Macser informed us he released an updated version of his ArmaRig for Blender on the BI forums.
Quote Macser : Two rigs to assist with generating RTMs:
- One aimed at BVH export. (ArmaRig_BVH.Blend)
- The other,a simpler version with Alwarren's Arma toolbox in mind. (ArmaRig_ATbx.Blend) ATbx meaning "Al's Toolbox".
The weights and selections are carried over from the original A3 character example.So it's BI's weight mapping.
Not mine.Although I haven't tried it in game,it should be consistent.
There are certain limitations with the BVH format,but that shouldn't stop you from creating something decent.
The BVH rig is a bit more complex than i would like.But it's necessary to accommodate the export process.
The downside is the need to remove the many extraneous bones on import to O2.Until someone can come up
with some way of filtering this,either on the Blender or O2 side,it's something I can live with.
Given that the rig already observes Al's naming convention,there's no need to remove any extraneous bones.The Arma toolbox takes care of this on export.
Made changes to bone parenting and rotation transform locks.
Torndeco released an updated version of his extDB on the BI forums.
Quote : extDB is an extension for arma3server, compiles on windows + linux.
Simply put this is basicly an extension for using a database with some extra features.
Multi-Part Messages (i.e if output > outputsize set by arma)
Multi-Threading Sync / ASync Commands
Unique ID for Messages
Supports Mysql / SQlite / ODBC
Support for Arma2 Randomizing config file
Plenty of code changes / fixes.Going to Split the List here into 2 Sections, since most of the changes are for DB_CUSTOM_V3.
Noticed a few areas lacking, while i be working on added extDB support for A3Wasteland.
Added: STRIP+LOG / STRIP+ERROR Options for Bad Chars in DB_CUSTOM_V3.
Fixed: Issue if you select NONE for action for Bad Chars Action for DB_CUSTOM_V3.
Fixed: Issue with wrong timestamp for filename, been off by a hour should be fixed now.
Removed: ODBC Support Removed, can be re-added if someone needs it.
Windows Binarys are now built using VS2013 + Update Various Libraries i.e Poco Boost MySQL Client Library.
Raynor informed us he released an updated version of his Arma 3 Mod Preset Launcher on the BI forums.
This is a fully featured yet extremely efficient and intuitive launcher created in VB.NET.
Quote Raynor : This is a fully featured yet extremely efficient and intuitive launcher for Arma 3, designed to quickly create, modify, and switch between combinations of your favorite mods and adjust your game parameters, all within a couple of clicks.
Added: Now searches one level down for modfolders in folders
Added: Alternate mod locations: mods can now be loaded from other locations, like other drives.
Added: Option to run Arma3.exe directly, in case of Steam issues
Added: Options menu with the above features
Added: Will now remember previously active preset
Added: Explanatory tooltips for all the parameters
Fixed: Can now only have one instance open at once
Heeeere's Johnny! has submitted a tool that allows you to execute any desired code during mission runtime, even in multiplayer.
Quote Heeeere's Johnny! : Some (in my eyes) useful tool.
When testing multiplayer missions, I pretty soon got sick of always stopping and starting my server again to check if the test code finally runs correctly. I don't know if there's some way to login as admin when ingame, but I didn't bother about that and started creating this little tool.
This tool is called "ExecuteEverything" and obviously it can execute any code typed into the edit field, just as you can do that in the ArmA 3 mission editor. BUT the debug console in the editor has its limitations right there ... in the editor.
"ExecuteEverything" instead is intended to be used ingame, not only SP, but also MP. You can choose if you want to call or spawn the code and you can execute it locally, serverside or globally (on every conntected client) which makes me consider it sort of a trolling admin tool.
Haikion released an updated version of his Guillotine mission converter on the BI forums.
Quote : A tool to convert ArmA 2 and 3 missions into headless compatible missions.
This program reads a mission.sqm and creates a new mission in which all of the AI units are spawned through headless client. The headless client compatible mission should be identical with the original mission as long as Headless Client is present.
Guillotine functions by removing all AI units from a mission.sqm. It then creates a script called spawnHeadlessObjects.sqf which spawns all AI units, configures them, adds their waypoints, synchronizes them and broadcasts their names (if given) when its executed on a client.
Fixed a bug that caused chrashing when loading converted ArmA mission if a trigger was named.
Kamaradskisubmitted an updated version of his Ahoy Server Tools.
