CAPTNCAPSsubmitted an updated version of his Press Assets for Arma 3.
Quote : As I am very new for modding, the textures etc. look bad, but I hope to improve that.
This pack contains everything a real journalist needs.
I could need your help though, so if someone would help me.
X39 informed us he released an updated version of his Medical System 2 on the BI forums.
The changelog is very long so if you want to see all changes in version 5.0 Alpha please refer to the downloadpage.
Quote : "X39s Medical System 2" (XMS2) is the sequel to the successful MedicalMod: "X39s Medical System 1" (XMedSys).
Its main focus is a more plausible medical system which is even more diverse than its predecessor!
Just like XMedSys, XMS2 will be highly configurable and modable using various script events, however, new to XMS2, you can configure it using simple to use functions to add new items or modifications you think would fit XMS2!
Important version 5.0 notes:
Due the UI change, the controls of the UI also changed!
To bandage a unit, you need to right click on the body part.
please also read the changelog CAREFULLY! & update your userconfig (new folder & file which maybe will change in the future)
Please note that this release also marks the entry into the closed beta!
Thanks for being part of the public alpha
X39 informed us he released an updated version version of the XMedSys addon, an improved medical system for Arma 3, on the BI forums.
Quote X39 : The XMedSys was designed to fill the giant blank ACE left after ArmA 3 came out but ACE did not. Controling everything works in the same way like in ACE to make a move over as simple as possible (may change in the future) so that everyone who knows ACE should be able to use XMedSys!
Fixed AGM compatibility pbo issue where self bandaging was not possible
ThatGuyHats released the Modded BIS Spotlight addon on the BI forums.
Quote : Originally created within an up and coming community and not published, a member by the name of akp produced several ports of Arma 2 CO content, one of which, was this Spotlight. With his permission, I am now publishing some of these ports.
While a spotlight may not sound as interesting as a weapon or vehicle. A Spotlight within Arma 3's new lighting engine allows for interesting situations. Spotlights illuminating the perimeter of an FOB, checkpoint, camp, anything. It adds a new level of atmosphere and even some stealth trying avoiding the beams of the light.
The mod comes with two versions of the spotlight for each vanilla faction, "Cool" and "Warm". The spotlights can also be broken down into backpacks just like other static weapons.
A.Cyprus released his Cyprus Push-to-Hear addon on the BI forums.
Quote : Have you ever found yourself in a chopper, jet or armoured vehicle, struggling to hear your teammates chatter because the engine's too loud? How about a crazy firefight where battle sounds are drowning out the comms? Cyprus Push-to-Hear allows you to temporarily reduce in-game sound and music volume by holding down a preset key. A toggle setting is also available and a UI icon is displayed on the in-game HUD whenever Push-to-Hear is in effect.
The HUD icon is positioned so as not to interfere with VTS Weapon Resting (which I use religiously), and has been tested in various interface sizes.
The fade-out and fade-in durations of the effect are currently configurable in code, but not by the user. This is also true for the lower volume setting that sounds are suppressed to while Push-to-Hear is active. In future, I may decide to make these adjustable via userconfig or an in-game slider interface.
This is my first attempt at creating an addon for Arma 3. I chose it as a very simple introductory project to Arma 3 scripting, yet functional for me personally. Please do post constructive feedback, helpful advice, bug reports or sensible feature requests.
Deanosbeano released his Dbo PushBikes and DBO Bike addons on the Armaholic forums.
Quote : Hi all, another abandoned project.
A while ago I looked into a motorcycle for A3 but wasnt successful so I shelved it, last week I thought I would try and see if the option was any closer. Whilst its not perfect having still to class as a car with some little tweaks here and there, I feel its worthy of a laugh at least and decided to clean it up a little and use BIS old Moto as a basis for the whole thing and samplescar as the inards .
Whilst its not perfect and again Physx and Sounds have killed my own passion for it, I believe soem will benefit/learn something and maybe pick up the gauntlet of polishing it off.
I realised I had also got these two in game as Non Physx too, I'll put here as binarised.pbo and get the sourcfiles tidied up.
The ALiVE Team released an updated version of ALiVE - Advanced Light Infantry Virtual Environment on the BI forums. The Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario.
Quote : ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible so you can create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they will work through autonomously. Players can choose to tag along with the AI and join the fight, take your own squad of AI or other players and tackle your own objectives or just sit back and watch it all unfold.
Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE can significantly reduce the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.
Similar to the Logistics capabilities we added in 0.7, this release adds another set of important tactical support functions. The ALiVE C2ISTAR Module provides the first in a series of tools for players to communicate, disseminate and record mission critical information via advanced map markers, drawing tools and a suite of tactical reports and returns. Additionally, both Player and AI Commanders (OPCOM) can issue missions and tasks on the fly with the Player Tasks Module. This will automatically generate tactical and logistics tasks in support of OPCOM’s current objectives and is an invaluable tool for ensuring player activity stays aligned to the ebb and flow of the battle. Grab an ALiVE Tablet from the Support Crate and check it out! See the ALiVE WIki for further details.
We have given some love to a number of existing modules, including a completely revamped Multispawn system that includes an immersive helicopter insertion, respawns in buildings and HQ vehicles as well as group or faction level respawns. We've added some long awaited improvements to Combat Support, such as the ability to sync editor placed vehicles with an init line to the CS module. There are lots of other bugs fixes and feature requests too, so be sure to check out the full change log!
There have been some important changes and improvements to lots of modules based on user feedback. Please check the Release Highlights below!
Server Admins: This build requires the latest ALiVEPlugIn.dll found in the archive. Please update your servers!
Multispawn - added various options including an immersive heli insertion.
ALIVE Splashscreen can now be disabled by removing the pbo from @ALIVE/addons.
Single Player Savegame can be enabled via the Requires ALiVE module.
C2ISTAR Player Tasks - players require an ALiVE_Tablet to access. Player Tasks have been removed from the OPCOM module.
OPCOM - Removed autogenerated OPCOM tasks in favor for C2ISTAR and added functions to allow players to jump directly to the nearest action (See Wiki)
Garbage Collector - added the ability to exclude objects (wrecks, corpses, vehicles etc) by syncing to the module. Also a setVariable option.
Combat Support - added ability to sync editor placed crewed vehicles with custom init lines (See Wiki)
Player Logistics - added the ability to exclude objects by syncing to the “Disable Logistics” module. Also a variable can be set according to setVariable option.
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