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CrispyNinja submitted his Suicide Bomber script.

    Quote :
    Ever wanted to just sneak up on someone and just blow them up while hearing you scream "Allahu Akbar!"? Thought you would.



Written on 2016-09-25 by pcgamers123

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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:
    • New Function: Zen_SpawnFlare
    • Fixed: Zen_ArrayFilterCondition argument check did not allow the first argument to not be an array
    • Fixed: Zen_ArrayInsertSlice argument check did not allow the first argument to not be an array
    • Fixed: Zen_CreateTemplate now correctly saves templates that are not on the ground
    • Fixed: Zen_IsCached gave the wrong default value when given an invalid identifier
    • Fixed: Zen_MoveAsSet shifted the set of objects to the height of the given position
    • Fixed: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderHelicopterLand, Zen_OrderInfantryMove, Zen_OrderInfantryPatrol, Zen_OrderVehicleMove, and Zen_OrderVehiclePatrol now give duplicate move and addWaypoints commands as a failsafe
    • Fixed: Zen_OrderVehicleDrop argument check now enforces the format of its second parameter
    • Added: Zen_ArrayFilterCondition parameter to filter nested arrays
    • Added: Zen_CreateControl property Angle
    • Added: Framework macros ZEN_FMW_Loadout_BasicInfantryPreset and ZEN_FMW_Loadout_HeavyInfantryPreset
    • Added: Zen_OrderVehicleDrop argument to delete the aircraft after making the drop
    • Added: Zen_UnCache can add units to a cache identifier
    • Added: Zen_InvokeTask, Zen_InvokeTaskBriefing, and Zen_UpdateTask parameters for task icon type
    • Improved: Zen_AreInArea, Zen_AreNotInArea, Zen_CreateTemplate, Zen_FindGroundPosition, Zen_IsForestArea, and Zen_IsWaterArea optimized using the new inArea command
    • Improved: Zen_ArrayGetRandomSequence, Zen_ArrayInsert, Zen_ArrayRemoveIndex, Zen_IsPointInPoly optimized
    • Improved: Zen_ArrayInsert, Zen_ArrayRemoveIndex, Zen_ArrayRemoveIndexedSlice, Zen_ArrayReplaceSlice print an error when an invalid index is given
    • Improved: Zen_ArrayRemoveDead now filters finished thread handles
    • Improved: Zen_ArrayRemoveNonLocal now filters non-local groups
    • Improved: Zen_Cache initial cache time significantly reduced
    • Improved: Zen_Cache and Zen_MoveInVehicle optimized using the new select {} command
    • Improved: Zen_CreateTemplate prints an error when it cannot find any objects
    • Improved: Zen_GetFreeSeats properly deletes its temporary object variables
    • Improved: Zen_ConvertToGroupArray and Zen_ConvertToObjectArray print an error when an incompatible type appears in a nested array
    • Improved: Zen_IsPointInPoly now checks that a given string is a marker
    • Documentation: Fixed for Zen_OrderVehicleDrop
    • Documentation: Fixed Notepad++ SQF language for black background displayed some SQF commands in the wrong color
    • Documentation: Added for ZEN_FMW_Loadout_BasicInfantryPreset, ZEN_FMW_Loadout_HeavyInfantryPreset, Zen_SpawnFlare
    • Documentation: Improved AI Caching demonstration
    • Documentation: Improved for ZEN_STD_Math_VectCartCyl, ZEN_STD_Math_VectCartPolar, ZEN_STD_Math_VectCylCart, ZEN_STD_Math_VectCylPolar, ZEN_STD_Math_VectPolarCart, and ZEN_STD_Math_VectPolarCyl
    • Documentation: Updated for Zen_ArrayFilterCondition, Zen_ArrayRemoveDead, Zen_ArrayRemoveNonLocal, Zen_GetTaskDataGlobal, Zen_InvokeTask, Zen_InvokeTaskBriefing, and Zen_UpdateTask
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.62 stable commands


Written on 2016-09-22 by Zenophon


Profcupcake released his Dead Simple Tracker Markers Script on the BI forums.

    Quote :
    This script provides an easy solution to tracking units via regularly (but not necessarily often) updating markers.

    The markers are in the form of a dot, with a trailing line. The line extends from the mark's position at the previous update to the current position. This gives you a way to see the distance that has been travelled between marker updates and thus get an idea of the speed your target is moving.

    The markers will be automatically corrected to account for respawns, however they will not remove themselves from units that have died - you'll have to do that yourself if you want that to happen.

    The markers are entirely local to whichever machine you run the scripts on. Bear this in mind when setting them up.



Written on 2016-09-22 by ProfCupcake

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Djotacon released an updated version of his Easy Hostage Script on the Armaholic forums.

Changelog:
  • Removing all public variables
  • Reduced distance to actions
  • Code cleaned
  • Removed limitations (You can put more 1 hostage at the same time)


Written on 2016-09-22 by djotacon


Aliascartoons released a new volcano script dedicated to TANOA's on the Armaholic forums.

    Quote :
    This script is to be used on TANOA, it will not work on other maps. For other maps check out the volcano script I already released a while ago.



Written on 2016-09-19 by aliascartoons


HoverGuy released an updated version of his [HG] Simple Clothing Shop System on the Armaholic forums.

    Quote :
    Clothing shop dialog
    Clothing shop functions.

    Changelog:
    • Redo parts of dialog (some were complaining about the dialog being too small)
    • Added slider to dialog to turn player left or right for better preview
    • Ability to whitelist shops by ranks (waiting for feedback, is it a good idea?), see HG_ShopCfg.h
    • Better comments


Written on 2016-09-18 by HoverGuy


HoverGuy released an updated version of his [HG] Simple Weapon Shop System script on the Armaholic forums.
This adds a weapon shop dialog with weapon shop functions.

Changelog:
  • Redo parts of dialog (some were complaining about the dialog being too small)
  • Support for different currency, see HG_ShopCfg.h
  • Altered fn_handleItems.sqf file, it does now handle items better
  • Ability to whitelist shops by ranks (waiting for feedback, is it a good idea?), see HG_ShopCfg.h
  • Better comments


Written on 2016-09-18 by HoverGuy


HoverGuy released his Simple Vehicle Shop System script on the Armaholic forums.

    Quote :
    Vehicle shop dialog
    Vehicle shop functions.

    Changelog:
    • Redo parts of dialog (some were complaining about the dialog being too small)
    • Support for multiple markers for vehicle spawning (the system will select first free spawn point), see HG_ShopCfg.h
    • Vehicle preview is now spawned in the air, it is no longer needed to have it on a flat surface
    • Support for different currency, see HG_ShopCfg.h
    • Ability to clear vehicle inventory when spawned or not, up to mission makers, see HG_ShopCfg.h
    • Ability to whitelist shops by ranks (waiting for feedback, is it a good idea?), see HG_ShopCfg.h
    • Better comments


Written on 2016-09-18 by HoverGuy


Soolie released his Marker Filter system on the BI forums.



Written on 2016-09-18 by Armaholic


S.Crowe released his No War Room on the BI forums.

    Quote :
    Would you like to save your ALiVE game locally. Me too.
    So I present NWR: No War Room

    This is not feature complete, you can only load and save virtual profiles, military objectives, and military logistics. More features will come later.



Written on 2016-09-15 by Armaholic

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