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  Thirsk pack final by VanhA Mission release    

VanhA has informed us about updated Thirsk pack final, containing 20 (22) missions, release on the BI Forums.

I made a final 1.05 update on the coop pack
Changes :
-JIP task handling optimization
-Artillery script changed
-More playable slots on some missions


More about Thirsk pack final content ....



Source : BI forum release topic
  March 5th, 2012 - 10:28 By Old Bear   Comment (0)  

  Spetsnaz GRU v1.5 by colonel stagler Addon release    
colonel stagler has released an updated Spetsnaz GRU v1.5 addon on the BI Forums.

v1.5
- Overall the look and feel of these units is that of a conventional military spetsnaz team, not MVD or FSB. (I may add heavier MVD style units later on)
- 6 kinds of Operators wearing Gorka D: Teamleader, Scout, Marksman, Assaultman, Medic, & Operator (Under Men).
- 6 kinds of Operators wearing Gorka D Izlom: Teamleader, Scout, Marksman, Assaultman, Medic, & Operator(Under Men (Woodland)).
- A Sniper and Spotter wearing KZS camoflage suits (Under Men).
- OA features compatible: Backpacks etc (OA thermal textures will come in a later update).
- Equipped with BIS AKS-74s (Different weapons configs will come in a later update, or just use "this addweapon "x"" ).
- New flora balaclava head which is used by some of the units
- New GRU Rucksack (Thanks to SARMAT Studios for the model).






  March 5th, 2012 - 10:01 By Old Bear   Comment (0)  

  F2F Air Loadout Selector System by [F2F] SKYNET ... updated Screenshots    
[F2F] SKYNET has released an updated F2F Air Loadout Selector System v2.0 script on the BI Forums.

The F2F Air Loadout Selector System is a script which enables a variety of bomb and missile loadouts for ArmA 2 (A2/A2OA/A2CO) aircraft. Currently, A.L.S.S. is compatible (Not required) with GLTmissilebox.
...
Changelog
2.0
- Added support for helicopters (not yet implemented)
- Added incompatible aircraft now receive pop-up message
- Added clear weapons at mission start now optional via init code
- Added customizable loader activation radius from loader init code
- Added BIS A-10 USMC compatibility
- Added BIS A-10 US compatibility
- Added BIS AV-8B Harrier LGB compatibility
- Added BIS AV-8B Harrier compatibility
- Added GLT A-10 compatibility
- Addons are no longer required
- Unlimited aircraft now possible
- Unlimited loaders now possible
- Simplified installation process - 2 step process
- Fixed menu delay. Now menu instantly appears when stopped at loader.
- Script completely redeveloped from ground up




Edit : F2F ALSS Script v2-1 release
Added
- F-16 Fighting Falcon (by Footmunch, adapted by Myke for A2) compatibility





  March 5th, 2012 - 08:37 By Old Bear   Comment (0)  

  Tasmania v2.0 SpezialEdition by Hotzenplotz Addon release    
Hotzenplotz has released an updated Tasmania v2.0 SpezialEdition island on the BI Forums.

Island is completely revised. Now the size of the Island !2800×12800, 1024×1024, Gridsize 12,5

- new Sat and Mask
- many Objects more
- now 8 different Groundtexture
- Locations for Forrest, Citys, NameLocal
- some Citys are bigger
- new hotze_base with more Groundtex.


Note : Delete all previous Tasmania version files before updating.




  March 4th, 2012 - 14:00 By Old Bear   Comment (0)  

  New crCTI Proman v5 released Mission release    

Muecke has informed us about new crCTI Proman v5 release on the BI Forums.

some features of crCTI:
-full AI command (take&hold/Patrol/Transport...)
-Civilians in towns (if you kill = penalty)
-Build bases freestyle (how you like)
-Resistance + Resistancepatrols
-Aircraftradar and Artilleryradar (full working)
-Infanterie/light&heavy/aircrafts/boats/radarstations
-Large Battles
-alot of weapons
-win by destruction or townwin or economic win by timelimit
-ACE compatible (special ACE missions will follow soon)
-ACRE autodetect





Source : BI Forum
  March 4th, 2012 - 10:16 By Old Bear   Comment (0)  

  Balkan War Mod by SuperRat Addon release    
SuperRat has released his long expected Balkan War Mod v 1.0 beta on the BI Forums

