SolLrMartyn released his Simple Mysql Rank script on the BI forums.
Quote : This script will set the ranks of the players ingame. If you have a mysql database you can set the ranks for you clan mates automatically. This is very nice in combination with AddOns like Authentic Gameplay Modification or Simple Rank Patches.
I created it and tested it with Simple Rank Patches. I will test it with AGM too. You can change the ranks in your mysql table while a player is playing ingame and the rank and the insignia will change.
Shoter released his IED/Bomb disarming script on the Armaholic forums.
Its an IED/Bomb disarming script of which the gameplay is the same as the popular and cool minesweeper most of you will know from those boring work/school hours.
Quote : My script provide unique functionality on disarming bombs in ArmA. It's not random number generator which decided whether to blow up bombs in front of you or rescue you for god's sake. Now everything depends on your skills!
To disarm bomb you need to complete minesweeper game. It has the same rules as normal minesweeper with little exceptions:
Firstly, it always have 9x9 grid. There can be 8, 10 or 12 bombs. It depends on difficulty.
Secondly, if you are Explosive Specialist you are able to determine difficulty of the bomb before disarming (green - easiest, red - hardest) and you have some fields revealed from the start!
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
Fixed: ZEN_FMW_MP_REA, ZEN_FMW_MP_REC, ZEN_FMW_MP_RED, ZEN_FMW_MP_RES, did not execute the function locally when they should
Fixed: Zen_OrderInfantryPatrol did not recognize parameter 7, for chasing the enemy
Fixed: Zen_RotateAsSet now keeps the heights of objects the same
Fixed: Zen_SpawnGroup now interprets the height of the given position as ATL or ASL correctly
Added: Standard macro ZEN_STD_MTH_RNP, Random Negative or Positive
Added: Standard macro ZEN_STD_MTH_VCC, ZEN_STD_MTH_VCP, for vector transformations
Added: Standard macro ZEN_STD_OBJ_TPT, Transform Position ATL
Added: Zen_SpawnParachute now has a parameter for the signal grenade attached to the object
Improved: Zen_ConfigGetLocations massively optimized for repeating argument calls
Improved: Zen_GiveLoadoutCargo and Zen_GiveLoadoutCustom can now give multiple matching weapons
Improved: Zen_FindTerrainSlope slightly optimized
Improved: Zen_OrderFastRope now checks to correct fastrope stop height from the rope's exact position
Improved: Zen_OrderHelicopterLand now makes the helicopter reach a fastrope position more accurately
Improved: Zen_OrderInfantryPatrol now applies chasing the enemy for civilians, they now chase everyone
Improved: Zen_SpawnAmbientVehicles optimized
Improved: Zen_SpawnGroup now places all units at the exact given position
Improved: Zen_SpawnItemsOnTable now exits when it runs out of paired tables
Improved: Zen_SpawnItemsOnTable now orients to object to the table better
Improved: Zen_TriggerAreRescued now only triggers when the units' Z positions are within 2 meters
Documentation: Fixed Notepad++ SQF language readme file function hint instructions
Documentation: Added for ZEN_STD_MTH_RNP, ZEN_STD_MTH_VCC, ZEN_STD_MTH_VCP, ZEN_STD_OBJ_TPT
Documentation: Improved for Zen_OrderInfantryPatrolBuilding
Documentation: Updated for Zen_SpawnItemsOnTable, Zen_SpawnParachute
Lecks released an updated version of his ASOR Gear Selector script on the BI forums.
This script allows you to select your gear during a mission from a series of organized drop down menus and see a live preview of your changes.
T-800a released his T8 Units - a less dynamic AI creator script on the BI forums.
Quote : I wanted to share my script I use to spawn units in coop missions with you.
I first started developing this somewhere during the A3 beta. Playing around with BIN_taskPatrol by Binesi, BangaBobs EOS and similar things somehow caught my interrest in scripting and I started to create a script that would fit my needs. In the past months I finally motivated myself to create some english documentation for this, what took ages for me, so I can release the script here.
I designed this script for the CO-OP missions I play with friends and the 1PARA. It is mostly based around Infantry combat, but you can spawn vehicles with it too. The script is based on groups and adding waypoints to those groups and "FiredNear"/"Killed" eventhandlers added to the group leaders. If you have other scripts messing around with groups oder using these eventhandlers, my script will probably not work correct.
fixed the error Kerc Kasha mentioned (hopefully)
small changes for (civillian) garrison task
added demo mission for a possible combination of T8U with DAC
Beerkan released an updated version of his Simple ParaDrop script on the BI forums.
Quote : A simple ParaDrop script that works with both AI and Players, where you can assign a unit any backpack and let that unit board a Helo, paradrop from it and keep their original assigned BackPack without having to add a parachute backback to the unit.
So what happens is when the helo gets to the waypoint or activates the trigger, it hoofs out everyone onboard (except aircraft crew) and the helo continues on to it's next waypoint. Para's will descend until they reach your specified ALTITUDE (or 100m if you don't specify) where they will deploy a Parachute. No need to assign one, and you can keep your existing backpack.
Fixes for MP and Compatibility with Arma 3 version 1.28.
Iceman77 released an updated version of his Vehicle System (vSys) script on the BI forums.
Quote Iceman77 : I quickly whipped up a vehicle request (paradrop) system, as an ongoing part of a much bigger project. In any case, I thought I'd share in return for some feedback. Feedback would be fantastic!
This is a WIP vehicle dialog inspired by Tonic's Virtual Vehicle Spawner.
Fixed scrollBar error. listScrollBar is now being used rather than the apparently depreciated scrollBar.
Added action via cfgFunctions rather than through init.sqf. Less for the mission editor to do.
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