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Roh_Z the Lord_Booka submitted a new version of the WarfareThai Ex. Thai Armed Force addon.

    Quote :
    WarfareThai Ex. Thai Armed Forces (WFT EX TAF) is aimed at adding the Thai Armed Forces to Arma 3. It includes Thai Armed Forces (Modern), Thai Armed Forces (CSAT-2035), Free Thai Movement (2035), Takistan Kingdom Army, Takistani Insurgents, Chernarus Defense Force, Chernarus Insurgents, Terrorists (Middle East), and some minor factions. It also includes new weapons, new various map objects, and consumable items: food (heal) and drinks (restore stamina). Although the name implied as Thai Armed Force(s), in fact, this mod attend to focus more on weaponry, opfor units, and factions.

    Changelog:
    • M231 FPW now has only FullAuto fire mode.
    • Reduced the effectiveness of Can Cannon projectiles (except for the Redgull).
    • Added Asian Civilian faction.
    • Added fictional weapons: AK-108M(6.5mm) and AK-102M(6.5mm).
    • Fixed EEAF uniform arms glitch.
    • Added new zombie faces (for Ravenge Mod)
    • Added 5 dance moves (from ArmA 2):Dancing_DuoIvan, Dancing_DuoStefan, Dancing_Stefan, Dancing_Zozino, Dancing_MadMetal
    • Fixed some minor issues.


Written on 2016-07-01 by lordbooka

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Jimbobob submitted his British Army Uniforms addon.

    Quote :
    A Small Mod I've made to add in some different british army skins into the game, no other mods are required.

    At the moment there is just battalions from the 12th AIB and 7th IB within this pack although in the future i shall add some more battlions from different brigades. Please leave comments with suggestions.

    Pack Contains:
    • 12th Armoured Infantry Brigade (Brigade patch on left arm, regimental patch on right arm):
        - Brigade Trainer
        - 1 Battlion, Royal Welsh Regiment
        - 204 Signal Squadron
        - 26th Engineer Regiment
        - 224th Medical Regiment
        - The Scottish Gunner (19th Royal Artillery)
    • 7th Infantry Brigade (Brigade patch on left arm, regimental patch on right arm):
        - 1 Battlion, Royal Anglian Regiment
        - 2 Battlion, Royal Anglian Regiment
        - 3 Battlion, Royal Anglian Regiment
        - 3 Battlion, The Princess of Wales's Royal Regimen



Written on 2016-07-01 by Jimbobob


Aspide@73 released the PedagneMOD for Arma 3 on the BI forums.

    Quote :
    After an hard work of ASPIDE on units of infantry, weapons and vehicles, PedagneMOD may announce the Release of the first pack of PedagneMOD for Arma3.
    This is only the first step and you will find.
    The Infantry sections contains Special Forces, Alpini and Lagunari. These are just the first step of the upgrade to Arma 3 of the whole Infantry Units that found into Arma2
    The section of Weapons contains all the weapons of Italian Infantry.
    About Vehicles, you will find most used vehicles by Italian Armed Forces of Land and of the Air.
    Land section has wheeled, blindo-wheeled and tracked vehicles.
    Air sections contains airplanes and helicopter.



Written on 2016-07-01 by Armaholic

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JackFrench released an updated version of his Mod JackFrench on the Armaholic forums.

    Quote :
    This mod adds a whole new faction French; with a wide range of land and air vehicles (retexturizes Nato Indp, CSAT).

    Changelog:
    • Some changes to the Arma3-apex output
    • correction to certain aircraft missiles
    • Two soldiers in the back of the covered truck was unarmed
    • Correction some jackets
    • Detail various


Written on 2016-07-01 by JackFrench


QuickDagger informed us he released an updated version of his Dagger Weapons & Ballistics addon on the BI forums.

    Quote :
    This is Dagger Weapons (and ballistics) for Arma 3.
    It adds many new sniper rifles and a wide variety of ammo types, wich use ACE 3 Advanced Ballistics parameters.

    All ballistics data is based on real life coeficients and you can play the game using your real life ballistics calculator, as well as the ACE 3 ballistics hand held and rangecards.

    The rifles are based on the wonderful Bohemia´s sample models for Arma 2 and come with many added features like iron sights, rails, etc, and they are painted in many different realistic official camouflage patterns. There are also some hand painted rifles, made using sniper´s real life techniques.

    I hope you enjoy playing Dagger Weapons just like I´ve enjoyed making it.

    Changes:
      Shared a sudy on Arma 3 ballistics, revised the penetration and damage system, fixed some .308 BC´s, made the ammo SMA, RHS and Marksmen DLC compatible and removed the message at the startup, fixed some rifle dispersions, added different shot sounds, added HP ammo to .300 blackout and 6.8 SPC calibers, fixed assault rifle magazine muzzle velocities to match ACE rifle barrel length parameters. Reduced weapons mass to allow carrying them inside backpacks with other stuff.



Written on 2016-07-01 by QuickDagger


Ussrlongbow released an updated version of his Arma 3 Mission Skeleton on the BI forums.

    Quote :
    I would like to introduce a bit of work, I have developed for supplementary needs. This is just a skeleton for Arma 3 missions.

