Engimasubmitted his Night In July 4 player co-op mission.
Quote : CSAT has only recently taken the air base west of Agia Marina, and has not yet built up protection in the form of weapons systems and radar. For every day that passes their defence will be better. Intelligence sources have confirmed that a truck with classified equipment arrived at the base earlier in the evening.
You will be inserted as a part of a larger NATO force north of the airbase. Disembark at the air base's northern cape. Search through the bildings for information about the truck and how to identify it. Destroy it and return to the awaiting NATO force.
AZCoder has submitted an updated version of his singleplayer campaign Shadow Fall.
Quote AZCoder : Witness the key moments in the life of Pytor Tsarev as he becomes embroiled in the Chedaki war for independence in Chernarus. Key features include a reputation tracking system, over 22 voiced characters, missions to Porto and the Chernobyl Zone, radiation simulation, and feral dogs.
M04 has more custom scenery and clutter added
refactored initial script load to reduce overhead when campaign starts
added logging to assist in troubleshooting if anyone has a game freeze at the start of first mission
it was possible to kill Mr Safe and still talk to his corpse in M06
fixed Baranov not raising his hands in surrender
fixed Baranov not being killable
fixed _action when function re-initialized in AZC_fnc_AmbientCivilianManager
made dialog text slightly larger
fixed dialog cut-off when talking to doctor at the end of the scene in M01
increased volume on numerous lines of dialog in M01
removed all APEX objects from M01, including boat drivers that the engine automatically placed APEX units within
add missing rifle grenades to ammo crate in M02
was possible to kill Uday and still talk to his corpse
fixed problem with -1000 rating per empty vehicle destroyed in M02
can't fix floating logs north side Green Mountain as they are a CUP Terrain bug
added 2DP rifle flaghlights to some mission ammo crates
made it less likely that Kharkovich and Shevchenko will show respect toward the player
fixed bug with ambient sounds in M06 selecting empty groups
nomisum released an updated version of his adversarial multiplayer gamemode Breaking Contact on the BI forums.
Quote nomisum : Find here one evergreen of Gruppe Adlers TvT Missions: Breaking Contact. Well suited for groups from 20 but living to its full potential with much higher player counts. Supports up to 112 players and many maps (CUP TP and more). Very high replayability value - free spawn selection. Best played in a roughly 2:1 attacker defender ratio.
Smiffsubmitted an updated version of his co-op mission for 4 to 6 players Operation Tungsten.
Quote : Despite best efforts collecting the intel surrounding Dr Franz Biedermann's nefarious experiments on the inhabitants of Wake Island, he still managed to escape, heading South-East in a helicopter, low and fast!
Comms with RAVIN have been disrupted!
And the dead have some how come alive!!
Viper Squad, time to grab a teaspoon and some cement coz it is about to get REAL!
Dr Franz Biedermann, a.k.a. The Professor, has turned the local population and his own men into The Living Dead!! Meanwhile RAVIN is doing her best to break through the interference and get Dragon 1-5, a CH-67 Huron, up and over to Wake Island to attempt an extract, other than that you are on your own!
Work as a team, making your way around the island to the airfield. The medic revives three times faster (7 sec) than the rest of the team.
- Fixed Callsign
- Set Damage to false
- fixed variable name
- Changed what triggers task 5 to smooth out mission flow
Fixed Patient Zero to stop him wandering off
Added Zombie feeding
Added heaps more zombies to better suit co-op 4 to 6
Maxine - Igor Nikolaevsubmitted his Dead by Armalight mission.
Quote : Dead by Armalight - an ArmA III multiplayer mode, where 4 survivors try to escape from maniac, who wants to kill them. Survivors need to activate 4 generators by repairing them. They need to work in team to activate all of these. When generators are activated, access to the fuse boxes will be opened. Now begins the final part. They need to use these fuse boxes to open the gates and escape from maniac. If they can't, after short period of time access to the secret hatch will be opened, but, only for one player. If survivors can't escape from maniac, then he'll exterminate them. His aim is to restrict access to the gates.
RPFramework team informed us they released in the BI forums a couple of updates of this modular roleplaying mission, server, and addon framework for Arma 3.
- Way too many bug fixes to list
- Fixed HUD to correctly show everything
- New HUD icons by J. Schmidt
- ATM removed from the core
- Physical item trunks for vehicles that you can store physical items like fishing nets and meth labs in. The trunk size corresponds to the vehicle's inventory size in the vehicle's config.
- Garage now saves vehicle damage and keeps cars better in the database
- Going on duty for police and EMS (Police and EMS need to visit a station to go on duty and then be able to do their unusual actions)
- Hitting a physical object while it's being carried will not kill you anymore
- Money system has been updated to keep client and database in sync about money
Sidneysubmitted his 10 player co-op mission for Arma 3 Assault on Zargabad.
Quote : Assault on Zargabad 3 is a remake of the missions in the same name by Dj Otacon. Assault on Zargabad 2 is a mission me and my friends had played for a long time, several times. It is, infact, perhaps our favourite mission for PvP. It has its ups and downs but it was fun never the less.
This remake is supposed to bring back the action in Zargabad back, merging all the new systems of End-Game and the newer CUP mods.
The new respawn and revive system updated to the Apex' DLC standards (Apex is not required).
Respawning vehicles in main base and in several key locations around the map.
AI framework that uses VCOM AI (and Driving) and a revised version of EOS to spawn and manage AI behaviour.
Zones system that represents whether an area has hostiles on it or not, and notifies you once you've liberated an area.
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