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  UPSMON 5.0.3 released Editing    
Monsada has informed us about the release of an updated UPSMON 5.0.3 script version on the BI Forums.

Version: 5.0.3
- KRON_UPS_searchVehicledist = 800
- Set percentaje of forces for surrender.
- Main control for all squads, doing comon proceses and saving performance.
- surrended.sqf script for enabling AI surrended to join your squad, must be executed in each client with trigger
- Trigger condition: KRON_UPS_EAST_SURRENDED
- Trigger on act: nul=[east] execvm "scripts\surrended.sqf";
- Fixed Bug with resistance forces detected as enemies when not parametriced as enemy
- Fixed bug check if dead leader before moving.
- Fixed bug, "alive" not always returns someone is dead instanctly so controlled with canmove.
- Fixed bug, error _vehicle object expected.
- Controled not doing paradroop on water.

  March 2nd, 2010 - 08:30 By Old Bear   Comment (0)  

  AI Dispersion for Mounted MGs by Mysteryman5150 Addon release    
Mysteryman5150 has released an AI Dispersion for Mounted MGs addon on the BI Forums.

- This addon allows the user to set the AI dispersion for all mounted MG's in the game, both static and on vehicles.
- The addon will not affect the dispersion for any MG being fired by a Human controlled unit. It only affects AI, both enemy and friendly.

  March 1st, 2010 - 22:35 By Old Bear   Comment (0)  

  Italian Special Operation Forces to version 1.07 Addon release    
Massi informed us on our forums that he released a new version v1.07 of his Italian Special Operation Forces.

Hi all,

I’ve updated my Italian Special Operation Forces to version 1.07.

In this new version I’ve tried to improve the “multiland” texture, in order to fit better all the different environment, as they do in real life, I’ve also added new Italian flag patches on some units.

You’ll se a new class too… NOCS : Italian Police hostage rescue team, deployed in high risk operation and stuff like that. They wear “nomex” blue suit, and balaclava off course.
I’ve changed also GIS , MP Special Forces, gear in order to fit better his range of operations, adding the G36Cs too.

I’ve tried to improve further the groups balance in the editor, specially for the light gear special forces recon units, which come with slightly better textures now, because I left untouched the grouping in the last version…now fixed!

Now you’ll find the following classes in the editor:
- SOF Ranger(Vegetata): for temperate environment.
- SOF Ranger(Desert): for desert environment.
- SF(Multiland): for both desert and temperate environments.
- SF Light Gear Recon units: same as SF but in lightweight gear.
- SF/SOF(Winter): for snow covered environment.
- GIS: MP Special Forces in CQB nomex suite.
- NOCS: Police HRT in CQB nomex suite...NEW!!!...
- GOI(Wood/Multicam): Navy Special Forces in woodland and multicam camo

Changelog v.1.07:
v1.07 date 27/feb/2010

-Added new NOCS class, rapresenting Italian Police Hostage Rescue Team.
-Totally reworked SF "multiland" uniforms textures.
-Updated and improved some other units' uniforms textures.

Source : Forums
  March 1st, 2010 - 15:36 By Marko112   Comments (2)  

  OH-58 Kiowa Warrior beta V2.01 Addon release    
Southy informed the community that he released a new updated beta V2.0 of his OH-58 Kiowa Warrior

- Fixed glass shader
- Super shader now applying to Kiowa skin
- Altered FFAr's and 50's Gun to be pilot only operated, no more 360 degrees death copter

Give it a thrash and let me knw of any problems. Next release will be signed.

Edit 01/030/10 : beta V2.01 : I've had to release another Beta V2.01 as one of the versions had an animation error.

Source : BI Forums
  March 1st, 2010 - 14:06 By Marko112   Comment (0)  

  Armed Civilians v1.02 by W0lle Addon release    
W0lle has released an updated Armed Civilians v1.02 addon on the BI Forums. This addons features 3 versions, one vanilla, one using Vilas's East pack weapons and one for ACE2.

For one of my crappy missions I needed some armed civilians and the result is this tiny addon.
I've taken all the male civilians (except the Priest and Pilot) and gave them different weapons to fight. They are armed with: AKM, AKMS, AK-74, AK-74/GP-25, PKM, RPK, RPG, Strela, SVD, Saiga, M16A2 and MP5A5. Each unit has 4 magazines (the Policemen carry also an M9 with 4 Magazines). In total that adds 360 different units to your editor.
You can find the units in Independent -> Civilians -> Armed Civilians.

v1.02 contains the "ACE2 Edition" which adds even more people:
Civilians with G3A3 and Skorpion.
Police with G3SG/1 sniper rifle.
Pistols have been replaced with TT33.

