JShock informed us he released an updated version of his Cruise Control Script on the BI forums.
Quote : Via scroll-menu action the driver of any car (cars, hunters, etc.), sadly not tanks or boats or air vehicles, can set a speed at which to travel in his vehicle and still have full turning capabilities!
Moved speed condition from while loop to addAction condition.
Iceman77 released an updated version of his Light Vehicle Respawn Script on the BI forums.
With this script you can easily respawn destroyed and abandoned vehicles.
Re-wrote and consolidated the versions as 3 were too many. Now there's just Larrow's NSLVR & LVR.
LVR now has a new veh init structure. Users now (OPTIONALLY) simply create their small function files (registered in cfgFunctions this time) and have the vehicle call the function upon respawn to set it's init.
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.
The F3 team is pleased to announce the release of v3-1-2 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.
Iceman77 released an updated version of his Virtual Rearming Hub script on the BI forums.
Quote : Simple rearming UI that provides quick and efficient rearming
Displays useful ammunition based on your current weapons
Displays misc ammunition such as hand grenades, mines, smoke, chem lights etc
Recommended for usage out in the field when you need to rearm quickly.
|TG| Will released an updated version of his Anvil Mission Editor and Framework on the BI forums.
On our downloadpage linked below you can also find a version with the Altis and Stratis maps bundled.
Quote : This version is the last "Alpha" version and should represent the finalised mission data structure. Version 5.4 introduces a new "Windows 8" look and feel, as well as a lot of new editor features including a dialog for specifying your own included scripts and a briefing editor. It also includes a new approach to bundled scripts, key objective victories, random objective order mode, improved mission validity checks and some other UI improvements.
In addition a new sample mission was released - "Angel Fire" - which is the prologue to the campaign on Altis and demonstrates the "random objective mode" across the entire map of Stratis.
A key change in this version is that "included script" folders are no longer included with Anvil. When exporting, if Anvil detects that an included script is missing, it will prompt you to open up the download page in a web browser. It will also open the folder where you should extract the included scripts.
Fixed: Incorrect reporting of version number in update checker where new framework version has breaking changes
Fixed: Error on startup with no maps in folder AND first time loaded
J.Shocksubmitted an updated version of his Simple Mortar Script.
Quote : This script allows for a marker to be placed on the map based on a defined radius bombard an area with HE or Smoke mortar rounds. This is perfect for those bombardment situations without the need to deal with those pesky AI mortar gunners.
Iceman77 informed us he released an updated version of his Vehicle System script, a light weight vehicle creating dialog, on the BI forums.
Quote : A clean cut UI that allows you to create vehicles.
Users can adjust vehicle type creation time
Users can adjust which side's vehicles will be displayed. e.g.; The player's side only. Or west, or east, or independent, or... any combination of sides.
Option to create manned vehicles
Option to create vehicles already flying
Option to move the player into the first available position upon creation ( driver, crew, cargo etc etc)
Users can now define which side's vehicles can be displayed.
Changed the position (method) for vehicle spawn. Now relative to the object the action is assigned to rather than the player.
Localized text for all languages via stringtable.xml.
Added comments to everything so advanced users can easily navigate the blocks of code in any .sqf file.
Added the missing VSYS_DELAY_SUPPORT variable to fn_varsInit.sqf.
Added "flying" option to spawn the aircraft flying. Auto defaults to ground spawn if tried with ground vehicles.
Added "GetIn" option to allow the player to automatically be moved into the vehicle's first available position, upon creation.
T-800a released an updated version of his T8 Units - AI Spawn Script on the BI forums.
Quote : I wanted to share my script, I use to spawn units in coop missions, with you. I first started developing this somewhere during the A3 beta. Playing around with BIN_taskPatrol by Binesi, BangaBobs EOS and similar things somehow caught my interrest in scripting and I started to create a script that would fit my needs. In the past months I finally motivated myself to create some english documentation for this, what took ages for me, so I can release the script here.
I designed this script for the CO-OP missions I play with friends and the 1PARA. It is mostly based around Infantry combat, but you can spawn vehicles with it, too. The script is based on groups and adding waypoints to those groups, and "FiredNear"/"Killed" eventhandlers added to the group leaders. If you have other scripts messing around with groups oder using these eventhandlers, my script will probably not work correct.
pushback/count errors fixed
added possibility to define a custom function for each group which will be called for each unit
communication var array now consists of 3 parts
in CONFIG: T8U_var_ZeusModul -> T8U_var_ZeusModules (now is an array where you can add multiple zeus modules)
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