    Welcome to Arma 3 Mission Skeleton by longbow!

    This archive contain basic files you may need in your mission, and allows to create your mission's file structure more manageable and ease adding third party scripts and extensions.

    The contents of this archive is not a mission framework, it is just a skeleton, which allows to easily add, manage and maintain the contents of your mission.

    What does it mean for mission makers?
    You have files used by Arma 3, supplied with extensive comments why this file is needed, what happens to it, and how you may use it or benefit from it.
    Also from script makers who would pack their scripts according to recommended guidelines, you receive a standart instruction about how to add third party code to your mission, taking the chance of error to minimum probability.

    What does it mean for script makers?
    This skeleton suggests a recommended way to pack your scripts, and ensure that end user will be able to install it easily, in more unified way, and it would mean that you do not waste your time explaining very basic things, which you can use to create more cool content.

    Changelog:
    • added build script
    • revisited file and dir structure
    • moved source and release files to github
    • simplified documentation


Written on 2016-07-01 by ussrlongbow


Ussrlongbow released his Cron manager for Arma 3 on the BI forums.

    Quote :
    This script has been refactored and proven for 1 year already.

    This is a cron manager for Arma 3. It is a similar for crontab in Linux or Task Scheduler in Windows.
    It allows you to execute code at a scheduled time, repetitive or not.
    Script will help to avoid endless loops and make performance optimized missions with greater flexibility in terms of managing your code execution. This script is designed for server-side execution, but also works in SP.

    What's inside?
    Script contains of 4 functions:
    RWT_fnc_cronInit - initializes cron manager, executed on postIinit
    RWT_fnc_cronJobAdd - adds jobs to cron manager
    RWT_fnc_cronJobRemove - remove job from cron manager
    RWT_fnc_cronJobRun - function that runs the code, when its time comes



Written on 2016-07-01 by ussrlongbow


Mynock released his Ambient Artillery Battery Script on the BI forums.

    Quote :
    I wrote this script with the purpose of having AI controlled artillery pieces continually fire rounds without lowering the main cannon to re-adjust their aim each time. I figured I'd share it with the community so that others might benefit. It can be useful for a fire base to add ambience, an objective to destroy an enemy artillery piece firing on imaginary friendlies far away, at a firing range to make it look like the AI is practicing, or any other idea you can come up with where this would be useful.

    This script is not designed for accurate AI artillery fire; do not try and use it for this purpose. There are other scripts out there that handle this. There are also special instructions for using with mortars because they behave differently than artillery units I guess so they will not exit the firing loop if the gunner is killed.

    The script is run on an artillery unit and forces the unit to aim at an object (a marker will not work, I will explain why below*) with a set barrel angle and fire continuously until the loop is canceled, either by destroying the unit itself, or deleting/destroying the object that is the target. Other parameters include the ability to delete the projectile after it is fired so it never impacts the ground anywhere, have the unit be set as captive, have the unit auto reload when it runs out of shells/rockets, and have a minimum and random delay time between shots if desired.

    *The reason for not using a marker is for ease of exiting the while/do loop in the mission editor. All that's required to exit the loop (if you want the artillery unit to remain) is to delete the object that is the target via a trigger, another script, an addAction, however you want to do it. There are multiple invisible objects you can place, which is what I recommend using.



Written on 2016-07-01 by Mynock


IceBreakr submitted an updated version of his famous Isla Duala Terrain for Arma 3.

    Quote :
    Isla Duala is a fictional 100km2 African island divided into two countries: Molatia on North and Afrene on South. Border runs along the river and there is a constant tension between both countries. Both countries are backed by different developed world countries that abuse their natural resources: oil and diamonds in Molatia and tourism (natural beauty) in Afrene. Recent discovery of rich oil reserves on Hazena (NW Molatia) ignited the old hatred between countries and Molatia is using fresh income to boost its military. Agressive Molatia is ready to invade weakened Afrene... but US/Europe forces with UN are there to keep the balance and enforce peace.

    Changelog:
    • fixed skies & lighting that got wrecked with release of official patch 1.60+
    • improved satellite image graphics
    • removed dependency of Island Panthera & ibr_rn.pbo
    • removed dependency of CUP Terrains Maps, only CUP Terrains Core is required
    • added runway lights to both main paved airports


Written on 2016-06-30 by IceBreakr


Tpw released a new version of his TPW MODS on the BI forums.
TPW MODS consists of a number of independently configurable mods.

    Quote tpw :
    In the months since Arma 3 alpha was released I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS.

    Changelog:
    • [ALL] Randomised movement speeds of all spawned AI.
    • [CROWD 1.00] *NEW* - Large CPU friendly civilian crowds.
    • [HUD 1.56] Civilian scanning and display may be toggled using Ctrl + Alt + C.
    • [SKIRMISH 1.27] Scanning disabled when player in fast moving vehicle. Dead units deleted afer 5 minutes if greater than 100 m from player. Squads will choose random formation types. Cars will stop to allow crew back in.
    • Please update your tpw_mods.hpp


Written on 2016-06-30 by tpw

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