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Jakerod submitted 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.



Written on 2015-01-30 by Jakerod

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Z1 submitted 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.



Written on 2015-01-29 by z1


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!).

    Features:
    • 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
    • JIP support (Mostly...)
    • call for help button when downed
    • does not require CBA


Written on 2015-01-29 by Monsoon

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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

    Changelog:
    • 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
    • Added: Zen_ExecuteCommand new commands
    • Added: Framework macro ZEN_FMW_Code_GiveLoadoutsOrdered
    • Added: Zen_SpawnAircraft, Zen_SpawnAmbientVehicles, Zen_SpawnBoat, Zen_SpawnGroundVehicle, Zen_SpawnHelicopter, Zen_SpawnInfantry, and Zen_SpawnInfantryGarrison parameter for DLC vehicles
    • Improved: Zen_CreateObjective convoy end disembark logic simplified
    • Improved: Zen_FindGroundPosition parameter 1 is optional and defaults to the entire map
    • Improved: Zen_FindGroundPosition blacklist whitelist parameter redesigned
    • Improved: Zen_InvokeFireSupport allows rounds to realistically fall from above
    • Improved: Zen_SpawnConvoy allows troops to disembark when under fire
    • Documentation: Corrected for Zen_ConfigGetVehicleClasses and Zen_MoveInVehicle
    • Documentation: Added for ZEN_FMW_Code_GiveLoadoutsOrdered and Zen_IsIsland
    • Documentation: Improved for many macros
    • Documentation: Improved Notepad++ SQF autocompletion macro hints' text
    • Documentation: Updated FAQ.txt, FrameworkIntroduction.txt, and KnownIssues.txt
    • Documentation: Updated for Zen_FindGroundPosition, Zen_SpawnAircraft, Zen_SpawnAmbientVehicles, Zen_SpawnBoat, Zen_SpawnGroundVehicle, Zen_SpawnHelicopter, Zen_SpawnInfantry, and Zen_SpawnInfantryGarrison
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.38 stable commands


Written on 2015-01-29 by Zenophon


Austin(medic) released the first version of his Basic AI Medic FSM on the BI forums.

    Quote :
    This FSM creates AI behaviour to simulate a medic standing around in a base that will heal people that are injured inside the defined radius.

    Medic doesn't need any FAK's or medkits, he will auto-heal units once he is within 5 meters of them, or if he can't get to them, he will give up after a few minutes and the unit will be auto-healed.

    The unit probably won't stay in the radius for long, he will eventually begin to wander farther off from the first place he started as he runs around healing people.



Written on 2015-01-28 by austin(medic)


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.

    Changelog:
    • added: support of UAV and UGV units (as suggested by EasyEB)


Written on 2015-01-26 by Champ-1


Hywel submitted an updated version of his ATLAS Squad Manager.
This script allows players to create and join custom groups during play.

Changelog:
  • added: Spanish translation by MiguelDarius
  • fixed: Now uses setGroupID for group names


Written on 2015-01-26 by Hywel


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.



Written on 2015-01-26 by D-Day


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.

    Changelog:
    • fixed some errors


Written on 2015-01-24 by JShock


ArmanIII submitted an updated version of his Sonic boom script for Arma 2 and Arma 3.

    Quote :
    Small script for create sonic boom behind an aircraft.

    Features:
    • Vapour and sound effect when breaking sound barrier.

    Changelog:
    • module support


Written on 2015-01-24 by ArmanIII

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