...The BALAKAN WAR MOD is based on what happend in Yugoslavia the war was mostly fought in entire territory of Bosnia and northern and estern parts of Croatia.The factions will be based on three sides that were fighting in Bosnia
Army of Bosnia and Herzegovina(ABIH), Army of Republic Srbska(VRS) and Croatian Defence Council(HVO).The weapons that were used in this conflict came from all blocks for exmp. there were Yugo-made arms , Soviet ,western block, even WWII weapons left from German's ,Soviets there were even Sherman tanks ,T34 ,flaks and so on...


version: 1.0 beta..... its signed but not server tested yet

addon needed: vila's east and west weapon pack
version needed: 1.4 ARMED ASSULT OPERATION ARROWHEAD

PBO files included BWM:
abihv- vehicles, static
abih- ARBIH faction
senadHVO - HVO faction
senadVRS - VRS faction
akr - weapon box (you can find weapon box under EMPTY-AMMO- BALKAN WAR MOD)

FACTION SIDES:
ABIH -BLUFOR
VRS - OPFOR
HVO - INDEPENDENT

After year and half of work on BWM mod finally!!!! lets call it (beta) is out this mod is about the conflict in 1990's in balkan mostly on teritory of bosnia there is a lot of custom vehicles , weapons, air, and static there are 3 factions ARBIH (Army of Republic Bosnia & Herzegovina) VRS (Army of Republic Srpska) HVO (Croation Defense Council)

tank: M-84 ,T-72, T-55A, T54
transpoter: M80A, M80-Sava, M-60P, M-60AT, ZPU-57-2, MTLB, SA-6
static ARTY: D-20NORA, ZIS-3, D30J, SPRUT-2A45M, M101, 2S1-GVOZDINKA, M-46, Mortar120mm 2 vers. ,80mm MORT, 60mm MORT, D44
staticMRLS: 69 type, OGANJ, RAM-GRAD, WBR
static AA: ZPU-4, FLAK38, BOFORS-37mm, M55A4
static AT: H8JE-RED ARROW, FAGOT, MALJUTKA
AIR: MI8, GAZZELA
TRUCKS: Star, FAP
Weapon Box: m56PAP(papovka), M-79(OSA), huge amount of AK-47 , M70, M72, M-53(SARAC) , M-80 withtromblon -mine
PK couple styles





  February 29th, 2012 - 09:15 By Old Bear   Comment (0)  

  Carrier Operations - Duala Campaign v1.11 by j_frost Mission release    
j_frost has informed us about updated Carrier Operations - Duala Campaign v1.11 release on the BI Forums.

v1.11 Highlights | 22-Feb-12
* Updated to use Meatballs v2.0 F/A-18.
* Updated to use Meatballs USMC fighter pilot\crew chiefs and Helicopter Pilots.
* Added: Nimitz deck activity.
* Added: Two new missions from USS Nimitz.
* Added: One new mision playing as the civilian NTC side.
* Added extra tasks for some missions.
* Changed: Mission5 player is now pilot when flying and marine team when on the ground [auto-Teamswitch]
* Changed: Mission5 added custom CAS [AH1Z] script to help [optional to use- called via radio]
* Changed: Mission6 option to use AH1Z or littlebird. Extra optional objective + more e units called if player uses AH1Z.
* Fixed: Mission7 Extraction action sometimes doesn't appear.
* Fixed: Mission7 Extraction helo destroyed means objective failure.
* Fixed: Mission7 - POW could sometimes die before he was rescued
* Fixed: All missions, extraction helicopter will now land on Nimitz deck rather than hover above it.
* Fixed: All missions, Plane wobbling on takeoff, and Nimitz crewmen feet who where partially sunken in deck on certain missions.
* Added: All missions, Workaround to falling through Nimitz deck in some cases.
* Fixed: All missions, insertion\Extraction crew Chiefs don't engage the enemy.
* Changed: mission8 NV weapons for Marines.
* Changed: mission10 NV weapons for Marines.
* Changed: All missions, MH-60 now used instead of littlebird for insertion and extraction. Script improved.
* Changed: All missions, dead body cleanup to leave playableUnits and campaign specific characters.
* Changed: All missions,AI no longer use afterburner on takeoff.
* Changed: All missions, Dip on launch of AI aircraft takeoff added.
* Chanmged: All missions Script fix to stop pileup of planes on Nimitz deck if inital plane is still on Cat#1 and a wingman is requested.
* Changed: All missions, wingman only offered if player vehicle is a plane.
* Changed: all missions, removed disableUserInput true in briefings to hopefully stop uncontrollable camera drift.
* Fixed: Wincing could be heard in campaign's final cutscene.
* Various other improvements.





