Eble has released a OH-58 Kiowa Warrior - Flashpoint to Arma conversion by Southy on the BI Forums.
Current weapon systems fitted are: - All versions have the Mast Mounted Sight, operated by the gunner, primary use is for laser designation/spotting. - Zoom is approx 1.5 longer than cobra.
Addon features - normal/Spec maps for textures. - Mast mounted sight, arma engine, no scripts - no scripts used in the addon - hellfires/rack taken from cobra cut in half. - Ah6 machine gun used in place of correct .50 cal weapon model - UH60 main and small rotor used and reshaped/resized to fit. - Revised and more balanced flight model. - Basic shadows by wld427 from project RACS - new textures by eddyD who built upon the great textures from vektorboson.
Weapon loadouts: - 2 x Hellfire, 1 x XM296 .50 Cal. (12.7-mm) machine gun - 2 x hellfire, 7 rnds FFAR - 7 rnds FFAR, 1 x XM296 .50 Cal. (12.7-mm) machine gun - 7 rnds FFAR, 7 rnds FFAR - 2 x Hellfire, 2 x Stingers.
Note : this pack is featuring OH58 in 2 versions released separately , kiowa XEH beta v1.0 and OH58 kiowa beta v1.0.
peloton from the FFAA Mod has released some more preview shots from the next version of their mod on our Forums. The displayed units are the Moroccan T72 , M35 Truck some NBQ soldiers, the BMR and the Tiger. More pics in the forum thread.
SopmodJack has sent us an unrealistic yet entertaining sniper rifle pack, which will add two very powerful rifles to your Armed Assault.
Hi everyone , these sniper rifles are meant for people to have fun with aka destroying tanks planes etc etc. In the rar file are 2 powerful and modified sniper rifles 1. is the Sevenhands m24 and the other is SopmodJack M107
Thanks to Dustin (sevenhands) for making these sniper rifles also thanks to Nyoutoub for remodifying the rifles adding a better zoom and making them more powerful +adding tracers the tracers to both rifles I did remodify the power and expanded the ammo in the magazines to 9999 rounds per mag, so that you wont need any ammo boxes , just seek and destroy ;)
Notice : Anyone can modify these rifles as they please but please do not re-release without my permission. These rifles can be found under Empty/ammo the box is called SopmodJack1975 custom weaps.
Lennard released his RACS Mechanized Brigade Units he had floating around on his HDD for a while on the BIS Forums
Have had these units on my HD for quite some time now and I thought like finishing them today so I did. Now they're ready for release. They're intented to fit the RACS vehicles. And I think they came out quite nice.
TonyRanger has informed us about the release of his long awaited FFN MOD 0.82.
This version is a bug fixed and Reduced lag,all features in 0.81 are still there.beside there still some new features,the main changes are below.
Click to read more:
1.Combat Voice added AI will speak and use hand signal during the combat,the voices are depond on their sitluation,every word have it true meaning.every AI soldider have his own voice,so whatever he say,all using the same voice.They'll never speak in "stealth" mode and if a SpecOp lead a squad,he'll also make his soldiers silence.
2.Tank Support infantry added A tank in squad which most infantries inside will give infantry fire support and patrol around the squad.once infantry detect enemy infantry in building,the tank will destroy the building by cannon and crush the fences or walls around it.
