USSRsniper from Red Hammer Studios has released a Red Hammer Studios 9K79-1 Tochka-U addon on the BI Forums.
Red Hammer Studios is proud to present to you 9K79-1 Tochka-U addon by USSRsniper. 9K79-1 Tochka-U also known as Scarab B, is a short range tactical ballistic missile which is launched from highly mobile amphibious vehicle.
Main Features: - 5 different versions placeable through the in-game Mission Editor - Automatic tyre pressure regulation - Launch GUI - Custom missile launch script - Custom special effects - Custom animations - Multiple warheads - Highly detailed interior For further details please read the extensive README.
hcpookie has released a M1161 - The Marines' $200,000 Jeep - addon on the BI forums.
The M1161 is a fast attack vehicle whose claim to fame is that it fits in the cargo hold of the USMC helicopters - present and future (MV22). Yes, these are jeeps rebuilt to hold 4+1 for the cost of a Ferrari!
Marseille77 has released his Trizonasian Mod featuring Units, Tracked and Weapons addons on the BI Forums.
My new project deals about two fictious germanic states with the names Trizonasia (Trizonesien) and Sobzonia (Sobzonien). Trizonasia is a democratic state who is supported by America, Britain and France. Sobzonia is a socialist republic. The name Trizonasia comes from a german song in 1948 about the occupation time after WWII. The flag was one of the represental proposals between 1944 and 1948.
sapper_PMS has released a beta version of his CDF Desert Units on the BI Forums. BAF needed.
Ground troops. Hips in dusty desert camo, in digital desert camo and in digital woodland camo. Landrovers in dusty desert camo, digital desert camo, olive green and desert camo.
Deepsilver has released 5 new in-game screenshots of Iron Front: Liberation 1944 and added the renders of the German "Junkers Ju-87 Stuka" and the Russian "Petljakow Pe-2".
Some rumors reported that the game won't be released until spring 2012!!
hcpookie has released a Signal Marker Panels v1.0 addon on the BI Forums.
This addon provides signal panel markers for ground-to-air communications. The intent of this addon is to help MP scenarios. SP scenarios can benefit too by using the editor settings listed below.
The use of signal panel markers in Real Life is used when radio comms are either undesired or impossible. The in-game signal panels are modelled on real-life signal markers. In-game communications between players in MP are enhanced by providing ground troops with an instant way to mark their position for overhead CAS units, resupply units, etc. and communicate basic game-relevant information.
The signal panels are available in red, yellow, and purple. There are 7 different signal panel arrangements in each color for a total of 21 different signal panel choices:
1. Triangle - Land Here 2. Directional Arrow 3. X - Unable/Negative 4. W - Require Mechanic 5. Chevron - Require Ammo 6. I - Require Medical Assistance 7. L - Require Fuel
The signal panels are available in an ammo crate found under Ammo > "Signal Panels - Crate" in the editor.
Mike-USA has released a Camp Fallujah FOB mission/template on the BI Forums, Fallujah is needed. Hello! I make a new FOB "Camp Fallujah" here it is. Requirements: Fallujah
Major_Shepard from [S.o.E] Team has released a LEA:Loadout Editor For ArmA 2 Combined Operations and ACE 2 utility on the BI Forums.
LEA is a standalone application with goal to simplify the customisation of player's loadout and mission edition. The software uses a full graphical interface and maximum automatised processes to help mission-makers and team players waste as less as possible time in editing loadouts. To do so, LEA has the capability to read and rewrite mission.sqm as well as generate SQF scripts into ArmA 2 mission. The software is provided with @LEA addon for players to make their loadout at mission start-up with LEA whatever the mission running on server. LEA can also help ArmA 2 team play thanks to its capability to easily share user profiles and missions through FTP.
LEA for Players: - Creation of an unlimited number of profiles see applicable ingame, at mission start. - Many Weapon Addons supported, included ACE 2, ACRE, all Robert Hammer's pack and more. - Possibility to share profiles by FTP, using LEA Client Interface.
LEA for mission makers: - Edition of all units (playables & AI), of all side. - Edition of vehicule cargos, ammunition boxes, and all objects having cargo in the mission. - Usable with any unit and vehicle addon. - Quick edition commands by using predefined profile or by quick creation. - Edition of Name and Descritpion units attributes. - Extraction and Compression *.pbo (Windows only). - Possibility to share missions by FTP, using LEA Client Interface.
LEA for ArmA 2 Teams: - FTP Auto config file generator, to easily share profiles and missions.
Downloads LEA has been developed in Java language, which allows software to be executed on most of the OS such as Windows or Linux, having graphic interface. LEA is usable by ArmA 2 OA/CO players under Windows as well as ArmA 2 OA/CO dedicated server with Windows Server see or Linux Debian see. Installation could be done manually or automatically (Windows users only). ... Requirements - LEA requires Java Runtime Environment 6 or 7. - LEA has been developed foremost to run with ACE 2 for OA/CO. However LEA can be used without ACE 2 (see FAQ). - @LEA addon requires @CBA.
Maxjoiner has informed us about his GTA Chernarus II Campaign on our Forums.
GTA Chernarus II By Maxjoiner
W.I.P. Campaign for ArmA2 Combined operation Gameplay Completely modified! New Units! New Vehicles! New Actions! Alternative missions! Populated world! without Addons only scripts!
