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
New Function: Zen_Cache
New Function: Zen_DeleteTemplate
New Function: Zen_GetCachedUnits
New Function: Zen_GetTemplateObjects
New Function: Zen_IsCached
New Function: Zen_RemoveCache
New Function: Zen_RemoveTemplate
New Function: Zen_UnassignCache
New Function: Zen_UnCache
Fixed: Zen_CreateTemplate shifted the height of all objects if some had non-zero height above the terrain
Added: Zen_GetUnitLoadout and Zen_GiveLoadoutCustom handle vehicles
Improved: Zen_ConvertToGroupArray and Zen_ConvertToObjectArray check that their entire argument is not void
Improved: Zen_CreateTemplate returns identifiers used in its object-oriented data structure
Improved: Zen_CreateTemplate saves the damage to specific parts, fuel, inventory, and animation states of vehicles
Improved: Zen_FindBuildingPositions checks that its raycasts hit the building of interest
Improved: Zen_SpawnGroup gives a specific error message for exceeding 144 groups per side
Documentation: Added for Zen_Cache, Zen_DeleteTemplate, Zen_GetCachedUnits, Zen_GetTemplateObjects, Zen_IsCached, [*]Zen_RemoveCache, Zen_RemoveTemplate, Zen_UnassignCache, and Zen_UnCache
Documentation: Improved for Zen_FindBuildingPositions
Documentation: Updated for Zen_CreateTemplate, Zen_GetUnitLoadout, Zen_GiveLoadout, Zen_GiveLoadoutCargo, [*]Zen_GiveLoadoutCustom, and Zen_SpawnTemplate
Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.60 stable commands
Opteryx released the source files of his OPX2/Middle Eastern Style Structures on the BI forums.
This contains the source files, not any pbo's and is meant for content makers to use for their own projects!
Quote : This pack contains all the source files of the OPX2/Middle Eastern Style Structures.
I am regretably abandoning this project (at least for the foreseeable future), I feel like it became too much work and that turned the priority into quantity over quality so I'm not very happy with the results. These models are unfinished and really outdated in terms of quality and I would rather focus on making fewer, but higher detailed assets for Arma. It kinda sucks giving up on a project that I've worked on for some long. Some of these models even date back to Arma 1, so I figured it would be a waste to let all that work go to nothing and I have therefore uploaded all my OPX2 models open source here.
You may edit and reuse these models as you see fit, I only ask that you credit me and that you do not recompile them as "opxbuildings2" or "opxmisc2" as I may republish these addons finished some time in the future.
It's not great work, but maybe some of you will find these assets useful.
Special ed released an updated version of 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.
Small improvement to the animations scripts for multiplayer.
Lag tested on a dedicated server with no outstanding issues.
Sarogahtyp informed us he released an updated version of his Sarogahtyps Spawn Script Creator on the BI forums.
The Sarogahtyps Spawn Script Creator allows an easy way to cache your units, vehicles and their waypoints.
Quote : Gives mission designers the ability to delete and spawn their editor created units, vehicles and waypoints as often as they want and at the time they wanna.
added new function to update known triggers
added vehicle loadout support
substituted some forEach with count to speed up things a bit
did some clean up work on scripts
added killed eventhandler to leaders to get script also working if a leader dies
added support for partial hitpoints of units and vehicles.
phronk released his Forced Foldmap script on the BI forums.
Quote : "Forced Foldmap" is a simple client-side script which unassigns the player's map, GPS, and UAV terminal items when they open their fullscreen map. The items are reassigned to the player after they close their map.
This script was designed to enforce the use of Taosenai's "Tao Folding Map" 3D map addon, but is not limited to that only purpose.
Zooloo75 informed us he released an updated version of his Access Points script on the BI forums.
Quote : A simple to use system which allows mission makers to easily setup access points that allow players to reach places they wouldn't be able to normally reach (but should).
Why'd I make it? Because Tanoa looks pretty, but the skyscrapers don't have interiors, making players unable to access the rooftops by foot.
It's currently 4:25AM as I write this message, and I wrote this system within the last couple of hours, so expect possible issues that my tired brain didn't think would happen at this time. I will be providing updates and the usual jazz.
Restricted access points to units only (anything that inherits from "CaManBase").
Multiplayer compatibility added.
Made units inherit access point trigger's direction.
Ianbankssubmitted an updated version of his ARMA 3 SQF Cheat Sheet.
This is a pdf document with a single page cheat sheet of core language elements of SQF.
Quote : I often find myself going back to the same biki pages on SQF to check basic syntax or look for commands for the basic types (especially after coming back to SQF scripting after a break). To save a bit of time I've done up a cheat sheet for all of the core language elements in SQF. It also contains a table of operator precedence for SQF, which helps explain exactly where and when parenthesis are required.
It is up to date with commands from ARMA 3 revision 1.48, and also includes a number of commands from the development build (1.49) that are expected to make it into the next release (1.50).
The cheat sheet covers the core language of SQF, including:
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