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EvroMalarkey released an updated version of his ASCZ A2 Map Fixes addon on the BI forums.

    Quote :
    These custom configs will add satellite photo in the editor menu and loading screens for each map. Further more there are configs for A3 Clouds and Menu Intros for each map. If you want to use any of these configs with any of supported map, you will need to have A3MP or AIA.

    Current number of all maps: 35 (including AIA TP).

    Changelog:
    • fixed error on Caribou
    • deleted enviroment sounds on Fata, replaced with A3 ones
    • replaced rain sound on Namalsk with A3 one
    • 1 new config added - Everon, Malden, Kolgujev, Nogova


Written on 2014-10-22 by EvroMalarkey

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Kaasmandje have submitted a new cooperative mission for Arma 2: Combined Operations.

    Quote Kaasmandje :
    This operation is about that a small US Force is needed to attack Zagrabad and eliminate all enemy's and destroy a Ammo Box.



Written on 2014-10-22 by kaasmandje


Marve_XT submitted an updated version of his Iraqi Warfare Mod which he released on the BI forums.

    Quote :
    This my very first mod to arma 3, it simply represents the ongoing Iraqi conflict between Iraqi Regime, Kurdistan and islamic State, presents groups, uniforms, insgnias, vehicles from both sides.

    Added Factions:
    - Kurdistan [Blufor]
    - Iraq [Blufor]
    - Islamic State [Opfor]

    Changelog:
    • Alive Compatiablity.
    • Added Server Keys.
    • Added Strider, MLRS, MI 48 Helicopter, CH 49 Helicopter, A143 Fighter to Iraqi Forces.
    • Added Mrap & APC to Kurdistani Forces.
    • Added MLRS & APC to Islamic State Forces.
    • Added 2 new camo offroads to Islamic State.
    • Removed old Randomization scripts & replaced it with New ones.
    • Fixed Bug Reporting Islamic State troops as Civilians or Pilots while in combat.
    • Fixed textures for Iraqi Swat Offroad, MRAP & pilot.
    • Fixed all uniforms of islamic State troops.
    • Fixed all uniforms of Kurdistan troops.
    • Fixed Overpowered loadouts for Iraqi soldiers, now all 3 factions soldiers have similar loadouts.
    • Separate the Loadouts


Written on 2014-10-22 by Marve_XT

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Lyotchik released a new video of the first flight in Arma 3 of his PAK-FA (T-50) which he is working on the
Armaholic forums.


You can find more information and leave your feedback in the PAK-FA (T-50) wip topic.


Written on 2014-10-22 by Lyotchik


Drongo69 released an updated version of his Middle East Conflict mod on the BI forums.
The Middle East Conflict mod replaces (and renders obsolete) the previous mods Middle East Irregulars and Syrian Arab Army and Hezbollah.

    Quote :
    This addon adds the following factions to Arma 3:
    • Syrian Arab Army (OPFOR)
    • Hezbollah (OPFOR)
    • A Generic Middle Eastern army (OPFOR)
    • Middle East Irregulars (al Qaida, etc) (BLUFOR/INDEP/OPFOR)
    • Quds Force (OPFOR)
    • Western Black Ops (BLUFOR)
    • Middle Eastern civilians
    • Hamas (OPFOR)
    Features Reyhard's Static East Weapons, T-72, BMP-1 and BMP-2, T-55 and Shilka and Sudden's BTR-60, BRDM-2, Ural and UAZ.

    Changelog:
    • Fixed some config problems with the Hamas base
    • Adjusted the Hamas loadout
    • Added backpacks to Hamas RPG/AA troops
    • Removed the requirement for Sudden's East vs West mod
    • Added auto-detection support for Marve_XT's Iraqi Warfare Mod
    • Major overhaul of headgear detection for ME Irregulars
    • Various small config fixes

No headbands or custom uniforms in this release I'm afraid, Chops has been very busy donating blood in Liberia and is currently down with a very bad case of the flu. Hopefully he can start modding again once he recovers .



Written on 2014-10-22 by Foxhound


kju submitted an updated version of the All in Arma Terrain Pack (AiA TP) which he also released on the BI forums.

