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DonbassCZ submitted his Reshmaan Edition Pack.

    Quote :
    The aim of this project was build imitation of 3 real bases in Afghanistan. This project is about Kandahar Airbase, Kabul International Airport and Bagram Airfield. Bases I've tried to do with high FPS. I must say that all is running over 30 FPS. Regarding Bagram that runs around 20 to 30 FPS. I hope you will enjoy this project. Best regards DonbassCZ

    Features:
    • Kabul International Airport
    • Kandahar Airbase
    • Bagram Airfield


Written on 2016-08-18 by Donbass

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***** Update *****

Yakavetta did sent us the wrong archive at first.
When you have already downloaded this script (before 21:16 CET) please download it again!

*****


Yakavetta released his own version of Sushi's Breaching Script on the Armaholic forums.
This script owes it's roots to Sushi's breaching script.
This is based off V. 1.3 of sushi's script, which had a lot of good fixes and code. I helped with some of the code in the past, but the reality is 99% of this work is Sushi's.

    Quote :
    Script for locking and breaching doors. Players can use shotguns, expplosives or simply pick a lock. Working on A3 buildings, JBAD and most of AiA TP doors (Thanks to Yakavetta[31stMEU].
    From v1.2 it also supports more community made maps, but proper configuration is needed, more in "Instalation" section).

    Changelog:
    • Initial Release freom V1.3 of Sushi's Script
    • Added multiple CUP Building Doors
    • Fixed Join in Progress Multiplayer errors
    • Fixed bug caused by player death
    • Fixed initial load times when marker covers the entire screen
    • This will not work in the editor/SP only missions. It depends on a multiplayer environment, and at least a locally hosted MP game to work. Sorry, but unfortunately that's how I was able to fix a lot of the code



Written on 2016-08-17 by Yakavetta


Masterpuffin released the Simple Admin Menu script on the Armaholic forums.
This script was originally written by Fusion but due to a lot of errors Masterpuffin decided to upload an improved version.

    Quote :
    This is just a simple little Admin Menu with allows you to make yourself invincible, spawn vehicles and so on.



Written on 2016-08-17 by masterpuffin

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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.

    Changelog:
    • Units using the Calm Animations when being reset to safe mode by the scripts now face correct directions.
    • Defensive waypoint plans now use a DoWatch command in their last waypoint to improve watch pos reliability in combat behavior.


Written on 2016-08-15 by special Ed


JohnnyBoy released an updated version of his JBOY Burning/Exploding Barrel script on the BI forums.

    Quote :
    Here's a demo mission featuring my burning exploding barrel scripts.
    I have tested it on a dedicated server, so I believe it is MP compatible.

    This script is featured in my Leper Island Coop mission which I hope you will try. Please post some feedback on the Leper Island mission if you can.

    Changelog:
    • Added option to respawn exploding barrels after a delay.


Written on 2016-08-09 by johnnyboy


POLPOX released an updated version of his Calm Animations script on the BI forums.
This script adds calm animation for some units which they cancel when under fire.

Changelog:
  • Add: Forgotten animation "LEAN_ON_TABLE"
  • Add: Forgotten animation "KNEEL_U"
  • Fix: An error on "WARMUP"


Written on 2016-08-05 by Armaholic


Ussrlongbow released an updated version of his Arma 3 Mission Skeleton on the BI forums.

    Quote :
    I would like to introduce a bit of work, I have developed for supplementary needs. This is just a skeleton for Arma 3 missions.

    Welcome to Arma 3 Mission Skeleton by longbow!

    This archive contain basic files you may need in your mission, and allows to create your mission's file structure more manageable and ease adding third party scripts and extensions.

    The contents of this archive is not a mission framework, it is just a skeleton, which allows to easily add, manage and maintain the contents of your mission.

    What does it mean for mission makers?
    You have files used by Arma 3, supplied with extensive comments why this file is needed, what happens to it, and how you may use it or benefit from it.
    Also from script makers who would pack their scripts according to recommended guidelines, you receive a standart instruction about how to add third party code to your mission, taking the chance of error to minimum probability.