  February 27th, 2012 - 18:31 By Old Bear   Comment (0)  

  Invasion 1944 v2.6 (CO) released Addon release    

SFG from Invasion 1944 has released an updated Invasion 1944 v2.6 (CO) huge pack on the BI Forums. Arma2 CO and CBA needed.

After nearly a year of work on 2.6 we are happy to release something that has grown into quite a monster, ranging from the beaches of Omaha, to the cold winter slopes of Belgium! Initially only adding British infantry, our content has nearly doubled since 2.51.

-Content-Here's a brief summary of what's included check the classlist.txt for a full list of units objects weapons and ammunition:

Soldiers
- United States - 1st & 29th Infantry Division, 5th Ranger Battalion, 82nd & 101st Parachute Infantry Regiment.
- British - Infantry Airborne Division, British Commandos.
- Germany - Heer, Heer-Camoflagued, Fallschirmjäger, Schutzstaffel.
With over 30 infantry weapons.

Vehicles
- 30+ German vehicles - including tanks, recon vehicles and troop carriers.
- 20+ Allied vehicles - including tanks, recon vehicles, troop carriers and landing craft.

Aircraft
- Allied - B-17 Flying Fortress, Douglas C-47A Skytrain, Lockheed P-38 Lightning, P-51D Mustang, P-47 Thunderbolt, Hawker Hurricane Mk.IIa, Spitfire Mk.Ia., Hawker Typhoon
- Axis - Bf-109E4, Bf-109F2, Bf-109G6, Ju-52/3mg5e, Ju-87, Me-262, Me-262A

Maps
- Omaha
- Omaha V2 (Greatly enhanced and expanded)
- Merderet
- Merderet (Winter Version)
- Battle of the Bulge map by prowler

Missions
- 33 MP Missions
- 11 SP Missions

Soundtrack
Over an hour of original music by SFG

Features
- Ballistics coding
- Weapon Resting (automatic or manual)
- Bayonets
- Prone AT Weapon Firing
- Custom Weapon Animations (holding and reloading)
- New movement animations (jumping, crouch sliding etc)
- Hit animations
- New detailed player wounding system
- Overhauled In-game User interface
- Hand signals
- Crew served weapons (Moving/Rotating static weapons, adding/removing ammo, mounting/unmounting weapons on tripods)
- Crate vehicle-loading system
- Overpressure effect
- Tank damage and immersion system
- New cursor- name tag system
- New main menu UI





  February 26th, 2012 - 23:10 By Old Bear   Comments (4)  

  HH-60J Jayhawk and UH-60Q Medevac by YuraPetrov Addon release    
YuraPetrov has released updated US Coast Guard HH-60J Jayhawk 1.2 and UH-60Q Medevac 1.1 addons on the BI Forums.

US Coast Guard HH-60J Jayhawk
beta 1.2:
- Added one distance LOD;
- New RVMAT's (cabine and blured rotor);
- Modified instruments panel texture and material;
- Murtoo winch script modified by Macadam Cow.

UH-60Q Medevac
beta 1.1:
- Fixed error when main rotor blur wasn't synced up with the rotor hub;
- Added animation to the landing gear;
- Added shadow to main rotor and pylons;
- Added geometry to outer pylons;
- Added ability to open/close doors for player in cabine.








  February 24th, 2012 - 01:11 By Old Bear   Comment (0)  

  Krinkov Pack by colonel stagler Addon release    
Colonel stagler has released a Krinkov Pack v1.0 addon on the BI Forums.

This is only a small weapon pack with four modernised AKS-74Us included.

v1.0 Features
- Four modernised AKS-74Us including suppressed variants, and Micro Aimpoint variants.
- Working IR lasers.
- Ammobox containing the weapons.
- Compatible with ACE 2 and all soundmods since they inherit directly from the default AKS74U classes.





  February 24th, 2012 - 00:19 By Old Bear   Comment (0)  

  Enhanced Skills Slider v 1.5 by Jedra Editing    
Jedra has informed us about Enhanced Skills Slider v 1.5 release on the BI Forums.

Description
With some of the changes to the way precision-enemy and precision-friendly work in the 1.6 patch, I started to look at how the AI works in Arma 2, paying particular attention to the Skills Array. In various bouts of testing I found that the skills array had a drastic effect on the way the AI behaved. I came to the conclusion that just having a slider for overall skill was not giving the player, or server admin the fine control they needed. Hence the Enhanced Skills Slider.

The Enhanced Skills Slider will allow you to change the skills of a whole side, a whole group or a single unit on the fly. It works in Single Player, Multiplayer (LAN) and Multiplayer (Dedicated).

