Incontinentia informed us he released an updated version of his Incon Airpower script on the BI forums.
Quote : Script package for Arma 3 mission makers that allows players to call in air support for target tracking and air strikes. Unlike other CAS scripts, Incon Airpower simulates high-altitude strikes where the aircraft is neither visible nor audible from the ground. As such, the aicraft itself is not spawned, only simulated, thereby avoiding all the hassle of Arma's pilot AI. Works best in single player and low-player-count COOP (lots of players using tracking may cause considerable server lag).
Perfect for missions involving SF teams working behind enemy lines to call in coalition airpower onto enemy assets (as in the ongoing real-life operation Enduring Freedom in Iraq / Syria).
Adds the ability to call air support from the radio menu on mission start.
Also adds the ability to add an action to specific units to request request air support.
Devastator_cm released an updated version of his Devas Convoy & Vehicle Patrol script on the BI forums.
Quote : My first release ever is based on Norrin's convoy script for which I got permission to modify from Norrin.
General idea behind my version is actually similar to Norrin's version. I rewrite the scripts and now it has some new features and working.
Small bug fix which is related to stucked convoy in circular convoy paths.
Incontinentia informed us he released his Incon Scripts A3 on the BI forums.
Quote : Basically, INC_Scripts_A3 is a collection of scripts for Arma 3 mission makers (currently only 3 but I am planning more if I can get around to it). They are primarily designed to be used with ALiVE and ACE in SP / Co-op scenarios.
These are available as an early Alpha.
Go undercover as a civilian, become a local hero, recruit other civilians, cause mayhem. Features an optimised detection system that allows you to maintain cover as long as you are careful and choose your targets well as well as automatic group persistence for recruited AI between persistent ALiVE sessions. Designed specifically for ALiVE - be the guerilla.
Status: Experimental release. Feature complete, untested in Coop but works well in dedicated server / SP environments.
Enemy units drop intel when they are killed. Allows units to hack into enemy radio networks and see nearby groups on the map, as well as track cellphone contacts. Also reveals enemy installations.
Status: Initial (early Alpha) release.
Provides persistence for non-playable AI teammates (in player group) between play sessions when ALiVE data is present using iniDBI2. Saves full unit information for up to 11 AI teammates and loads it when there is corresponding ALiVE persistent player information.
Requires: CBA, ALiVE, iniDBI2, (works best with TADST in SP / Coop locally hosted dedicated server sessions)
Status: Experimental release.
Check individual readme files in the respective addon folders for more information.
Persian MO informed us he released an updated version of his Injured Ai simple script on the BI forums.
Quote : Injured Ai script provide a little more realistic fight against Ais for player.
When player shot ais , there is a chance that ais fall down with ragdoll and injured and unconscious with animations and begging for help.
Here is demo mission with some descripts in there how script work.
Tested on sp and mp.
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
Fixed: Zen_FindCenterPosition did not remove itself from the stack trace when exiting on special cases of arguments
Fixed: Zen_FindInRange rounded numbers were not equally distributed at the edge
Fixed: Zen_MoveAsSet caused an error by including markers in its height calculations
Fixed: Zen_SpawnInfantry rarely spawned the maximum number of units
Fixed: Zen_SpawnInfantryGarrison argument checking did not allow a nested array for the skill parameter
Added: Zen_ExecuteCommand command for enableFatigue
Added: Zen_ExtendVector parameter for cylindrical vector
Added: Zen_SetAISkill preset for 'player' skill
Added: Zen_SpawnInfantry and Zen_SpawnInfantryGarrison parameter for Gaussian distribution of random unit number
Added: Zen_TrackGroups, Zen_TrackInfantry, and Zen_TrackVehicles parameter for marker update time interval
Improved: Zen_CreateTemplate, Zen_FindGroundPosition, Zen_GetAmbientClutterCount, Zen_IsForestArea, Zen_IsUrbanArea, and Zen_OrderInfantryPatrolBuilding optimized
Improved: Zen_FindAveragePosition averages the Z coordinate
Improved: Zen_FindTerrainGradient finds the 3D gradient
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