    What does it mean for script makers?
    This skeleton suggests a recommended way to pack your scripts, and ensure that end user will be able to install it easily, in more unified way, and it would mean that you do not waste your time explaining very basic things, which you can use to create more cool content.

    Changelog:
    • New additions: a3skeleton\colors.hpp. Contains the definitions of official HTML colors in two options


Written on 2016-07-23 by ussrlongbow


JohnnyBoy released his JBOY Molotov Cocktail script on the BI forums.

    Quote :
    Here's my Molotov Cocktail script for Arma 3.

    How it works:
    • Via a scripted action, a unit is forced to throw a purpleSmokeShell.
    • The shell is detected as a near object, and a bullet is spawned and given the same direction and velocity.
    • The smoke shell is deleted and a "bottle" object is attached to the bullet, and a fire is attached to the bullet.
    • At bullet impact point, a fire is created.
    • Bullet impact point is detected when it's height is near the ground, or when its dirTo direction changes significantly (a ricochet).
    • If bullet impacts a vehicle, fire is attached to the vehicle.
    • If bullet impacts on or near a man, fire is attached to man, man screams, and plays a panic move animation while burning.
    • Fires give damage to nearby units/vehicles.


Written on 2016-07-23 by johnnyboy


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 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 and with new components that take advantage of the new game's special features.

    The F3 team is pleased to announce the release of v3-4-1 of its mission development framework, which now supports APEX. As ever, optional support for Zeus and popular mods ACRE2 and TFR is included.

    The producers of this release were Wolfenswan and Fer. We would also like to thank the following communities for their assistance: Folk ARPS | Team One Tactical

    If your community uses F3 (or uses it as part of your own mission framework), we'd really love to hear from you. Perhaps there are things you've created that could feature in a future release of F3 itself? Let us know who you are with a comment or post.

    Changelog:
    • Added F3 Gendarmerie component, with support for this added to:
        - Briefing Template component.
        - F3 Folk ARPS Assign Gear Script component.
        - F3 Folk ARPS Group Markers component.
        - F3 Folk ARPS Group IDs component.
    • Updated F3 Folk ARPS Assign Gear Script component:
        - Various minor fixes.
    • Updated F3 Folk ARPS Platoons component:
        - Fixed issues with order of Syndikat slots.
    • Updated Insignia component:
        - Automatically supports mission-maker placed Pacific units (NATO and CSAT).
    • Updated Mission Header component documentation.


Written on 2016-07-19 by fer



Kerodan released the source files of the Sosopol terrain on the BI forums.

    Quote :
    I would like to share the source files for our map project Sosopol with you. The project was started by a clan mate and me in 2015 and was actively developed for a couple of months. At this point in time, development has, however, been dormant for over a year and we both do not see us coming back to it. Therefore, I would like to contribute the source files to the community and, especially, everybody interested in creating maps for ARMA.

    The source files include the SatMap, MaskImage, Heightmap, Configfiles and some placed objects (mainly forests and the like), While the mask and height map are not finished, the SatMap is completely reworked including the removal of buildings, the replacements of huge forests areas and the inclusion of additional islands to enhance the gameplay potential of the map (would only need some updates concerning the road network). It is, in my opinion, the hidden gem in this file package and I would be glad to see it included in ARMA in some way as I put a lot of work into it. ;)

    Technical Infos:
    4096 x 4096 x 2.5m Heightmap
    10240x10240 SatMap & MaskImage

    The config files are not updated for the new visual update! So be advised that this will probably be your first task to handle when you decide to get your hands dirty. ;)

    Furthermore, you will need the pro version of L3DT to get access to the height map files. The free version does, to my knowledge, not support height map files of resolutions over 2048x2048.

    Due to size constraints, I was not able to include the reference materials for the SatMap but everything else should be there. If any essentials files are missing, please let me know.



Written on 2016-07-17 by Foxhound

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