Eden of Sol-diers released an updated version of his EDN Fortification addon on the Armaholic forums.
Quote Eden of Sol-diers : This mods includes some interfaces to build ingame (for example sandbag fences, camonets, etc.), some materials and some modules to configure your mission.
There is the fortification menu which can be opened by pressing ctrl+b (by default).
There is also the construction menu which will be opened by the fortifictaion menu.
Also there are 3 modules: One for allowing curator (Zeus) to edit construced Objects, one to add new blueprint and one to clear all blueprint from the construcion menu.
added clear blueprints module for editor
added game master module for editor which allows to edit constructed objects via Zeus
fixed object does not changing high anymore while looking around
fixed you can not build from other units inventory anymore
fixed crates will now be constructed without content
MrHuachuca released his Mobile HQ script on the BI forums.
Quote : This is a very basic script that allows you to teleport to a mobile HQ from your Base's HQ. The mobile HQ can be transported around and if you ever wanted to useful for an F.O.B building scenario as you can simpily add any SATCOM, R3F Factory, etc script to the Mobile HQ. The mobile HQ ( I ) reccommend to be set to a HEMMT but it can be set to any vehicle you want even an Jet! (though you wont be able to TPA to the jet unless it was empty).
This script allows you to teleport to a mobile HQ from an HQ point (mostly which would be base). The script allows you to also access the creation factory which allows you to simpily create FOB's or Cop's.
19thCypeRevenge released a fixed version of his Lost Island Pack on the BI forums.
When you have already downloaded version 1.0 please just download the small patch which is available at the bottom of the downloadpage.
Quote : LostIsland is a fictional Island which is located in the Gulf of Finland near the Russian border.
Island Measures a span of ~8km x ~8km
Terrain 10 x 10km
Height is between -20 to 877mt. with a lot of elevation changes
About 200.000 Objects placed around the Island.
The Island is based on 1024px grid size with 10mt. of cell size and a 20480px of sat and mask image!
80% of the Objects what you can find on the island are from A2, created with the Mlods from Bis.
All my Objects are placeable in the Editor or with Neo´s MapBuilder.
IanSky released an updated version of his Scope Mod A3 on the BI forums.
Quote IanSky : It's here, you've all been waiting for it and now you can strap your new found optics to your weapon of choice!
It has been a long time coming but I hope the content speaks for itself, a great deal of time has gone into making these and I'd like to thank everyone involved with the project.
So now that my ceremonial speech is over, let's get down to business.
So after hitching a ride to hell and slaving endlessly in the polygon dungeon I've emerged, or rather I should say we've emerged with a small hotfix which for me makes a big difference.
You'll now find the Elcan has the latest collimator effect and a proper 3D view with absolutely no tunneling. This gives you a wider view and a more pleasant viewing experience, enjoy!
We've also updated the T1 model which now has as-well, a minimized tunnel that correlates better in relation to the real world examples.
Oh and we added the missing knob on the C-More, sorry about that!
Genesis92x released an updated version of his VCOM AI Driving Mod, available in both an addon as well as a script version, on the BI forums.
Quote : I made some driving improvements in my VCOM AI mod - however I thought (and others) that it would be nice to just have the AI driving enhancements without any other strings attached.
This mod simply executes an FSM on all AI and checks if they are drivers or not. If they are actively driving a vehicle they will check for objects/buildings that may get in their way while driving.
I could type a lot more. But I thought I'd let the video speak for the mod instead.
Improved AI handling of bridges
Improved AI handling of gates - It is still default AI behavior to attempt to go around gates, but it should be easier now.
Quote : The "Japan Units" mod ( by Goticwar) aims to add japan contents on BLUFOR side of Arma 3. More precisely, the mod add new units and vehicles.
From a technical standpoint, units and vehicles that use 3D models of the game Vanilla with new HD textures.
You must keep in mind that it is only re- texturing , so that some units will use clothes and gear that are not used IRL .
Quote: Tactical Battlefield (TacBF) is in continual development for improvements, along with regular mod and mission updates.
Visit www.tacbf.com/forums forums for more information and to join the discussion.
Good news. A v3.13.1 hot-fix update has been completed and is now available for download by the usual methods.
This release was severely delayed due to many, many technical problems, plus a crashed hard drive.
It is hoped that this release brings TacBF back to a stable release.
The "optimisation changes" are due in the next release (or 1-2 months, whichever is longer).
SnowSky released his SubFormation System addon on the BI forums.
Quote : A little addon/script that gives you the possibility to keep teams in an advance/flank/stay back capability with their own formation.
Let me explain more detailed what I want to achieve.
You have many AI members (for example 20) and are a teamleader.
You want some members (for example 2, 8, 15) flank right.
How it is in vanilla:
You order them through the advanced movement menu.
They will get an offset from you, but they will keep the formation. The more units you have and the more distance they have between each other, the more the effect is visible.
The AI that still follows you, won't stick together.
For me it was especially distracting when I made the AI capable to treat each other medically with AGM.
They had the capability to help each other when they were closer then 5meters, without me interventing. More then 5m distance and I had to give them the order to move there to help.
When I used the flank and advance options, and they got under fire, they weren't able to help eachother, even when I wanted to see them as one subtroop.
How it is with this addon:
You order them to moveTo where you want them to be, and keep the middleMouseButton pressed for more then 0.4sec.
Normally they would hold that position. If you kept the middleMouseButton pressed for more then 0.4sec. they will move if you move.
The selected team will stick together (Attention, I noticed also that higher squadnumbers will still have larger distances to each other, but not as large as without this script).
The soldiers that follow you, will stick together, closing the gaps.
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