Nomisum released his GRAD Fireworks script on the BI forums.
Quote : I am pleased to announce my first script release.
What it does, Shoots rockets in the air.
Color (Random, Red, Green, Blue, White)
Type (Random, Fizzer, Normal, Rain)
Rain is always white.
How it works
Uses Flares, Lightpoints and some sounds to achieve the effect. Therefore totally vanilla compatible. Computation is done on the server which then sends precalculated stuff to the clients. Those display the effects locally, but it should look the same on every computer.
Heeeere's Johnny! sent us an updated version of his Automated doors script which he previously released on the BI forums.
Quote : This script manages triggers to automatically open doors of buildings, fences and cargo containers when a (human) player is close.
At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly.
addAction for each player to individually enable/disable automated doors
Skullfox released an updated version of his Ambient Helicopters script on the BI forums.
Quote : This script searches for all defined helipads and create pairs, startpad and endpad.You can place even helipads in the editor or use the map helipads. Then it create a random helicopter and give the order to move to the paired helipad and rest for a random time, about 8min then it will return to the first helipad and rest again. If the helicopter is damaged(30%) it will be deleted and a new one will start from the first helipad.
Settings now on top ( _heliArray, _heliPadClasses )
Removed Eventhandler file only "ambientHeli.sqf" required
Quiksilversubmitted an updated of his Soldier Tracker (Map and GPS Icons / Markers) script which he released on the BI forums
Quote : A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD.
Designed for scenario authors to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces.
Optimizations enabled by 1.48-introduced script commands.
Improved admin/debug/dev config option, to draw all units/vehicles/objects if desired.
Fixed: If you do not want incapacitated shown on the map/gps, their player icon is now invisible. Prior version, the icon would be purple.
Fixed: Related to the above re shown wounded, the Group hint card can allow/disallow indication of injured/incapacitated soldiers.
Tweaked: Hardened against script errors with more isNull checks.
Added: File for download separate from example mission
Quote : I made this template because I wanted a more western style town / city to make missions in, but don’t really know how to make islands myself, let alone have the time too.
It took me about a month to put this together slowly, and I did my best to make it as detailed as possible, though there still might be a few out of line sidewalks, or fences.
This works best as an infantry battle template, since A.I. driving can get stuck a lot.
I used just about every editor expansion I could find, and though I’m sure I covered them all in the requirements, I can’t promise I didn’t miss one.
I have a pretty high end PC and even I receive some lag when using the whole town and placing a lot of units in it, so I recommend that mission makers using this just use the parts they want and delete the rest as needed.
I made some really fun all infantry sector control missions with it, and I plan to work on some police vs. robbers stuff, as well as zombie survivor stuff… but its uses are pretty much limitless.
Everyone is more than welcome to edit, change, or expand this as they see fit.
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