The Enhanced Skills Slider is a Client and Server Side Addon and will only be available to the server admin when playing multiplayer. It is accessed via the Action menu.
...
Features
- View skill values currently set for individual units
- Change individual skill values on the fly for Sides, Groups and single units
- Increase or decrease skills based on a percentage value
- Apply random skills to units based on a supplied range
- Apply a spread to Random Ranges so that each unit is slightly different
- Client and Server Side Addon
- Restricted to Server Admin in Multiplayer
- V2 Key Signature included
- Optional confid for CfgAISkills included see below)
- Full (ish!) documentation included in the download
- NEW - Any new units created by the clients or the server now inherit changes made with ESS - as long as these changes are made to All Units.
- NEW - ESS now has a map and briefly shows the location of units and group leaders selected.
- NEW - the details section now shows which elements will be inherited.




  February 23rd, 2012 - 23:59 By Old Bear   Comment (0)  

  Bohemia Interactive leaks new Arma 3 intel for 2012 Official    


Daniel Musil has released some stunning news about Ama3 on the BIS Developer's Blog. The release of a playable build of Arma 3 called the 'Community Alpha' following E3 (June 5-7) and delayed full Arma 3 release confirmation are the main announcements.

After several months of radio silence - packed full of development and hard work - I'd like to outline some of our plans for 2012. It's been extremely rewarding to see how well things are moving forward, and, over the forthcoming year, we would like to share our progress with you on a more regular basis.

Recently, many new faces - from both other Bohemia Interactive studios and outside our company - have joined our team, which has significantly strengthened our development as a whole. It makes Arma 3 the largest ever project undertaken by Bohemia Interactive. Their experience, enthusiasm and excitement has been a welcome addition and is already paying back major dividends. An official 'welcome to the war', guys!

Looking forward, this year we're proudly showcasing our work at both E3 (June 5-7) and Gamescom Cologne (August 16-19). If you have the time, please come along and meet us to experience what we've managed to achieve so far, and get a sense of what's still to come. Of course, we'll set out more detailed information about our attendance closer to the time.

Following E3, we plan to open up the game to our players. This process starts with the release of a playable build of Arma 3. We call it the 'Community Alpha'. It's intended to enable people who'd like to try the game early on in development help us to shape it up - and make Arma 3 the greatest release of the series. Ours is a large and complex game - being developed by a relatively small team - so we really appreciate your opinions, thoughts and feedback.

The Community Alpha will be quite limited in terms of the assets it includes, with the goal of providing enough content to experiment with the brand new bits of gameplay and technology. It also enables our passionate community to prepare their mods for the very latest version of the Real Virtuality engine. Then, later on in the year, we'd like to open up our game up even further with a more extensive beta program. The exact details, however, we intend to set out closer to their launch.

As you may have recently picked up on, we plan to delay the full Arma 3 release. With this additional time, we're focused upon creating a feature-rich, polished, and bug free experience. For us, it all comes down to delivering a quality product. We've achieved a great deal, but we don't want to rush things at the expense of what we finally deliver.

DirectX 10/11 has been implemented. PhysX is working - particularly, rag-doll animation looks really impressive! The UI is undergoing a redesign, with the focus upon improved usability. Indeed, ease of use, and particularly accessibility, has been an entire goal in itself. We've heard your feedback, and we want to make the game easier to learn for those new to the game, without sacrificing anything that makes our game unique. We have reworked our animations using completely new motion capture recordings. The result is the most realistic animations ever achieved in the series, as well as additional gameplay features.

The visuals and graphics, such as color, lighting, and effects - are quite breathtaking and a massive leap forward for the series. The scale of the map truly cannot be comprehended from the screenshots... it is HUGE, vastly beyond anything seen previously. Last, but certainly not least, we are committed to delivering you a slick and rock-solid multiplayer experience. You can already experience some of the low-level fixes and optimisations brought about by the major release of Patch 1.60 for Arma 2 Operation Arrowhead, and Multiplayer will be something we're keen to talk about as development continues.

We have adhered to a strong focus upon backward compatibility throughout the development, meaning we (and of course even you) are in a position to get older assets into A3 very quickly, just with few tweaks here and there. There are, of course, the new features which would require additional settings.

Looking at our previous work, the fidelity of the British Armed Forces units was the foundation for work on character models in Arma 3, which are of a quality far surpassing what we've created before. While technologies like shotgun dispersal in Private Military Company helped to provide a platform for the implementation of things like mines and explosives in A3. Take On Helicopters, meanwhile, goes from strength to strength with recent updates and the forthcoming 'Cougar' patch and Hind DLC. Various new technologies at work in Arma 3 - like volumetric clouds - are on display in this game, and of course, we'd recommend to take a look at all of these great games to get a flavour of what's yet to come.

