[ADO]Old Bear has released updated [ADO] Tigeria v0.97 and [ADO] Tigeria Special Edition v0.97 as well as brand new [ADO] BearRocks v0.6 beta island on the Clan ADO site.
... [ADO] Tigeria v0.97, [ADO] Tigeria Special Edition v0.97. Tigeria v0.97 Changelog : - Modified electric grid : electric poles amount downsized, power plant added on Laguna site. - Tigeria town extended : buildings and gardens added. - Added Mont-Joie ruined village - Corrected placement for many buildings and objects.
Tigeria Special Edition v0.97beta Changelog : - Number of trees and bushes diminished from 1 million to 500 000. Note : This version has been built at my team mate [ADO] Drooper request. It features "normal" clutters size and density and high density tropical forest.
Here new release, [ADO] BearRocks v0.6beta BearRocks is a small island featuring wild high grounds surrounded by low narrow coastal continuous area. A deep fjord nearly cuts the island in two part ... at the end of the fjord, a naval base. Of course in the initial project these base must have been an underground subs base but I have not found a model fitting my need so atm, it's just a naval base. All along the coast military bases, farms, villages and ruined villages are to be found. There is a small town, an harbour and some factories in the South. A main airbase is set in the West. Nearby, a town built as a CQB training area. This terrain is loosly based upon my experiences as a gamer in various PvP missions as well as PvP games such as BF: Bad Company 2. This terrain have been built with PvP ot TvT in mind, AI are not at ease on it. This terrain is unfit for Quad and Strikers for they tend to make to tumble in various parts of the island. Needed : MBG Killhouses 1.0 by Mondkalb.
- Sahrani Rearmed: Partisans - The Partisans were a group of former SLA soldiers after the civil war of Sahrani. After the war King Josef and his son Orlando were killed by an crash. But the mercendaries where send by the Princess to eliminate the partisans found out that Orlando is still alive and is their leader. His sister wants him dead to take the whole power of Sahrani.
I updated features and added new ones as per requests from over the past 6 months. Sorry I didnt do them sooner. I was working on SG_GRU.
- Added several units in civilian clothes (under Armed Civilians just like as in BIS NAPA faction) with AKMs, AKS74s and a mix of civilian clothing, flora, woodland, Smog, and Birch. All with beards or balaclavas. - Changed Sapper model to have VSR pants. - Changed Afghanka texture on Warlord to be darker, added Chechen flag patch on breast pocket. Sorry but I really cant change the beret model. - All units can now carry OA backpacks. But it wont be shown on the model, I dont have access to the MLODs to add this. Sorry.
Martin has informed us about Taviana Island Beta 1 release on the BI Forums. Behold, the day has come! After a lot of work, sleepless nights and endless alpha face sorting, Taviana Island is finally here.
The island has experienced many changes since the last release, the biggest of which is that Tavianian language is no longer based on Latin alphabet, but Cyrillic. Also, new cities and approximately 20km² of new area was added; new, interesting and never seen architecture has been added to the object library. The campaign planning has started, but we’re still missing people to help us develop it, so if you’re capable of creating nice missions, please contact Richard (refer to the main thread for details.)
Please note that this is only beta version of the island and it still contains a few bugs and glitches waiting to be found/fixed. Yes, we’re releasing Taviana for you to test and make missions on.
Marseille77 has released updated Sahrani Liberation Army Troops 1.2 (09-01-2012), Royal Army Corps of Sahrani Troops 1.2 (09-01-2012) and Vehicles 1.2 (09-01-2012) from his Sahrani Rearmed project on the BI Forums. Special UI control file -SRA-UI- is needed.
Major changes - fixed: mis-matched skin tone bug - changed: view pilot hands from A2 - fixed: shadow lod of officers corrected (heads) - added: AH6, Army 4x4 Jeeps, M163 Vulcan (TGW version as base addon needed).
Please note: 1.13 Stable == 1.13 RC5 ACE 1.13 RC5 was hotfixed on Six Updater last night, grab by running "Verify and Repair" on the ACE Preset. ACE 1.13 Stable == RC5 plus these mentioned hotfixes.
Tupolov has released an updated MSO Missions 4.03 pack on the BI Forums
What's New - Performance optimisations across the board - Improved ambient civilians, vehicles, animals, shepherds, dog packs, aircraft and ships/boats - Added Ambient Electrical Grids (AEG by LoyalGuard) - New Ambient Destroyed Towns/Villages - 20 new missions including all your favourites maps - Added support for TvT and CTI (Warfare) missions - A2Free Support - ACRE Support - ACE Support - Added Map support for CLAfghan, Tora Bora, Lingor, Podagorsk and others - Improved mission parameters to configure/enable/disable modules - Integrated with WICT (Thanks Highhead and ArmaIIHolic) - Improved Terrorist Cells, including car bombs and reaction to vehicle inspection. - Improved INTEL for towns - 100's Minor Bug Fixes
What Is MSO? Multi Session Operations is a modular mission framework. Essentially it is a collection of scripts that create a persistent, living scenario in which the player operates. Unlike regular missions that have pre-scripted objectives, MSO procedurally generates enemy forces that are unpredictable and (semi) random. Players have to think beyond the mere tactical level and build up the intelligence picture, carrying out recce patrols to identify enemy locations and conduct deliberate attacks to neutralise them. Everything is persistent, including equipment, ammo, vehicles and even player lives. MSO is designed specifically for Dedicated Server use.
Zipper5 has released an updated Anti-tank Launcher vs. Infantry Fix v1.03 addon on the BI Forums.
Description: Many people dislike the fact that AI will use their valuable anti-tank launchers on infantry. This addon makes some simple changes to the CfgAmmo entries of Arma 2's anti-tank launcher ammunition to stop this.
