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CAPTNCAPS submitted the proper file for the latest version of his Survive Helicopter Crash script.

    Quote :
    Me and a friend were playing around with helicopters a few day ago and we were like: "it sucks that helis explode on impact! You should be able to survive a heli crash!"
    So I just wrote a script which does just that.

    Changelog:
    • fixed: not working with mods


Written on 2014-09-01 by freakyone

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Easy Redbeard submitted a new version his Enhanced Helicopters script that takes Vanilla Arma 3 helicopters and enhances them in various and useful ways.

Changes:
  • Added PMC MH9 and Armed MH9 (20mm GMG).
  • Spelling errors corrected.
  • Readme updated.
  • Added CSAT "Test Dummies" to example mission.
  • Custom skins demonstration heli.



Written on 2014-08-31 by Easy_Redbeard


Jarhead has submitted an script that turns smoke gernade into teargas.

    Quote Jarhead :
    This is just a simple teargas script that i put together for one of my missions along with a fellow TAW members mission.
    It is Designed to be used with yellow smoke sense the class name for white refers to all smoke grenades. I have included a demo mission along with a version with sound and version of script without sound.



Written on 2014-08-29 by battousai84

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Br. released an updated version of his TAA name script on the Armaholic forums.

    Quote Br. :
    This script displays the names of the players when your cursor above and / or when you press keys windows.
    If you have specific demand post here or send me a private message.

    Changelog:
    • Added : Now a confirmation is asked to bind a new key
    • Added : Fixed csv with é and è in french
    • Added : Tag name system now display pilot, copilot, gunner and passengers


Written on 2014-08-28 by Br.


Chiefspartan submitted an updated version of his Phoenix Aggressors addon.

    Quote :
    Contains Regular Infantrymen, RI (Mosepat)-Made up camouflage pattern based off of Surpat, so not so made up-, Phoenix Shocktroopers-still only four of them-, Ground-WIP-, Air-WIP-, and Initiative Veterans-WIP-. The backpacks on the RI don't match their uniforms currently.

    "Created when one of the United States top deniable ops groups went AWOL on mission in 2027 the Phoenix Aggressors have been a thorn in the world powers' sides, but have never officially come into direct conflict with any world power. Until now. In 2038 when the Altian Armed Forces raised a new military force to once again go on a counter-insurgency offensive they hired some outside help. Since then a flashpoint conflict has threatened to break out as AAF forces backed by Phoenix Aggressors and PMC clash with NATO, SEATO, and FAI forces as well as a renewed FIA insurgency."

    Changelog:
    • Updated uniforms
    • Added an officer and second guard unit


Written on 2014-08-28 by chiefspartan


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:
    • Fixed: Zen_GetUnitLoadout put binoculars and similar into the wrong category, causing errors
    • Fixed: Zen_SpawnVehicleCrew did not return a group when given an autonomous vehicle
    • Fixed: Zen_TransformObject did not always set the object's direction
    • Improved: Zen_ArrayAppend, Zen_ArrayAppendNested, and 45 other functions optimized using pushBack
    • Improved: Zen_AveragePositions renamed Zen_FindAveragePosition, moved to Position Functions category
    • Improved: Zen_AvoidPosition renamed Zen_FindValidDirection
    • Improved: Zen_FindValidDirection moved to Position Functions category
    • Improved: Zen_FindValidDirection rewritten and massively optimized, some parameters have been removed
    • Improved: Zen_FindGroundPosition terrain slope parameter changed to reflect Zen_FindTerrainSlope change
    • Improved: Zen_FindTerrainSlope optimized, and one parameter removed
    • Improved: Zen_OrderInfantryPatrol now prefers roads within a small radius
    • Improved: Zen_SpawnVehicleCrew can now correctly fill a vehicle that was previously partially filled
    • Documentation: Fixed Zen_FindNearHeight was not updated correctly for last release's improvements
    • Documentation: Fixed Zen_FindTerrainSlope was out of alphabetic order
    • Documentation: Added 1.26 scripting commands to Notepad++ SQF language
    • Documentation: Updated for Zen_FindAveragePosition, Zen_FindGroundPosition, Zen_FindTerrainSlope, Zen_FindValidDirection
    • Documentation: Updated Zen_AssaultFrini sample mission using the new JIP code


Written on 2014-08-28 by Zenophon


654wak654 submitted his Simple Earplugs script.

    Quote :
    A simple script for adding earplugs in to a mission. Earplugs are used with one simple action, which comes in yellow ;) . There are also optional status icons, which are half-transparent speakers displayed at the bottom right of the screen. TFAR and ACRE are not effected by the little icons; since this script is mostly made to be used with those addons.

    Features:
    • Small script size under 1kb! (986 bytes) only bytes of code run each time causing no lag or server load.
    • Multiplayer, Singleplayer, Dedicated, JIP, Respawn compatible.


Written on 2014-08-27 by 654wak654


Code34 released an updated version of his Object Oriented Hashmap script on the BI forums.

    Quote :
    OO HASHMAP is a class (object oriented) that permits to replace arma array with an hashmap object.

    Changelog:
    • add documentation
    • add performance improvements
    • fix clear function


Written on 2014-08-27 by code34


OzDeaDMeaT released an updated version of his Set Arsenal Script on the Armaholic forums.

    Quote :
    This is a script to help people to quickly set the weaponry available in the new awesome BIS Arsenal interface. The script has 6 levels for WEST, EAST, GUER. There is also a universal level setting that will unlock weapons of all 3 sides.

    Changelog:
    • Arma3 1.26 compatible release
    • Code modification: Changed Arsenal call method to be compatible with new Arma 3 1.26 calling method.
    • Added Hack / Capture / Disable functionality to all Arsenal Crates.


Written on 2014-08-27 by OzDeaDMeaT


alarm9k has submitted an updated version of his Smarter tanks script.

    Quote alarm9k :
    Have you ever been irritated by the far from optimal AI controlling the tank and being destroyed by one RPG shot in the rear? Only because it didn't bother to rotate the hull to that AT soldier? Or because it was firing at a harmless rifleman instead of taking care of enemy APC? Well, this script is for you.

    'Smart' behaviour activates if the vehicle has a driver, the driver's combat mode is either STEALTH, AWARE or COMBAT and the vehicle is either in Ready or Moving state. The script makes the vehicle to check its known targets every 5 seconds in 2000 meters radius, assess the treat and:
    • Fire at the most dangerous target it range.
    • If the vehicle is a tracked vehicle (tank, tracked APC etc) then rotate the hull to face the most dangerous target.
    • If the threat is too high (for example an AT soldier at a close range) and the vehicle was moving then stop immediately and 1&2 (fire and rotate). If immediate threat is eliminated then proceed with previous move order.
    Changelog:
    • Fixed: doesn't require human player in faction any more for the script to work.


Written on 2014-08-27 by alarm9k

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