This is a ccollection of batch scripts that will help you manage your dedicated Arma3 server on a windows machine.
Quote : This is a collection of batch scripts that will help you manage your dedicated Arma3 server on a windows machine. We use these scripts to manage our own servers, and thought to release them in the open, as they might be beneficial for other server managers too.
Restarter script (Restarts Arma & BEC when crashed)
Updater script (Updates all your arma servers at once, using SteamCMD)
Backup script (Simple script that can be run to make remote backups)
File UNlocker (Used to automatically unlock files in use by Arma3Server.exe)
Log Compressor (Compresses your old log files in zip containers)
Rebooter (Simple script that restarts your servers upon box restart)
- Fixed: #29: Reboot.bat - tweak the way links are called upon start
- Fixed: #28: Reboot.bat - fix several issues with spaces & compatibility
- Fixed: #31: A3_Restarter - issue where the unlocker would start too early
- Fixed: #30: A3_Restarter - issue where BEC would start too early
- Fixed: #32: Investigate issue where the updater would still delete the excluded file extensions
- Fixed: #34: Backup script removing our own server name and change to something more generic
- Fixed: #33: Backup script not closing window after run-cycle
(NEW) Repo_Downloader V1.0:
- Fixed: #24: create script to automatically sync a3sync repo from FTP
Kamaradskisubmitted an updated version of his Ahoy Notepad++ Arma Syntax Highlighter.
Quote : This is an Arma scripting (.SQF & .SQM) syntax highlighter to be used in Notepad++, specially for dark themes.
It is developed using the 'Deep Black' theme that is shipped with NPP, but will work for anything with a dark background.
This is a community project, and we will appreciate all your help to keep this updated and working. At the moment this is already the Syntax Highlighter with the most complete database, lets keep it that way and expand on this initial version as much as possible. Any input can be logged in the Issue Tracker or bigger input can be happily forked and imported with a pull request.
Fixed: #8: Remove Italic font from Variables
Fixed: #9: Re-organize the track-changes files
Fixed: #3: V1.22 update required
Fixed: #4: V1.24 update required
Fixed: #5: V1.26 update required
Fixed: #10: Remove Italic font from Comments & Numbers
zanven released in our forums a plugin for the code editor Brackets that offers syntax highlighting to make working with and reading sqf files easier.
Quote zanven : Sqf Syntax for Brackets is a plugin for the code editor Brackets. It is a open source editor which is hackable by nature and available on github. this plugins goal is to offer syntax highlighting to make working with and reading sqf files easier. providing a autocomplete/code hint on All keywords in the sqf language for Arma3 (currently only arma3 but arma2 syntax is possible if high demand, i would have to put some kind of button to toggle between them and have it save).and to quickly provide the documentation on bohemia wiki to make understanding and learning how to use keywords easy without needing about a million tabs open in chrome.
Dj Otacon has submitted a tool for debugging missions in Arma 3 that adds actions to the player menu to help develop missions..
Quote Dj Otacon : Features:
VDEBUG: Enable the vdebug functions
Teleport: make a teleport of the vehicle using the map.
Captive: Makes the player and the vehicle "captive" to the enemy.
Damage: Disable damage for the vehicle and player
Repair: Repair the vehicle
skiptime : Add 12h to the actual time
grass_on: Add grass
grass_off: Remove grass
Destructor: Destroy every object added by the user/map-editor pointed by him.
Arsenal: Gives acces to virtual arsenal
Camera: Activate the splendid camera
Position: Copy player's positon into clipboard
Spawn Vehicles West side only
Spawnquad: Spawn a quad near to the player.
Spawnheli: Spawn a heli near to the player.
Spawntank: Spawn a tank near to the player.
Spawnboat: Spawn a armored boat near to the player
Spawncrate: Spawn a supply crate with explosives
Laxemann released the LAxemann's rangetables, an Arma 3 Artillery rangetables and manual firing crash course, on the BI forums.
Quote : One of my favourite toys in ACE2 were the mortars or to be more precise, the mortar system.
The vanilla Arma 3, however, comes with no rangetables and has an artillery computer enabled by default, which cripples the art of using artillery to a "click and kill"-kinda thingy.
I therefore began to make (basic) rangetables for the A3 artillery. I fired two shots with the same elevation and measured the impact distance via script, the average distance was then taken. The distances were measured on the flat VR terrain, so keep in mind that all values won't be 100% accurate when you're above or below your target, but they're
very helpful guidelines!
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