blakeace has informed us about AI Forward Observer Module v1.2 release on the BI Forums. Version 1.2 Fixed Displaying of the artillery ranges broken in 1.1 Added sample missions
bracer has released an updated Emita City v1.1 island on the BI Forums.
Emita City is a 5x5km island. ... It contains a city that is approximatly twice the size of Zargabad. The city is surrounded by a long coast to the north and flat agricultural areas to the south. In the middle of the map there is a small civilian airfield. ... Some of the changes: -Improved support for the Ambient Combat Module. -Improved the airfield. -Added some proper textures to parkinglots and inside the warehouses. -Fixed the cutsom objects so you can't shoot through them. -Remade some of the city center. -Added more highrises in the southwest city. -Added new village, Kirseberg. -Added a new custom highrise. -Improved config-file, thanks PvPscene! -Added more vegetation to the city.
Thomsonb has released updated Flashpoint: Chernarus and Utes v1.16 SP Missions and Flashpoint: Chernarus and Utes for British Armed Forces version [CO] v1.16 SP Missions on the BI Forums. The Takistan version has also been updated.
I have just released a new version. This update applies to all Flashpoint missions. The main new feature is Artillery strikes. ... Changes: v1.16 - Added: Artillery strikes; * All factions now call in Artillery strikes against known enemy units. * The type of strike is random, mortars or heavy guns. * The number of shells per strike is random. * The weight of fire is random. * The aiming error is random. * The strikes take time to arrive, so a moving target might move to safety. * The time between each strike of each faction is random. * The player is trated the same as AI units, no more or less likely to be the target. * All this results in a range of fire missions, from small slow atacks by a single mortar, all the way to a devastating rapid fire heavy barrage from multiple heavy guns. * The Artillery is a work in progress. * Features to be added later: Player designation of targets, Prioritisation of targets, Checking for friendly fire of each barage, Different levels of Arty for each Faction etc. * This Artillery system adds a bit more realistic danger to the battlefield. It was inspired in part by another of my favorite milsims, SteelBeasts. If you stay in the same place too long, you're toast! * Please feedback about the Artillery, let me know if it fits in with how you play the mission etc. - Fixed: Respawn list now shows the primary and secondary weapon of each unit, rather than its class type (class types are often not relevant anymore with the new custom unit spawning. This introduces the problem that Medics and Snipers are not easily identified on the list... to be fixed later). - Changed: Respawn list now shows units on the players original side first on the list, not always BLUFOR first. - Changed: "Who Got Me?" command now not added to rabbit in the cases of suicide, or death from unknown source, like artillery etc. - Fixed: On Utes, some parked cars spawning areas were broken by previous update.
What is it? A collection of reskins based on the stock BIS KamAZ models, intended for civilian use. As a bonus, a pack of KamAZ trucks for the CDF is included, along with a few skins for civilian UAZs.
How do I use it? The pack is split into four pbos - one for the main pack of civilian models, one for the CDF version, one for the extra UAZ skins and one specifically for a Schnell-livery fuel truck, separated because it is the only one that requires Operation Arrowhead to be installed. Or at least, it is as long as I've coded the config properly...
All units follow conventional grouping, the majority being found under CIVILIAN > CHERNARUS > CARS or SUPPORT - the Schnell truck is found under CIVILIAN > TAKISTANI > SUPPORT and the CDF trucks are, naturally, found under BLUFOR > CDF > etc. The trucks are known by the name KAMAZ however, not "Utility truck". Naturally this will look more suitable for ACE users, but otherwise shouldn't interfere too much - hopefully.
The re-skins are applied using the hiddenSelection feature, meaning that they can be easily swapped around by mission editors - the readme file included should (hopefully) explain it better.
This version is Beta - a few issues - most of which are beyond my control, i.e. not being able to change the specular map or the chassis texture - remain, but ultimately I've only tested them on my computer and so do not know how they will perform on others'. Also they are not yet signed.
Thoughts, suggestions, critiques very welcome; anyway, I hope you enjoy them!
We JSDF MOD staff released "JSDFMOD". This MOD includes - soldiers, aircrafts, cars, helos ,weapons,ship and ace2_config. description : This MOD simulates Japan Self-Defence-Forces. jsdf_ace2_config adds 'some elements for ACE2' to this MOD. Also this pbo replaces backpacks with 'backpacks for ACE2'.
Features: - New VTOL system - New texture - And a lot of little changes - 5 Variants Variants include: - Harrier GR9 Heavy CAS, - Harrier GR9 General Purpose, - Harrier GR9 Air-Air, - Harrier GR9 Shadow storm (As requested from Evil_Brownie), - Harrier GR9 Default BIS lgbs,
blakeace has released an updated Blake's PINS(Pseudo Inertial Navigation System) and Bombing. v0.3 Alpha addon on the BI Forums.
Version 0.3a
- Changed control of the weapons systems to the gunner if there is one on the aircraft. - Changed the binoculars key to be a toggle on toggle off for the flir cam, Hold breath is still only while held.
Note: Video is of an older module version. I haven't had time to create a newer one. Current version has no module, it uses CBA to launch the addon.
Enigma has released a Dynamic Weather Effects Script on the BI Forums.
Description As a mission designer I have always had problems with the weather. It has not been dynamic the way I want it to be, and I've always thought that it synchronizes terribly in multiplayer as soon I start laborating with it (especially rain).
