Donbasssubmitted an updated version of his Takistan bases template.
Quote : On request some of my fans, I returned after some time back to Takistan and expanded FOBs in Feruz Abad, Jilavur, Rasman (police station) and added a communication tower outpost. Of course not all finished works. These bases have added Rasman airbase, a helicopter airport in Loy Manara and the second communication tower outpost. I hope you will like.
After a while we go back to the distant Takistan so we are here to help with the construction of bases on the wishes of the command of ISAF troops who operate in this region.
Tom_48_97submitted an updated version of his Poseidon text editor, an advanced text editor for Scripts & Configs.
A fresh install is required because of some issues from the previous release!
Quote Tom_48_97 : It's based on the text editor "Sublime Text 2". Then, basically, it's a kind of sophisticated text editor (yet another notepad) with some options for any type of text/code file and other options and features dedicated to content developments for the Arma series.
I developed it a long time ago (maybe a year or two...) for internal use and just decided to share it last month.
Note: The name, "Poseidon", is a tribute to the very first version of the Real Virtuality engine. "Poseidon" is the base of all the Arma series.
You can find a very sketchy document here.
Nife released his BromA Framework MK3 on the BI forums.
Quote : The Framework comes with a robust and flexible Plugin system, which makes sharing functionality across missions super easy - take a look on what's already implemented.
Another powerful feature is the ability to make your missions completely retroactive compatible with any gameplay mods you might want to use: in uses no modules placed from the editor, spawning them all through scripting. On top of making the mission.sqm cleared of clutter that might stop your mission from loading, this also means many module settings are linked to the mission parameters, enabling an unprecedented level of customization.
Updated DAC Events to change the loadout of the crewmen from spawned vehicles.
Updated the garrison script by Zenophon to its latest version.
Removed the scaleUnits function as it was useless.
Removed unused variables from the DAC plugin's dictionary.
Fixed AI Spawn script issue where AI needed invisible helipads to land on rough terrain.
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
Fixed: Zen_OrderVehicleMove did not adjust the cleanup radius for aircraft
Fixed: Zen_UpdateControl did not allow updates to several control types
M0nkey informed us he released an updated beta version of his MKY Blizzard and Snow script on the BI forums.
Quote : So here is a beta version of the particle effects for a blizzard I have been working on. I've got a larger version than this one which does more than just blow snow.
There are two missions here, exactly the same. One uses Meaty Reskins for the snow camo, the other is vanilla. There is a marker on the map with a dozen opfor/csat patrolling the small area. Just go there and kill, nothing special.
I've ran it through a few times, no issues so far. Feedback desired.
And yes, the framerates will be affected. Its a blizzard and uses a lot of particles to create this effect. Its better than it was but without better particles, it is what it is. In my testing though I've not seen any performance issues other than lower than normal fps.
add - sample mission
add - batch file to create mission file for all winter maps
Tonic released an updated version of his TAW View Distance Script on the Armaholic forums.
Quote : This is something that was lacking for ARMA 3 (Alpha). So I have created a simple to use View Distance & Grass Settings Dialog to allow players to adjust their view distance levels. There are three types of view distance levels:
On foot: View distance set will only effect a player while they're on foot.
In Car: View distance set will only effect a player when they're in a land vehicle or ship.
In Air: View distance set will only effect a player when they're in an aircraft.
Drone: View distance while operating a UGV/UAV.
Multiple Saves for various settings
And it also features 4 grass settings (None/Low/Normal/High).
Changed: Code brought up to current coding techniques & small fixes
Added: Drone slider for changing the view & object settings while operating a UGV/UAV.
Added: Edit Boxes (Something the addon version has had for awhile).
Added: Save Manager for loading and saving various settings variations.
Celludriel informed us he released an updated version of his DynCap script on the BI forums.
Quote : This script will spawn at a given location a building or object that a player or ai can capture for their side. An objective icon will spawn on the map with the color of the currently owning side. Capture can only be done by on foot infantry. There are other implementations where vehicles can capture as well but this decreases the challenge rating of capturing a point. This was a creative decision of mine, I might make it parameterizable if wanted or you can fork my work and do it yourself.
- Removed the logging that was blowing up the logfile
- Fixed bug with local server not showing the progressbar
Demon Cleaner informed us he released an updated version of his DMC Air Patrol script on the BI forums.
Quote Demon Cleaner : This is something that has been gathering some dust on my hard drive. Originally written for one of my ArmA II missions I've decided to revive it for ArmA III in the hope that somebody might find it useful. If you do implement it into your missions I'd be happy if you would let me know where to download them. I'd love to see how people make use of this script.
DMC Air Patrol is a script that can spawn a configurable amount air patrol vehicles including crew. It will read the configuration file of the current map and use the predifined locations in this file to plot a randomized flight course for each patrol vehicle. If an air patrol encounters an enemy presence in it's flight path it will attack and try to obliterate the enemy. When done the air patrol will return to it's flight path and repeat as new enemies are encountered. If a patrol vehicle is destroyed a replacement will be spawned after a configurable timer runs out.
Fixed an error in waypoint generation
Added code to remove Air Patrol specific markers when not in debug
Refined waypoint generation and added debug markers
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