Quote :

All in Arma Terrain Pack (AiA TP) allows you to use all your beloved Arma terrains by BI in Arma 3: Features:
  • All BI terrains from A1, A2, OA and its DLCs
  • Allows the use of most community made terrains from A1/A2/OA in A3
  • No waterline bug on most custom terrains (ponds are removed completely as BI has no solution)
  • Makes it possible to port and play game modes/missions from previous Arma titles in A3
  • Preview images in terrain selection
  • Alphabetic ordering in terrain selection
  • New A3 tech lighting and street lamps
  • Adjusted object penetration and impact effects
  • Dust from infantry and vehicle movement
  • Correctly falling walls
  • More organic landscape textures for Chernarus
  • Fully MP compatible
  • Working save games in SP
  • Works with ZEUS
  • No rpt errors and missing strings
  • Signed version
  • Lite version for improved performance and smaller download
  • Extra standalone data only version and each terrain as separate download
  • Fast and simple all-in-one download via torrent or mega
  • 7z compressed for smaller and thus quicker download

Changelog:
  • Added: Replace A1 buildings with improved SMD variants.
  • Added: A3 style grass to Chernarus.
  • Added: Chernarus summer version (WIP).
  • Added: Customized terrain lighting for desert type terrains.
  • Added: Make more community made terrains support custom lighting.
  • Added: Improved A2 Revised Lamps:
      - Added: Glow Materials to lamps and hide animation upon destruction of bulb.
      - Added: Hitpoints and Direction vertices to lamps.
      - Updated: Sidl type lamps and concrete power line lamp are now based on A3 lamps.
  • Added: Improved NAV Lighthouses:
      - Added: Lighthouse now emits light.
      - Added: Lighthouse has a visible flare.
      - Changed: Decreased rotation speed of lighthouse (was: 51deg/s~ | now: 18deg/s).
      - Changed: Lighthouse light would only work at certain periods, is now on for the entire duration of the spin.
      - Updated: Fire geometry was adjusted (materials and LOD).
      - Fixed: Red strobe light on top of lighthouse now emits light properly.
  • Added: Improved Stoplights:
      - Added: Animation and glow material for the blinking yellow light.
      - Fixed: Blinking yellow light is now visible again (increased intensity).
  • Added: A3 lighting to LHD.
  • Added: Set MapSize value for BI and community made terrains.
  • Changed: Improved AiA TP compatibility with IFA3SA (make sure to load AiA TP first!).
  • Changed: Revert Chernarus midDetailTexture back to the default A2 one.
  • Changed: Change surface water color back to default again and leave custom only for Chernarus.
  • Changed: Update Signs.pbo to use Signs2.pbo models whenever possible:
      - Updated: Replaced similar models with models from the updated Signs2.pbo.
      - Updated: New textures for Sign_Downhill, Sign_Uphill and Sign_Main_End.
  • Changed: Disable main menu intros for custom terrains.
  • Changed: Disable infinite terrain in Aliabad, Esbekistan, Hazar Kot, Tarin Kot for the time being to stop crashes.
  • Changed: Replace door icon with the A3 one.
  • Changed: Remove terrain listed in an alphabetic order as it causes issues when terrains are not present.
  • Fixed: AiA crashes when loading another terrain.
  • Fixed: A1 appartment building is flying.
  • Fixed: A1 red and white bar gate is rotated 90°.


Written on 2014-10-22 by kju


Kju informed us he released an updated version of the All in Arma Standalone (AiA SA) project on the BI forums.

    Quote :
    All in Arma Standalone (AiA SA) allows you to use all the content of the other Arma games in Arma 3 - namely Arma 1, Arma 2, Operation Arrowhead and DLCs.
    • From terrains to weapons, vehicles, missions and eventually infantry - all your beloved Arma content available inside Arma 3.
    • AiA SA serves as an unified base for mission designers as well as for multiplayer to allow everyone to easily join servers.
    • It also makes it possible to use community made content from previous Arma products in Arma 3 (except infantry).

    Changelog:
    • Added: Replace A1 buildings with improved SMD variants.
    • Added: A3 style grass to Chernarus.
    • Added: Chernarus summer version (WIP).
    • Added: Customized terrain lighting for desert type terrains.
    • Added: Make more community made terrains support custom lighting.
    • Added: Improved A2 Revised Lamps:
        - Added: Glow Materials to lamps and hide animation upon destruction of bulb.
        - Added: Hitpoints and Direction vertices to lamps.
        - Updated: Sidl type lamps and concrete power line lamp are now based on A3 lamps.
    • Added: Improved NAV Lighthouses:
        - Added: Lighthouse now emits light.
        - Added: Lighthouse has a visible flare.
        - Changed: Decreased rotation speed of lighthouse (was: 51deg/s~ | now: 18deg/s).
        - Changed: Lighthouse light would only work at certain periods, is now on for the entire duration of the spin.
        - Updated: Fire geometry was adjusted (materials and LOD).
        - Fixed: Red strobe light on top of lighthouse now emits light properly.
    • Added: Improved Stoplights:
        - Added: Animation and glow material for the blinking yellow light.
        - Fixed: Blinking yellow light is now visible again (increased intensity).
    • Added: A3 lighting to LHD.
    • Added: Set MapSize value for BI and community made terrains.
    • Changed: Improved AiA TP compatibility with IFA3SA (make sure to load AiA TP first!).
    • Changed: Revert Chernarus midDetailTexture back to the default A2 one.
    • Changed: Change surface water color back to default again and leave custom only for Chernarus.
    • Changed: Update Signs.pbo to use Signs2.pbo models whenever possible:
        - Updated: Replaced similar models with models from the updated Signs2.pbo.
        - Updated: New textures for Sign_Downhill, Sign_Uphill and Sign_Main_End.
    • Changed: Disable main menu intros for custom terrains.
    • Changed: Disable infinite terrain in Aliabad, Esbekistan, Hazar Kot, Tarin Kot for the time being to stop crashes.
    • Changed: Replace door icon with the A3 one.
    • Changed: Remove terrain listed in an alphabetic order as it causes issues when terrains are not present.
    • Fixed: AiA crashes when loading another terrain.
    • Fixed: A1 appartment building is flying.
    • Fixed: A1 red and white bar gate is rotated 90°.


