IceBreakr released an updated version of his Island Panthera for Arma 3 on the BI forums.
Quote : Name Panthera itself comes from Slovenian history of "black panther" crest. Map itself is based on the real height data of Slovenia's Northwest part in Europe - named Gorenjska Region.
"Gora" in Slovenian means mountain and Gorenjska region (represented in Panthera) certainly lives up to its name being home to most of Slovenia’s biggest mountains, including the highest of them all – Triglav (three heads) standing at an impressive 2,865 metres. The Julian Alps and the beautiful Triglav National Park are the main features of the region – offering not just outstanding scenery, but a wealth of plant and animal life and an abundance of outdoor activities. It is also home to the unforgettable lakes Bled and Bohinj. It is almost impossible to decide which one you prefer – Serene Bohinj and its majestic mountain setting or fairytale Bled with its seventeenth century church on an island overlooked by a castle perched on a rocky outcrop.
new huge island: Savagia (inc. Felis Prison and couple of small settlements)
connected Savagia to Rubina with bridge
enabled dust effects for all terrain types
hangar height fix @ FOB Boriana
smoothened asphalt runways @ FOB Boriana
removed vegetation from two buildings in Rubina
removed tree from a road near Southeast Rubina gas station
Deathstruck released an updated version of the 2035: Russian Armed Forces addon by him and Mindas on the Armaholic forums.
Quote : This mod adds a fictional "future" version of the Russian Armed Forces to ArmA 3. It can be used to complement the other 2035 factions in the game.
Featured are unique uniforms, vests and gear (with their own models and textures) and included is the regular army, recon, paratroopers, Spetsnaz, sniper teams etc. in either Digital Flora, Berezhka or SURPAT camouflage.
For now, a lot of vanilla ArmA3 assets are utilized, especially vehicles which are retextured with the modern "Nakidka" camo.
Another thing included are the AK12 weapons, fictional "12" variants of others and their respective camo versions (using Vilas' AK12 model as a basis). Marskman DLC features are compatible as well.
Compatibility with Marksman DLC optics.
Compatibility with Zeus.
Compatibility with ALiVE.
ASDG Joint Rails compatibility via an optional config file.
Added HiddenSelections to weapons.
Added new AK12 and AKU12 with foregrip.
Added Camo versions of AK12.
Added new Spetsnaz units.
Added new Gorka uniforms.
Added new tactical vest and backpack in SURPAT camo.
Added new unit "Saboteur".
Added new camo faces for Spetsnaz
Added new groups.
Spotter is now wearing a ghillie suit.
Added RF ammo boxes to the Editor.
Added all the RF items to the Editor. Uniforms, vests, headgear etc.
Edited/improved materials on all models.
Majority of textures reworked.
Completely remade Tactical vest. Textures and mainly model.
Reworked Light tactical vest.
All vests should be now compatible with BIS unit models, mainly BLUFOR.
Reworked backpacks, new straps.
Backpacks are now empty in Virtual Arsenal.
Renamed all the uniforms to better differentiate between them.
Reworked all inventory icons.
Fixed AK12 GL using wrong grenades.
Fixed bullet collision on all weapons.
Fixed vehicles not being visible in Virtual Arsenal/Garage.
Mathias_eichinger released his Everon National Police (ENP) SWAT team addon on the BI forums.
Quote : This mod adds 3 soldiers featuring retextures BLUFOR units in an urban camo pattern provided in a woodland version by calpa9907.
These units represent the Everon National Police SWAT team, the main paramilitary force of the impoverished Republic of Everon in 2035. Since the EDF is nascent, the ENP SWAT would have to deal with any armed crises.
IndeedPete released an updated version of his European BLUFOR Re-Texture addon on the BI forums.
The included Euroforce XEH - CBA Support addon provides CBA Extended Eventhandler support which is needed for example in ACE3, for the self interaction menu.
Quote : This addon features a re-texture of Arma 3's NATO faction, both conventional and special forces in Altis, Black, Desert, Navy, Snow and Woodland camo schemes.
It's about a fictional combined European force, founded in 2023.
Notable operations are the ending of the Altian civil war in 2026, the deployment during the Balkan wars in 2028 as well as the Altis incident and follow-up events from 2035 until 2037.
Today, EUROFORCE operates in over 50 countries on four continents.
Notable ongoing operations are the peacekeeping mandate in Israel and Syria, the Japan Airlift, the Saint Petersburg blockade and the assistance mission on the US west-coast.
Forces are organised in fleets, each capable of conducting operations by land, sea and air. Their command structure is loosely based on Mass Effect's Systems Alliance.