  March 1st, 2010 - 12:47 By Old Bear   Comment (0)  

  Soft Shaded Trees - Mikebart Addon release    

mikebart informed the community that he has released his Soft Shaded Trees on the BI Forums.

Below is a comparison between the standard vert normals (unified) on the left, and the altered vertex normals (spherical) on the right, you'l notice that the tree on the right receives light more volumetrically than the tree on the left which apears quite flat.

In the two screenshots below you'll see how the trees compare in a group situation, the altered vert normals give the tree a bit more bang for its buck for no extra cost

Im hoping that this could be a more performance friendly alternative to lightmapping. Standard Arma 2 trees use a lightmap on a second UV channel, which also includes some colour variation aswell as baked in shading.

Although the altered vertex normals are'nt quite an equal alternative to a light map, there are some things that the altered vertexes can do that a lightmap cant, such as receive light dynamically in the same way, for example you couldnt get a forest shading quite like this just with lightmaps:
something i'd really like to try is the combination of the altered vertex normals and a lightmap for ambient shadow and and colour variation and then find out exactly how much a light map affects performance.

Theres a few bugs which I havent been able to fix, one is im getting no shadows, not sure why, I dont think i've done anything different than in trees i've made in the past in regards to shadows, also im having problems making convex hulls work for collision lods, I reverted back to the arma1 02 so that the "make convex" function worked but they still didnt collide, i just thought i'd post it up now for if anyone wants to do some performance tests, you'll just have to keep in mind those issues. I've spent alot of time tweaking the .paas and .rvmats, i think they're switching lods pretty well.

  March 1st, 2010 - 12:40 By Marko112   Comment (0)  

  .44 Magnum in the works Screenshots    
Christian.1987 informed the community that he is working on a .44 Magnum (Original model by Duffman).

Source : BI Forums
  March 1st, 2010 - 12:27 By Marko112   Comment (0)  

  JTD_Mines beta version released Addon release    
TRexian has released a JTD_Mines 0228 beta addon on the BI Forums.

Finally a beta version of the JTD_mines, which at this point only has a claymore implemented.

Mines that are placeable via the editor, scripting (spawning), and the player. For mines placed by the player, a marker shows the placement.
The placed mines can be disarmed, with a small possibility of accidentally discharging the mine. Units that are capable of disarming mines (Engineers and certain special forces) may also be able to pick up disarmed mines.
Player-placed mines can be sighted-in, attached to a tripwire, or triggered remotely.

  March 1st, 2010 - 12:22 By Old Bear   Comment (0)  

  Razoreniya island WIP Screenshots    
LJF released several new screenshots and a preview movie of his work in progress "Razoreniya island" for ArmA 2 on the BI Forums, wich is for 30% complete.

So ... after a while out of the loop playing Mount and Blade Warband and DCS Black Shark I'm back, after getting ACE2 I again I knew I wouldn't be able to keep myself away from Visitor 3 for long! So here's Pazoreniya, it began as Sarajevo and ended up an African island ... yeah don't ask, long trip that one.


5.12 x 5.12 km

I wanted to go for the tropical[ish] Africa, so there's some near-jungle around as well as the typical savanna-type places.

There isn't a lot of settlement, although I plan to include a city or at least a small town in the north. You won't be able to do any warfare missions on it, but it should be pretty good for PVP "realistic" missions, like infiltration type things and sabotage operations. It's also quite good for Rally I've found, "Rally Razoreniya", catchy eh? Since I heard of Operation Flashpoint back in 2001 I've been itching to do a rally through a jungle along a mud path, well, here it is!

I might release an early build if there's any interest in that area to see what people think of it, the map's about 1/6th populated at the moment, but there's enough to play around with, and development should speed up now that I have my forest samples. So, anyone interested in playing an early version? Regardless of which I'll release a more revealing video tomorrow showing more than just some shadowy jungle ... that video's at the end btw

So here's some screens, I'll be updating this regularly I hope, so stay tuned

  March 1st, 2010 - 12:20 By Marko112   Comment (1)  

  MaxxPro MRAP v1.1 beta released Addon release    
namman2 released a beta of his awaited MaxxPro MRAP addon on the BI Forums.

Current states:
Half the models have damage selection they will be more modular in the future.
3 variants none armed(will have CROWS) , m2 , m134

Report any config bugs (like over armored , weapon bugs , .....) dont report any model bugs since i'm aware of (well atleast the models are 100% finnished)

  February 27th, 2010 - 23:54 By Marko112   Comment (0)  

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