This is a simple script that makes the weather dynamic, and it works in single player, multiplayer (hosted and dedicated) and for JIPs. The weather is constantly changing over time intervals of the mission designer's choice. Weather is unpredictible, and above all it's always synchronized among all players in a multiplayer game!
Fer has informed us about F2 v2-5-0 (for Combined Operations) release.
Highlights:
1. Folk platoons now expanded to provide the existing 6 infantry fireteams with the following attachments and vehicles: [LIST][*]Medium MG [*]Heavy MG [*]Medium AT [*]Heavy MG [*]SAM [*]Mortar [*]Engineers [*]Infantry Fighting Vehicle (x3) [*]Tank [*]Transport Helicopter (x2) [*]Attack Helicopter [/LIST]
2. The OA Folk Assign Gear Script component has been updated so that final loadouts appear in the briefing screen.
Huge thanks to comrade Nullkigan from ARPS for leading the work on this build (with help from comrade Harakka from ARPS). Big thanks to everyone in the Folk and ARPS. communities.
From the ReadMe.txt file:
2-5-0 | 24 JAN 2012 Updated OA Folk Platoons. Updated OA Folk Assign Gear Script. Updated OA Folk Group IDs. Updated OA Folk Group Markers. Updated OA Folk JIP Reinforcement Options. Updated stringtable.xml. Updated manual: Various changes (EN and RU versions).
About F2
The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features.
[ADO]Bloodric has released his [ADO] Oring v0.3 island on our Forums. Arma2 CO needed.
Here is my first map. I wanted to create an imaginary island was the scene of the Second World War and provide a change of scenery in different parts of the map.
Edit 23:15Updated Oring v0.3 archive released : oring.pbo.FRAN.bisign seems to be corrupted so a new archive has been packed and uploaded by Bloodric. So if you intend to play this island in MP, and have download the file prior to this date, please reload the files.
JSRS 1.4 AND Update 1.4.1 are required. Install JSRS 1.4 first, then update 1.4.1 and then 1.4.2!
I can finally present the update for JSRS in version 1.4.2. The Mainthings are:
Changelog 1.4.2 Spoiler: • Changed: Volume of all radomly played SFX sounds • Changed: Increased volume of some stereo environment sounds • Changed: Reworked all distance weapon sounds for more life like sounding • Changed: Increased distance for distance weapon sounds • Changed: Reworked the sounds of passing or moving through brunches • Changed: Increased distance for distance helicopter sounds • Changed: Deleted annoying dog and chicken sounds • Added: Added an script entry for automatic vehicle spawning (dummy vehicle) • Added: Added new Script: dummy_vehicle.sqf • Changed: The allowable distance for distancesounds was further restricted! (More Performance) • Changed: The #particlesource will be deleted after the sound has been played (no memory leak anymore) • Added: Soldier hit sounds, soldiers screaming and hurt sounds • Added: Optional weapon sounds for testing. These are just to serve my own taste!!!!!!!!!!
* This mean, you dont have to put an vehicle on the map anymore! The script will add an invisible vehicle by itself (thanks to psycho). Also there is no memory leak anymore, so more smooth gameplay after serveral minutes of firefights.
strac_sapper has released an updated US Army Sappers (combat engineers) v 0.3 addon on the BI Forums.
Introduction: US Army sappers work in squad and team sized elements in cooperation with Armor and Infantry, and this addon creates the necessary units and groups for easy use in missions. A team of engineers is seen as a "force multiplier", able to increase the fighting ability of nearby units by doing specialized tasks as well as direct combat.
All of the members of a sapper unit are able to do normal infantry tasks, but more importantly every member also performed their specialized tasks. In every (good) unit this author was in, everyone in the unit worked including the squad leaders. The only exception was the MG and his assistant who would provide over-watch.
Also, in Takistan, there is need for EOD teams, highly trained sappers who specialize in dangerous removal of explosives among other tasks. Units: All personnel, including squad and team leaders, have the ability to perform engineer tasks. And all sappers carry a mix of demo and mines, with more of one or the other. This way you can be prepared for changes in mission.
Vehicles have load of mines and satchel charges. Their crew also have engineering capabilities. ... v0.3 - signed pbo's and added key - added Engineer Bradley Fighting Vehicles - added namman2's MaxxPro MRAP in 6 variants - added Sapper AR, AAR, HAT, AHAT - added Sapper EBFV dismount squad - small text and config fixes
v1.4 - Added Machinegunner unit for both Men and Men (Woodland). - Changed Sniper and Spotter in KZS suit due to requests - Credits to ArdvarkDB for the comms headset that is now on most of the units. - Changed NVG proxy on all models. - Various bug fixes addressing issues raised on this thread.
hcpookie has released a SOC-R Special Operations Craft v1.2 addon on the BI Forums.
The SOC-R boat is a Special Operations craft designed to transport a SF crew of 8 into shallow waters. The craft is designed for high survivability in the form of overwhelming firepower. There are two versions in this addon - the M2 version and the M134 version. The M2 version consists of 2-M2 MGs in the front, 2 M240 MGs on the side, and a rear Mk19 grenade launcher. The M134 version has 2 forward M134's, 2 side Mk19s, and a rear M2 MG. The addon contains both USMC Fore Recon and US Special Forces versions (total of 4 vehicles).
v1.2: 1/22/2012 -FIX: Conflict issue with other mods (changed inheritance settings). -FIX: Some minor LOD issues. -IMPROVED: Commander Turret rotation now 360 degrees.