3.Tactical Infantry Squad added <1> AI squad will keep advancing from cover to cover toward waypoint as quick as possible,so we won't need to worry they break our waypoint put in mission editor.If there is no cover near waypoint,they will still directly move to that open ground anyway.(So We'd better set some good waypoints for them in mission editor.) <2> AI squad will keep a "combat formation" when they seek cover,unlike ArmA's default "march formation",it's a "line" formation with 20M distance between each squad memeber for them taking cover in open ground and 10M distance in close combat.if there is a cover.(So We just need to give them some time to deploy.) <3> AI squad will spread 3 teams in this "combat formation",1 fire team and 2 assault teams.squad leader will assign the second and third squad memeber and himself to fire team,the rest of squad to assault team 1 and assault team 2. <4>.Fire team will stay foucs on waypoint and cover assault team when them advance.assault team will stay in cover while fire team moving,these teams cover each other in combat.when fire team suppressing enemy,both assault team might try to flank enemy. <5>.If AI squad have reach their last waypoint or they don't have any waypoint,they will set up a defense parameter.the Fire team will stay in the middle of parameter and assault will patrol around the parameter.they'll not engage enemy and leave the parameter. <6>.If this parameter is in city,AI squad memeber will automaticly enter nearby building of his "combat formation" position(if there is no building there,he will still try find cover somewhere else),AI act faster in close combat,which means they'll swich from cover to cover faster at that time. <7>.the speed of this AI squad advance is depond on how much enemy fire they have taken.which means suppressing fire can slow a squad down.
hint:AI will only take cover with enemy in 400M or detect an enemy sniper. hint:AI will now take cover with those woodfence or fence like objects which we put in mission editor. hint:AI will automaticly take dropped weapon from body when ammo low or better weapon in "FFN MP replacement".
I've adjust some setting and add some new weapons,for example crews now only jump out to repair tank when they think the area is clear or enemy is very far from them.many small fix like this,you can find rests in gameplay.
this version contain 2 XEH replacement one is called "SP",the other called "MP".SP one is contain all features,and MP one only contain AI enchantments.whatever it called,any of them work in both SP and MP missions
this version should work fine in SP,I've test it on some MP mission,but not sure if it totally work,need more test.
Update : At TonyRanger request FFN MOD Beta 0.82 has been updated with a new replacement file. Here is a new version, repacked with 7z archiver. If you have already downloaded FFN 0.82 just grab the HOTFIX HERE and replace the pbo's.
As it is Tony's birthday today, we'd like to take the time to say : Happy Birthday from the ArmedAssault.info Team Tony !
* Updated kevb0's Assign Gear Script to work with ACE v1.02 (thanks to kevb0). * Updated manual: Various changes.
1-4-0 | 03 FEB 2009
* Expanded ShackTac platoons to include attached MG and AT teams. * Updated the @ShackTac_localMarker.sqf file. * Updated the @ShackTac_setLocalMarkers.sqf file. * Updated the ShackTac_setLocalMarkers.sqf file. * Updated the ShackTac_setGroupIDs.sqf file (thanks to Headspace). * Updated Kegetys Spectator Script for ArmA component (thanks to ViperMaul). * Updated manual: Various changes.
Sakura-chan has released a short but very impressive video of the MH-60L she is working on. Especially check out the articulated blades and gunner animations.
I've been working on an old mod of mine: It has a few 'new to arma' features, like articulated blades that simulate on deck idling and blade load. Blades change angles with vertical climb or decent to (primitively) simulate collective. The turrets have animated gunners that move with the gun. Its all a work in progress, but I still want to integrate some kind of fastroping into it.
The Switzerland War Mod Team released a second version of their SWM Soundtrack on their website.
The soundtrack called Switzerland Mod Soundtrack #2 is released as an album in mp3-files. The new album includes only new songs and expands the soundlist in the SWM_Sound.pbo for the next version called Switzerland Mod 1.3.
EricM has started working on the Havok gunship and released some first WIp shots in the BIS WIP Topic.
It's still very rough and I don't have time to work on it for more than a few hours per month, but the Havok is ingame. Credits for the base model goes entirely to Mats Liljeroos aka Digital Centurion, who kindly provided me his work a few months ago. I made a series of heavily optimized LODs, reworked the UVs (which were screwed up anyway in the LOD process) and textures (standard color, specular and normal + damage color, specular and normal + standard reflective glass, + half damage glass + full damage glass) and slapped a basic config to make it playable. It flies, it shoots, it has working dampers and the turret turns. The PSD of the textures is easily editable if you want to make camo variations (a neutral base with baked GI, with separate layers for for camo stripes and roundels) From the outside, I think it's a done job. Now it lacks an interior and a proper config without bugs, but hey, that's a start.