I'm really looking forward to sharing with you the results of our development. To kick things off, we're in the process of putting together a couple of developer's blogposts starting with sound recordings and our field trip to Limnos. You can see the brand new screenshots we've made available, which give a flavour of the developments we're making. Nothing is more rewarding for us than working and getting involved with people from the community who are as excited about the game as we are. I look forward to keeping you informed about our development as often as possible!




  February 23rd, 2012 - 15:23 By Old Bear   Comment (0)  

  Faysh khabur beta04 by =KCT=Blackmamba Addon release    

=KCT=Blackmamba has released an updated Faysh khabur beta04 terrain on the BI Forums. Arma2 CO -BAF-PMC and Opx_Buildings & Opx_Misc needed.

Situated in Iraq’s far north, the province of Dahuk is famous for its snowy winters.
The border crossing near the town of Zakho is Iraq’s primary border crossing with Turkey.
dahuk has also a border gate with Syria known as the Faysh Khabur border gate.
The main trading route from Iraq to Turkey runs through Dahuk,
this could bring economic gain as cross-border trade increases.
Some villages were destroyed or evacuated since 1988 due to insecurity and other problems like poverty and loss of essential resource,
for these reasons people migrated from their villages to sub-district centres,
living in public buildings or sharing houses with other families.
In general, roads are in good condition except some far located villages that are hard to access, especially in winter.

Changelog
Added: Alice compatibility.
Added: more nature objects.
Added: City's/location's Named.
Added: city "Gerbalat" (Syrië).
Added: village "Shirk" (Syrië).
Changed: Terrain textures, color tweaks.
Changed: Satalite image complete redo.
Changed: Mask image complete redo.
CHanged: Back to OA aircraft shelters.
Changed: Mushorah AirBase.
Expanded: city "Misharah".
Expanded: Indestrial Area.
Expanded: city "Fayshkhabur".
Fixed: Satallite Grid.







  February 23rd, 2012 - 12:21 By Old Bear   Comment (0)  

  [ADO] BearRocks v 0.9 beta released Addon release    

[ADO]Old Bear has released an updated [ADO] BearRocks v 0.9 beta island on our Forums.

v 0.7 & 0.8 beta test versions - not publicly released

v 0.9 beta- changelog :
- Modified island picture in GUI,
- Added "Mischa" -a small town- in the North-West using open ArmA2 houses,
- Added "Radio Station"
- Modified size and amount for "rockwall" rocks, used for cliffs,
- Many small objects placement modifications.




  February 20th, 2012 - 23:19 By Old Bear   Comment (0)  

  RUBE Weather Module Addon release    
Ruebe has released an astonishing RUBE Weather Module, now in 2 versions, as an addon or as a script on the BI Forums.

The simulation of weather in this series has been lacking since forever. Actually I think the "weather engine" hasn't been touched since ofp 1.0 (ok, rainbows have been added at some point, but that's it).
Granted, we have the most basic components of weather to play with, such as overcast, fog, wind and rain. But it has always been only that; some components of weather (with some very simply constraints), but no coherent system of weather (or even seasons). But weather should be more than the sum of it's parts. And that's where the RUBE weather module steps in and tries to fill the gap (or at least illuminate and explore it a little).

Sure, there are already some weather modules/addons present. But they focus mostly on effects or worry about synchronisation in multiplayer games. None of them however solves the problem I was interested in to begin with: if weather shall be a crucial component in (strategical/tactical) decision making, then it needs to be forecastable. What weather can be expected for today and what for the next few days? Should we postpone that sniper-mission or rather strike now?




RUBE Weather Module

The RUBE weather module is a pseudo-scientific weather machine consisting of three main components:
- a season model that defines the clima,
- a weather generator which creates a forecast for n days and
- a weather engine that executes todays weather.







  February 20th, 2012 - 22:21 By Old Bear   Comment (0)  

  Sniper Camo Changer script by Feint Addon release    
Feint has released a Sniper Camo Changer v1.0 script on the BI Forums. Brainbug's Ghillies for a change v 2.0 addon needed.

This is a set of scripts that will allow you (or your AI partners) to change their sniper pattern during a mission. Simply activate the script via the action menu, and the sniper's camo changes once every two seconds until you find one that you like. You can also have your AI teammates change their camo as well.

35 total camo patterns are available. 30 created by Brainbug and 5 stock camos from Arma2 and OA.





  February 19th, 2012 - 00:24 By Old Bear   Comment (0)  

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