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Aliascartoons released a new script called Road Flares on the Armaholic forums.

    Quote : Road flare script featuring a chemlight tweak which can be enabled or disabled via a public variable.
    Flares' lifetime, brightness and range are customizable via script parameters.



Written on 2016-12-02 by Armaholic

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Johnnyboy released his JBOY Dog script on the BI forums.

    Quote :
    Arma 3 Script allowing dogs to be controlled by player or AI units via scripts.

    Changelog:
    • New clean dialog menu thanks to Soolie! Replaced clumsy actions menu with menu dialog accessed via T key.
    • Feral Dog Packs: Feral dog packs roam, and attack whoever they encounter, then roam again. Can be spawned by a trigger when player enters an area. Kudos to AZ Coder for some logic and ideas.
    • Improved AI fighting dogs. Not perfect though. Very difficult since AI doesn't recognize dogs as enemy.
    • MP compatibility changes to JBOY Dog that Persion MO recommended to fix JBOY Chicken. JBOY Dog not MP tested though...any volunteers?
    • Dogs now attack and fetch snakes.
    • JBOY Dog now includes latest version of JBOY Chicken.
    • Fixed bug where multiple hand signals given during attack.
    • Dogs now stop after attacking person (instead of running off).
    • Many small improvements/tweaks.
    • A few more cool dog sound fx thanks to AZ Coder.


Written on 2016-12-02 by johnnyboy


Grumpy Old Man released his GOM - Ambient AA on the BI forums.

    Quote :
    Gives mission makers access to simple and versatile ambient AA fire.

    Changelog:
    • Fixed positions params default value


Written on 2016-12-01 by Grumpy Old Man

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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).

    FChangelog:
    • 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.


Written on 2016-11-28 by Armaholic


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.

    Changelog:
    • Small bug fix which is related to stucked convoy in circular convoy paths.


Written on 2016-11-24 by Armaholic


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.

    Overview:
    • INC_Undercover
        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.
        Requires: CBA, ALiVE Civ Placement Modules (for civilian recruitment)

        Status: Experimental release. Feature complete, untested in Coop but works well in dedicated server / SP environments.
    • INC_Intel:
        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.
        Requires: CBA

        Status: Initial (early Alpha) release.
    • INC_groupPersist:
        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.



Written on 2016-11-23 by Armaholic


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.

    Changelog:
    • Fixed injured dead timer
    • Now script run smooth and better


Written on 2016-11-21 by Armaholic


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

    Changelog:
    • 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
    • Removed: Zen_FindTerrainSlope
    • 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
    • Improved: Zen_ExtendPosition renamed Zen_ExtendVector
    • Improved: Zen_OrderInfantryPatrol sets the behavior of groups chasing the enemy to combat
    • Improved: Zen_OrderInfantryPatrol orders the AI to return to their normal patrol pattern when they lose contact with the enemy
    • Tweaked: Zen_SpawnInfantry allows the AI to flee
    • Tweaked: Zen_TrackGroups and Zen_TrackInfantry start from 1 when using number text
    • Documentation: Added Dialog System demonstration
    • Documentation: Removed for Zen_FindTerrainSlope
    • Documentation: Corrected for Zen_RotateAsSet
    • Documentation: Improved for Zen_ExecuteCommand
    • Documentation: Improved AI Caching demonstration
    • Documentation: Updated for Zen_FindAveragePosition, Zen_FindTerrainGradient, Zen_ExtendVector, Zen_SetAISkill, Zen_SpawnInfantry, Zen_SpawnInfantryGarrison, Zen_TrackGroups, Zen_TrackInfantry, and Zen_TrackVehicles
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.64 stable commands


Written on 2016-11-21 by Zenophon


Aliascartoons released a new script called Dust Storm Script on the Armaholic forums.



Written on 2016-11-18 by aliascartoons


Davidoss released his Supply drop script on the BI forums.

    Quote :
    This script gives the functionality for resupply drop in MP/SP scenario.
    Created because the bis support resupply drop is not working in MP currently.

    Changelog:
    • Small fix for event, when helicopter is on his way to base and get killed - was immediately deleted.


Written on 2016-11-14 by Armaholic

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