Jakerodsubmitted his The Atlas: Guide to ArmA 3 Terrain Making.
Quote : The Atlas is the successor to my Quick Tutorial /Sample Terrain guide which has recently become hard to find and had a few minor errors in it.
This new tutorial covers everything the old one did but adds in items like installation, roads, and objects.
If I have the time, I hope to expand it in the future and include more information about how and why things work.
If you find any errors with it please post them here. I will try to check back frequently.
Z1submitted an updated version of his z1 Compositions.
Compositions can easily be spawned anywhere in a mission where needed.
Quote : This will be a resource for object compositions by me, and anyone else who submits them to me. I won't be taking any from other peoples missions.
This will be a object composition resource for mission makers (and me!).
Currently just a big base (requires Karts and Helos DLC) and a small campsite for each faction. Will be adding more over time. The comps are in compostions folder. You will have to depbo the mission to get to them, but if you make missions you already know how to do that.
If you're wondering "why?" compositions, basically once they are set up they can be placed/spawned anywhere and you don't have the object clutter all over your map in the editor.
In version 0.03 I have added 10 small compositions of tables/desks with items/weapons on them. These are a good example of what you have to do when you place objects on tables then save a composition. When you spawn it they will end up on the ground. I had to go back and set a height for my objects again in scripts themselves, so make sure you take a peek if you're learning.
Monsoon released his Simple Revive Script on the BI forums.
Quote : This is a simple revive script that I've been working on for the past few weeks. This project started off as a learning exercise, but blossomed into a mostly functional multiplayer only 'no frills' revive script. It is meant to be light weight, and re-settable mid-mission (per unit). I'm still actively developing it, so any feedback or thoughts would be greatly appreciated. Again this is meant to be a MP-only, COOP based revive script (no AI support!).
Ability to revive or drag fallen teammates
Units do not die unless they 'suicide' or their revive timer expires
Units with a Medikit revive at a faster rate than others
Option to mute TFAR/ACRE radios
Option to add markers to the map for fallen units
Option to add 3D icons on fallen units within 30m
Scroll-wheel action item to reset the entire SRS system on an individual basis
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
New Function: Zen_IsIsland
Fixed: Zen_ExecuteCommand did not print the stack on an invalid command error
Fixed: Zen_GetUnitLoadout did not record laser designator batteries
Fixed: Zen_InvokeFireSupport guidance feature
Fixed: Zen_MoveInVehicle now reliably and instantly checks for remote execution synch
Fixed: Zen_OrderExtraction and Zen_OrderInsertion did not keep an AFM helicopter on the ground
Champ-1 released an updated version of his CH View Distance Script on the BI forums.
Quote : So I have finally overcome my fear of dialog controls and made this script. It's very similar to TAW View Distance Script by Tonic (that's what inspired me after all), but with a couple new features:
objects view distance and sync view distance options for every situation;
all settings are saved to profile;
ability to limit maximum view distance and objects view distance for the mission.
added: support of UAV and UGV units (as suggested by EasyEB)
D-Day & BOX has submitted a new version of this template of a platoon size base, inspired by a old large Danish battalion size NATO base during the 90'ies war in Bosnia.
Quote D-Day & BOX : F.O.B VALHALLA version 2.0 is a platoon size base, inspired by a retired, large Danish batallion size NATO base during the 90'ies war in Bosnia.
This is a base / FOB ment for the community that want a 'real life feel' experience of a base layout.
- With this update (version 2.00 from 1.00) we have totally remade the FOB and made it better. We have removed all MOD requirements and this v2.00 is now totally Vanilla, so anybody with Arma3 can run this template.
JShock informed us he released an updated version of his Shock's Building Garrison Function on the BI forums.
Quote : 1. Garrison Function (Spawned Units):
This function allows a mission developer to garrison buildings in a town/city/village with a user defined percentage based on the overall building count.
2. Garrison Function (Editor Placed Units):
This function allows a mission developer to garrison groups of editor-placed units with a simple function call in the group leaders' init field.
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