This release comes with a teeny tiny showcase campaign consisting of five quickly thrown together missions about the redeployment on Altis, roughly two months after the events of the M.E.R.C.S. campaign.
Updates here, replacing most of the cars and unit gear. More updated textures will follow, plus the ingsignia / squad.xml fixes.
Changed: Reworked the unit textures again, revised dirt patterns and details.
Changed: Reworked the car textures as part of a bigger vehicle overhaul. More will follow.
RedPhoenix released an updated version of his Refined Vehicles addon on the BI forums.
Quote RedPhoenix : This mod tries to refine, optimize and perfect the vehicle physics due to totally remade config values, parameters and code.
Does this mod conflict with any other mod?
As far as I know not. This mod only overrides the vanilla A3 vehicles without changing any of its usability or function.
It could happen that this mod interfers with AGM. But I have not tested it.
fixed random textures on DMAX
renewed torqueCurve for DMAX
renewed gearbox ratios for DMAX
fixed random textures on GAZ
fixed version inheritance issues of Kamaz trucks
added Civilian Taru Version
AMV Patria is now deadly!:
- two fire modes for the gun: slow and fast fire mode
- each ammo type has now two magazines with 75 rounds each
- the weak 6.5mm coaxial MG was replaced with a more powerfull 7.62x51mm MG
- the weak 6.5mm coaxial MG was replaced with a more powerfull 7.62x54mm MG
- the main gun has now a single fire mode
- The turret can now auto-track
Tortuosit released an updated version of his Dynamic weather 2 addon on the BI forums.
The Dynamic weather 2 addon is a fully reworked version of his Dynamic weather addon! The Dynamic weather addon is no longer maintained.
Quote : I rewrote my old script/mod (Dynamic weather addon) because basically wind/rain/fog/overcast were not independent.
In this rewrite, they are own threads. I'm not progressing too well due to no time and I feel somewhat uncomfortable at some points... about how I wrote it... time will tell. Its WIP and quite early, but works. I'm currently not thinking about MP, this may change. It's done with using from missions/scripting (call via execvm) in mind, but not yet documented and tested.
Vbawol informed us a new version of the Epoch Mod has been released on the BI forums.
Quote : Open world survival mod set in the year 2035, Just two years after the mass extinction of billions of people. Those that remain are left with remnants of a once technological society. Try to survive, build, or explore your way through the harsh dynamic environment.
Added: Metal Floors as upgrade in-place option for wood floors.
Added: Gender selection screen improvements.
Added: New interaction system.
Added: Persistent wood and metal spike traps.
Added: New custom 3x wide hesco type barrier.
Added: New custom tank trap.
Added: Updated version of the Fishing Rod. Reel was to small.
Changed: Made wood ramp shorter by about 30% and slightly reduced height of wood towers and stairs.
Changed: Refine ghost preview base building snap checks.
Changed: Players now start with a Quartz radio by default.
Changed: Overhaul of secure storage system to make it faster.
Fixed: Selection ring now correctly shows damage/decay level of target when build mode is disabled.
Fixed: Was unable to use cursorTarget underwater, fixed using new custom made function.
Fixed: NPC item trades that cannot fit in the players inventory will be placed at the feet of the player.
Fixed: Not loosing Stamina while swimming.
Fixed: Removed extra roadway on top of columns.
Fixed: Error Zero divisor in client side master loop.
Fixed: .rpt error after gutting animal.
Added: Documentation on server core framework functions and hive calls.
Added: muzzle_snds_338_sand to loot and pricing tables.
Added: Client side master loop is now fully config (CfgMasterLoop) based.
Added: Ability to fully change default player loadouts via CfgEpochServer configs:
(defaultGoggles, defaultHeadgear, defaultBackpack, defaultVestFemale, defaultVestMale, defaultUniformFemale, defaultUniformMale, itemsInContainers, weaponsInContainers, normalMagazines, weaponsAndItems)
Changed: Increased reverse token check timeout from 90 to 180 seconds.
Fixed: Dynamic traders did not correctly track the stored vehicle count and limits.
Fixed: Force trader data save to save when loading starter items.
Fixed: Added private array to all Epoch Event scripts due to feedback.
Fixed: Removed forced weather sync on server startup from server init phase so weather changes are now solely dependent on Epoch Events weather script.
Fixed: EPOCH_fnc_returnConfigEntry and V2 functions did not use defaults properly.
Info: Server pack Tools folder now contains InstalEpoch.cmd that is an updated version of the command line download Epoch client files download script for steam workshop.
Info: Removed old .bikey and added new one for 0350.
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