentation: Improved for Zen_AreInArea, Zen_AreNotInArea, Zen_AvoidPosition, Zen_GetAllInArea
    • Documentation: Updated for Zen_ConfigGetVehicleClasses, Zen_SetAISkill
    • Documentation: Updated Random Battle demonstration explanation of Zen_ConfigGetVehicleClasses


Written on 2014-07-30 by Zenophon

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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."



Written on 2014-07-30 by chiefspartan


Belbo submitted an updated version of his ADV Gear Distribution script.

    Quote :
    I've played a lot of missions with either buggy or performance demanding gear distribution scripts or systems.
    Some switch to Tonic's VAS because of that, but I personally don't really like using it in my missions (it's a great script though, no questions asked!). That's why I created this little script (pretty much for my own use).
    But as requested I make this public and offer you my little gear distribution script.
    With version 1.3 this script contains the ADV Gear Configurator made by Joko (thank you for your work! ). With this neat tool you can easily define the loadout categories (that took a bit of work before). But now creating a loadout will be done in a blink of an eye!
    Currently loading a loadout is not yet supported, but Joko's already working on it. Soon the whole loadout-framework will be handled by the ADV Gear Configurator. The only thing you'll have to do then will be to insert your playable unit's names in the tool and create your loadouts, save and done. I

    Changelog:
    • fixed error with Chemlights. Wrong classnames in adv_fnc_gear.sqf


Written on 2014-07-29 by Belbo


OzDeaDMeaT released his OzDM Teleport Script on the Armaholic forums.

    Quote :
    This script allows mission makers to quickly and easily add teleportation to their missions.
    Features Include:
    • Ability to Hack Teleporters to deny the enemy the ability to teleport to that location
    • Ability to Repair Hacked Teleporters
    • Map Icon Change depending on if Teleporter is ONLINE / OFFLINE and the Side that owns it
    • Ability to Disable Hack Ability and just utilize Capture Mechanic
    • JIP Compatible
    • Easy to Implement
    • Restrict Specific Item Types through Teleport (No Weapons etc)

    The Demo mission is a 16v16v16 mission on the Island of Stratis. The Mission will be complete when all objectives are owned by a single side.



Written on 2014-07-28 by OzDeaDMeaT


Conroy released his Execute scripts/code via chat commands script on the BI forums.

    Quote :
    A little mini-project I worked on, which allows you to intercept and use text, that was typed in the inGame chat-box.

    Any text, that starts with the special intercept character (by default "!"), will be passed on to a function and checked against all available chat-commands.
    If it matches one of the defined commands, the associated code for the command is executed. Any text after the initial command will be passed as an argument to the called function.

    Intercepted text is not sent to other clients and wont clutter up the chat history.

    The current version of the script does not have any extra functions included, apart from the example ones.
    It rather serves as a base to include your own functions and ideas, if you can come up with something interesting or practical.



Written on 2014-07-27 by Conroy


Rodeostar42 has submitted a script that limits the 3rd person view under certain conditions.

    Quote Rodeostar42 :
    Setup can infantry, landvehicles, aircraft ,seavehicles individually.

    limit at a moving speed seavehicles and landvehicles and infantry.

    Aircraft limits at an altitude from the sea level and the surface.



Written on 2014-07-27 by Rodeostar42


Fer informed us he released an updated version of his F3 Mission Development Framework on the BI forums.

    Quote Fer :
    The F3 Mission Development Framework (F3) is the successor to the popular F2 Mission Development Framework and BAS f mission development frameworks for ArmA 2 and ArmA. The new framework contains many of the features you know from F2, updated to work with ArmA 3 Alpha; new components which take advantage of the new game's special features are planned.

    You can find the English online manual here: http://www.ferstaberinde.com/f3/en/


    The F3 team is pleased to announce the release of v3-1-1 of its mission development framework, with optional support for popular mods ACRE, TFR - and now AGM too.
    We've added and improved many features; highlights include:
    • New Medical Systems Support component: select vanilla, AGM or F3 Simple Wounding System via mission parameter.
    • New pre-placed attachments for all factions: HMG, Heavy AT, Mortar, SAM and sniper teams.
    • Revised, more flexible AI Caching component for improved MP performance.
    • Revised spectator script places less load on CPU.
    • Revised ORBAT Notes component highlights player's own group.
    • Fixes to weather conditions (lightning now works correctly!).
    • Fixes to Radio Systems Support to make TFR spectator mode work correctly.

    To make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.



Written on 2014-07-26 by fer


TehFocus submitted his FOB "Iron Heart" template.

    Quote :
    This FOB is medium sized, well lit, got a helipad, a "roadway" and a place to store vehicles, watchtowers and barricades are surrounding it, there is a briefing area, an HQ, a medial center and some props all over the place to make it look more alive.

    I added no weapons or troops/vehicles so you are able to use it with every mod and every faction.

    I hope you like my work!



Written on 2014-07-26 by TehFocus

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