Changelog: - 1.03: - Removed binarization - New zp5.bikey file included - Added CfgAmmo entries that were missing from previous versions - Cleaned up the config
VanhA has released an updated CWR2 coop pack v1.1 on the BI Forums. Combined Operations version: 1.60 and CWR2 demo3 needed.
This release is not an official CWR2 release but just some of my own scribble/doodle etc.. I hope I get feedpack of possible serious errors since none of these were fully tested. I simply don't have enough time right now. The everon missions are fast conversions from my earlier package (2010) Each mission has GROUP respawn
Changes in 1.1 *"Oldest Trick" - fixed the truck ejecting the team too early thus killing all usually *"Who dares flies" - removed a duplicate trigger causing issues *"Root Canal" - removed wilddog scripts because not working in 1.60 *Added a new Malden mission
EMSI from the CSLA Team has released a Czechoslovak Peoples Army (CSLA) Modification for Arma 2: Combined Operations ver.2.10 on the BI Forums.
It's unbelievable, but it’s true. We, the members of the CSLA studio, are pursued for more than 10 years in creation, development and improvement of everything related to the Czechoslovak People's Army.
Our and of course yours MOD passed through these 10 years with huge modification. It all began in Operation Flashpoint with simple retex of original models, when this MOD became as the first community modification. His journey was continued with the expansion datadisc Resistance, then we passed with him throug all childhood illnessesin in ArmA: Armed Assault, and we prepared everything for the transfer to the Arma2. Now we finally celebrating today’s anniversary after 10 years in Arma2:Combined Operations.
On the occasion of this anniversary, we want to thank to all our fans, we thank to our wives / girlfriends, children, families and friends which support us over these 10 years of the CSLA project.
THANK YOU CSLA Team
... and of course, we also prepared the current mode to update the ArmA2: Combined Operations.
Version 2.10 (06. January  2012)  - fixed bugs from version 2.00 - fixed scripts for backpacks and secondary weapons - fixed usage of various ammo for AI - various fixes on models/textures from version 2.00 - added fully animated car GM M1008 for AFMC - added two new models off bunkers together with their ruins - added more FIA and militiia units - added various vehicles for the FIA and militia units (Datsuns and BBTR-40) - added new weapon Kozlicce for the FIA and militia units (thanks to CWR MODu//GMS) - added RPG-7V
Sickboy has informed the community about @CBA_v0.8.3.175_hotfix2 release on the BI Forums.
Fixes stuttering issues when many units / objects are in the mission. The effect was overly apparant in CBA TOH version, but also present in the OA/A2 version.
A new official release will probably follow coming weeks.
Blakeace has informed us about Blake's AI Forward Observer Module v 1.0 on the BI Forums.
The module is based on my AI artillery framework scripts. I have tweaked and changed a couple of things, but mainly it is fundamently the same. The reason for producing a module was to create a very simple way for mission designers to add opposition artillery. Like the framework it uses real mortar pieces firing rounds at targets that the FO's genuinely know about. Using the BIS artillery module functionality hidden within. Leaving the user with a nice graphical way of creating opposition artillery.
Version 1.0: *Added the ability to sycronize your own placed artillery from the editor. *Added a counter for each FO to track how many fire missions they have called. *Added an object variable that toggles whether an individual FO is able to call fire missions. *Added a debug mode where at the startup of the module it will display when tested locally the minimum and maximum range of the modules artillery group. I also displays the distance from the aifo module position to the first synced FO. This should greatly improve placement of artillery so it is in effective range. *Removed the salute(shielding eyes from the sun ) animation from units that start with a weapon. *Raised the maximum speed that the FO will target. *Changed the minimum safe distance to friendly units. This will now increase with the range between the artillery units and the target. Lessening the chances of friendlies being caught, though it also lowers the chances of ai calling in a fire mission if units are to close too.
This is a mod that will expand on content available to the CDF. It's in pretty early stages right now and I don't have much content to share with you guys, but I thought I'd post what I had as it's not doing anybody any good sitting on my hard drive. I'll slowly add more and more things to the mod as time goes on.
j_frost has released an updated Carrier Operations: Duala v1.05 Singleplayer Campaign on the BI Forums. v1.05 Highlights | 05-Jan-12 * Fixed: Plane taking off from Nimtz during opening cutscene could sometimes explode. * Fixed: Issue where player could move a guy used in the intro so that he was not visible in the cutscene [Air-Controller]. * Fixed: Mission1 Enemy migs not visible on the radar. * Fixed: Mission1 Hint on squirrel escaping airfield was not from USS Nimitz mission control. * Fixed: Mission2 does not use sargeant in chat. * Fixed: mission6 trigger to end mission correctly after returning to Nimitz. * Fixed: mission6 trigger to detect if NTC are wiped out - mission fail. * Fixed: AH-6J loadout of weapons and magazines [sidearms] for player if helicopter gets shot down but player survives. * Fixed: Enemy planes sometimes taking out units on Nimitz Deck. * Fixed: Some spelling errors in chat dialogues. * Changed: Added delay to message regarding extraction availability apon ejecting or vehicle being damaged on return to Nimitz tasks. * Changed: "alldead" variable changed to "alldead_fro" to inhibit conflicts with BIS array "allDead".
Marseille77 has released updated SLA Troops v1.1 and SLA Vehicles 1.1 addons on the BI Forums. A special UI control file -SRA-UI- is needed.
Today I have upload a fully refurbished SLA Addon (v1.1). The other SLA addons by me not compatible anymore with this and have to be deleted. The special SLA ext. e.g needed the old and will be renewed in the future for this pack. All others are also to download at the favorite arma news sites.
The SLA addons are updated to A2:OA standards (bags, super rvmat). The Ka50 isn't included and will come in the next updates and this time not a retextured Ka52