Mre released an updated version of his Supremacy Framework - Multiplayer framework addon on the BI forums.
Quote : I wanted to learn more about how ARMA 3 modding worked, and there is really no better way than "code to learn". Everything is coded from the ground up, except for the below mentioned 3rd part scripts.
I don't know much about "best practises" in this language yet, or how I should or shouldn't code things, so feedback is absolutely more than welcome!
- Added Water vehicle shops.
- Updated drop zone layout on Tanoa.
- Updated ExtDB2 to extDB3-1010.
- Fixed map not completing the load when building loot is set to 0.
- Fixed vehicles shop dialog not showing.
- Fixed shops not removing the cash desk and NATO box.
- Fixed attachements not spawning in world loot.
LSD released an updated version of his ZEC - Zeus and Eden Templates / Building Compositions on the BI forums.
Quote : ZEC is a mod aimed at expanding the pre-built compositions available within Eden/Zeus to the mission maker. The mod only uses vanilla objects and requires no additional mods running on other clients or the server.
EricJ released an updated version of ADuke's Kiowa OH-58 on the BI forums.
Quote : This is an early alpha version of the ADuke's Kiowa OH-58.
Due to the extenuating circumstances and at least this aircraft can fly and do basic recon work (MMS works perfectly) I figured that at least an Alpha can be released, much as I personally dislike alphas. It should be noted that this is ADuke's (ADuke823 on the BI Forums) original work, and he farmed it to me to get it released into the public hands. Note it is uploaded "As is" for now.
burnes15thsubmitted the first version of his Panther CLV.
Please note the author does not allow mirroring so at the bottom of our downloadpage you will find a link from where you can download this work.
Quote : Initial release of the British Army's Panther CLV, or Command Liaison Vehicle. Used by Company commanders and such.
This is still a work in progress so there are plenty of unfinished parts/features but the vehicle is fully functional
Raptoer released the Pooter's enhanced ASR AI on the BI forums.
Quote : Pooter's enhanced ASR AI takes the base ASR AI (currently version 0.9.27) and modifies the behavior of AIs who encounter danger.
Specifically it causes AI to get into cover behind specific objects (any object that is tall enough is eligible).
It also causes AI to counter attack if they have detected danger and then were left alone for long enough. If the AI are continuously detecting danger then they will not counter attack until the danger has ended.
AI in buildings will also attempt to either lower their stance or move to another position in order to get out of fire.
The mod is compatible with both single and multiplayer, however I have never tested the campaign with it.
There are expanded settings in the userconfig for various delays as well as the maximum distance at which the AI will attempt a counter attack.
There are two downsides to using this mod:
Slight performance decrease per instance of AI detecting danger (mainly the first time each group detects danger).
AIs can be a little cowardly, especially at long ranges. The AI will go into cover, then may decide that it really likes the cover and sit there.
Genesis92x released an updated version of his Vcom AI script and addon suite on the BI forums.
Quote : Vcom AI aims to improve the AI’s combat abilities.
This mod is not a miracle worker but attempts to create a CooP experience that is more dynamic and challenging than the traditional AI battles of ArmA 3.
Perhaps watch the video and read the features to see if it is something you’d like to try out!
This is the first iteration of the new AI system...so expect bugs...I tried to test for them all, but I know I missed some. Thank you!
New: The first revision of AI rearming is now in. AI will attempt to grab nearby ammo when low.
New: Added "VCOM_AIMagLimit" to the config. When the AI reach this number of mags left, they will begin searching for ammo.
New: VCOM_AIDEBUG = 1, now makes the AI talk about what is going on. Although this is funny/cute, it is purely for debug purposes to see what is going on during combat or to see how the AI are. THIS IS MESSY. Large numbers of AI will cause problems.
New: When entering combat, AI now wait 30-120 seconds before calling for help. If the group is destroyed before this timer, no help is called for.
New: Added Vcom_ActivateAI variable. When set to false no AI new AI will be processed by VCOMAI. This variable can be toggled on/off dynamically.
Fixed: AI getting stuck when exiting combat and refusing to move.
Fixed: AI getting stuck when Enemy is too far away.
Fixed: AI getting stuck when no enemy's present on the map.
Fixed: AI friendly factions firing upon friendlies.
Fixed: Dismiss waypoints are improved.
Fixed: AI will not properly call for help when coming under fire.
Fixed: AI should be less willing to jump from helicopters to end their lives sooner.
Changed: AI will not instantly know the where-abouts of a unit when coming under fire. They will always know the *general* direction of fire, but not the exact position of the unit. So they will still be able to return suppresive fire after they re-collect themselves.
Changed: Civilian AI's removed from VCOM's interactions by default. (Thanks Vasily!)
Changed: AI should prefer sticking close to their squadmates in most situations, but still willing to spread out to flank and get into cover.
Changed: AI call for help ranged increased from 800 to 1000 by default.
Changed: AI hearing gunshots reduced from 800 to 500 by default.
Optimisation: VCOM AI is now less demanding on resources. However, most tests show an average impact of ~6-10 FPS with 215 AI present on a map.
Zabb released an updated version of his TAC Vests addon on the BI forums.
Quote : This is part of the TAC VEST and some equips. (That is included in the TRYK's Multi-Play Uniforms.)
Because TRYK can not update due to circumstances.
When the problem is resolved it will be re-released from TRYK.
Major Desyncsubmitted an updated beta version of his Sugar Lake addon.
Quote : Sugar Lake is a township in the Vieilhomme Delta. A hub for oil exploration and extraction, Sugar Lake has extensive port facilities servicing a number of oil rigs and refineries in the surrounding wetlands. These include the Sugar Lake Oil Field, owned and operated by Vrana Petrochemicals, a division of the multinational conglomerate Vrana Industries.
I'm happy/relieved to announce the release of Sugar Lake v1.2 (available on Steam & Pw6 now, on Armaholic soon).
Man, this was the update from hell! Nexus, Eden, switching to CUP Terrains, upgrading to Mikeros Subscription tools (worth every penny) - lots of variables changing, lots of running just to stand still (hence the modest change-log).
- Fixed: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3.
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