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GieNkoV released an updated version of his ACC EqKreator script on the BI forums.

    Quote :
    I'm proud to release an updated version of my equipment script creator - ACC EqKreator!

    Changelog:
    • Fixed issue/error with assignedItems
    • Script output is more compact now, it will only generate lines that are required
    • Script performance improvements
    • Will now display hint with error if case is not named (it HAS to be named!)


Written on 2015-05-19 by gienkov

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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:
    • fixed: error showing up after 1.44 update


Written on 2015-05-16 by Champ-1


Corvobrok submitted an updated version of his Proximity Zombies Spawner script.

    Quote :
    This script adds zombies in your mission.
    You can spawn zombies everywhere in proximity (so no lag) and they spawn more if you are near a city.
    You can set the maximum proximity of a zombie, their damage and enable/disable the proximity spawn.
    And you can also use the initrigger function, that spawn and despawn zombies only in selected zones.

    Changelog:
    • Better IA
    • Better spawn & despawn
    • Added markers spawn, to spawn zombie only near custom markers
    • new configurations
    • lot and lot of new mechanics


Written on 2015-05-16 by corvobrok

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DreadPirate released an updated version of his Jebus - Just Editor Based Unit Spawning script on the BI forums.

    Quote :
    This script takes editor-based groups and respawns them when the group is eliminated.

    Changelog:
    • Switched to using nearEntities instead of nearestObjects
    • Changed activation and reset to detect players


Written on 2015-05-08 by DreadPirate


Austin(medic) released his FSM Tutorial on the BI forums.

    Quote :
    I have had this little thing sitting on my hard drive for a long time unfinished and finally decided to return to it to get it done and out of the way.

    This tutorial covers what different boxes in fsms do, what it is, and has a small tutorial on how to create a basic one and how to export it. It touches briefly on the fancy coloring and formatting features but doesn't go into detail as those features are pretty self-explanatory on how to use them.



Written on 2015-05-07 by austin(medic)


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_ArrayGetRandomSequence
    • New Function: Zen_FindCenterPosition
    • Added: Framework macros ZEN_FMW_Array_RemoveIndexes, ZEN_FMW_Code_InsertionPatrol, ZEN_FMW_OBJ_DeleteDead
    • Added: Standard macros ZEN_STD_Math_MarkerArea, ZEN_STD_OBJ_MakePOW, ZEN_STD_OBJ_OrientAircraft, ZEN_STD_OBJ_ParachuteInsertion
    • Documentation: Added for Zen_ArrayGetRandomSequence, Zen_FindCenterPosition, ZEN_FMW_Array_RemoveIndexes, ZEN_FMW_Code_InsertionPatrol, ZEN_FMW_OBJ_DeleteDead, ZEN_STD_Math_MarkerArea, ZEN_STD_OBJ_MakePOW, ZEN_STD_OBJ_OrientAircraft, ZEN_STD_OBJ_ParachuteInsertion
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.44 stable commands


Written on 2015-05-07 by Zenophon


mxchaz741 from the R3CS team released an updated version of the Altis Fuel skin pack on the Armaholic forums.
This pack contains different Altis Fuel retextures for you to spice up your missions and enjoy!



Written on 2015-05-05 by mxchaz741


Flyinpenguin released an updated version of his Tigris Flak Conversion Script on the BI forums.

    Quote :
    This script converts a Tigris into a flak firing demon meant to scare pilots flying over a sector.
    This vehicle works for both AI and players. Players are restricted to same constraints as AI (IE distance and accuracy)
    For player use, simply aim directly at whatever you want to fire flak at and fire!
    AI will work as default and fire whenever a normal AI would fire. They can distrubute Flak over multiple targets even if they look like they are only shooting at one.
    Flak accuracy is based upon speed of target and distance.
    Customizable! Open flak.sqf with notepad to edit variables at the top!
    Multiplayer Compatible!

    Changelog:
    • Fixed: AI now respect Hills and trees and will not cheat
    • Changed: Targeting is now based upon AI skill
    • Changed: Adjusted default settings for firerate


Written on 2015-05-05 by flyinpenguin


DaThrillerKiller submitted the first public version of his Advanced Map Navigation System script.

    Quote :
    This system allows player to easy navigate around the map instead of it being one big cluttered mess.

    Features:
    • Zoom into marker location
    • Auto hide markers


Written on 2015-05-04 by DaThrillerKiller


Simmax submitted his FOB Kunduz template.

    Quote :
    This is an Forward Operating Base template which you can add to your own Kunduz missions.

    Features:
    • FOB West (with Virtual Arsenal and helipad)
    • FOB East (with Virtual Arsenal and helipad)
    • Patrol Camp North


Written on 2015-04-30 by Simmax

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