Written on 2014-10-22 by kju


[TF]Nkey released an updated version of his Task Force Arrowhead Radio on the BI forums.

    Quote [TF]Nkey :
    So, new release 0.9.6 with a lot of fixed and some new features is ready
    Thanks to Rapsu86, Audiocustoms, Priestylive, L-H, PabstMirror, RHS and VTN teams and others!
    So, now it seems to be stable and recommended for update. Maybe I'll release some optional patches for plugins in case of issues with some players.

    Also, please support TFAR on MakeArmaNotWar!

    Changelog:
    • New models for radio items
    • New sound for radio quarks
    • Give personal radios to SERGEANT and higher
    • Old TS support
    • BWMOD camo for backpacks (and also)
    • Integration with upcoming RHS 1, 2, 3
    • Ability to program rifleman radios via new device MicroDARG (given to everyone by default)
    • Ability to hear speaker on radio on dead body
    • Fixed: speakers volume
    • Fixed: long range tangent stuck sometimes
    • Fixed: Vehicles sound popping
    • Fixed: Speakers now not works underwater
    • Fixed: It is possible to talk from UAV
    • Fixed: More light audio filters for speakers
    • Fixed: freezes on sound loading
    • Fixed: Issue on JIP
    • Fixed: crash if radio sound file not found
    • Fixed: Security issue in userconfig (userconfig file also renamed)
    • Fixed: Issue with fast capslock and voice activation
    • Fixed: Plugin not moves player back to channel after game
    • Fixed: Incorrect quarks volume in vehicles
    • Fixed: getting radios after respawn
    • Fixed: incorrect quark sometimes played
    • Fixed: API function about TS state
    • Fixed: No Zeus freqs while controlling unit
    • Fixed: AN/PRC 152 Display too small
    • Fixed: IS_SPEAKING can cause crash (was causing crash with CSE 0.8.0)



Written on 2014-10-22 by Nkey


JShock informed us he released an updated version of his Cruise Control Script on the BI forums.

    Quote :
    Via scroll-menu action the driver of any car (cars, hunters, etc.), sadly not tanks or boats or air vehicles, can set a speed at which to travel in his vehicle and still have full turning capabilities!

    Changelog:
    • Moved speed condition from while loop to addAction condition.


Written on 2014-10-22 by JShock


Goliath86 released an updated version of his CorePatch, a config patch for Arma 2 OA, on the BI forums.

    Quote :
    I want to inform the community that I'm working on a simple config patch for Arma 2 OA. My objective is to correct all the errors that ArmA 2 OA (1.63) show with the command line -showScriptErrors.

    This is still WIP cause first I have to find these errors and then try to correct them.

    If anyone know about some of these errors that ArmA 2 OA (1.63), with no mods, show in-game with the command line -showScriptErrors, inform me in this thread and I will try to fix them.

    In earlier version 1.0.0.0 I had fixed two common errors:
    1. The Functions Module error relative to the BIS_fnc_init variable not initialized;
    2. Some errors relative to the handleGear.sqf script, launched when entering in the gear menu or by clicking items in the gear menu.

    Changelog:
    • version 1.0.0.5:
        - Fixed the Fire-In-The-Sky bug (thanks to eggbeast that provided me the Dwarden's script fix!)
        - Fixed some errors in the Dwarden's script fix of the Fire-In-The-Sky bug
    • version 1.0.0.4:
        - Fixed 5 script errors on BIS First Aid and Battlefield Clearance modules


Written on 2014-10-22 by Goliath

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