Bon has released an updated Takistan Force Coop 20 v1.07 mission on the BI Forums.
04/12/2011 version 1.07
- FIXED: rearming vehicles at FOB is not possible anymore - FIXED: Deconstructing commander assets using construction interface does not refund corresponding funds - FIXED: rearming vehicles at service points sometimes added too many magazines to vehicle turrets - ADDED: after 15min mission time JIPs have the possibility to start right from the FOB/MASH - ADDED: Mission parameter to individually disable or double amount enemy cars (besides infantry and armor) - ADDED: air patrols now also support planes (by adding plane types to tfor_east_air, resp. tfor_west_air list) - ADDED: information overlay showing the crew of the player's current vehicle - ADDED: player tags (player names appearing on the screen when looking at them) - ADDED: parameter to enable civilian traffic (has effects only on islands that support the Civilian Module) - ADDED: 2 new mission tasks: "clear minefield" and "mark AA installations with laser designator" - CHANGED: removed ALL vehicles and unnecessary objects from base, in order to reduce network load - ADDED: vehicles can now be constructed using the construction interface - ADDED: mission parameter to unlock special vehicles like tanks, gunships by destroying enemy assets - ADDED: (variable to define) default cargo content for all constructed vehicles of type "car" - CHANGED: increased randomness of picking a route through locations - ADDED: cabin lights in transport aircrafts - FIXED: at night, the camera in the outro does not switch to night vision - CHANGED: long range weapons restricted to snipers now - CHANGED: pilots cannot carry any launchers anymore - FIXED: IEDs sometimes spawn beneath ground level and hence cannot be seen nor defused - CHANGED: decreased factor of enemy occurrence according to number players (was ok for less players, too much for many players) - ADDED: with some chance friendly AI units reinforce the player's team from time to time - CHANGED: the number IEDs is now computed automatically depending on size of map and number of road segments - CHANGED: commander does not need to build artillery cannons anymore in order to access the artillery request system - FIXED: sometimes the enemy Heli Park spawned way outside the map, especially on smaller maps - CHANGED: improved the search for appropriate places for enemy reinforcements to spawn some minor performance improvements and bug fixes
Colonel Stagler has released a Stagler's Spetsnaz GRU v1.0 addon on the BI Forums. Requires ARMA 2 Combined Operations.
I finally finished v1.0 of my Spetsnaz GRU addon after about 1 year of failed works in progress. I made these first for personal use and for TF86 but they werent used so i carried on working on them for public release. I originally intended these to be like the BIS MVD but I took a different path halfway through development. I recieved alot of help from the lads at The Red Fox Studios and some models from W0lle and took these in the direction that resulted in this end state.
v1.0 Features - 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 E Digital Flora: Teamleader, Scout, Marksman, Assaultman, Medic, & Operator(Under Men (Woodland)). - 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
Jakerod has released an updated Moschnyi Island v1.1 on the BI Forums. Requirements: ArmA II and Operation Arrowhead.
Moschnyi is the southern most Chernarussian territory. It is an island located east of Novigrad and south of Primorsk. The southern coast has been pummeled by wind and rough seas for centuries leaving a slowly receeding cliff face lining the coast. The grounds above the cliffs contain only bushes and grass due to the brutal winds from the south. There are no trees until one reaches the northern side of the island where the slow descent to the northern coast shields trees from the wind. There are few crops that grow on the grounds of Moschnyi but the open fields are commonly grazed by domesticated animals including, sheep, cows, and goat ...
v1.1 Includes: Minor adjustments to Sat and Mask Added Emergency Airfield and Small Militia Garrison Added more fences and walls around fields Removed some problematic objects from problematic places New Menu Image by CameronMcDonald
Airfield Information: Runs East to West Aircraft capable of landing: All ArmA II and OA aircraft Aircraft capable of taking off: All except A-10 C-130 hits the beach after the runway but manages to make it into the air. Su-25 barely makes it L-39Z makes it just a bit better than the Su-25
Edit 19:25Jakerod has informed us he had released a wong file for Moschnyi Island v1.1 and submited new version. Now we are hosting the updated version, far all having dowloaded this file before, please download it again.
After 6 months of hard work we're happy to present you the long expected Patch 2 for Cold War Rearmed² Demo.
Besides the over 150 units, weapons, and vehicles from the Demo this patch also contains a lot of bugfixes as well as some major additions/changes:
* The AH-1 Cobra from Max Power has been added for you to play with * Bushlurker made a complete set of Vegetation models currently in use on Everon * All Weapon/Vehicle sounds have been replaced with the excellent JSRS sounds * Winter Kolgujev and Units can now be used together with the Demo
This release is dedicated to James 'Planck' McNicoll. You will be missed and we're sure you would be happy with what we achieved.
Importantif you have the previously released Demo and/or standalone Islands: Please make sure you have removed all previously installed CWR² Mod folders! All of the previously released files are no more required or outdated. Everything you need to play is in this patch, including the Winter Island and units.
Please note: Both ArmA2 and Operation Arrowhead (Combined Operations) are required!
Please see the included readme in the CWR² Documentation folder for install instructions. The readme also contains important informations for mission designers.
Rydygier has released a "Fire at Will" v1.1 addon on the BI Forums. CBA needed, tested only in Single Player missions
Purpose of the "Fire At Will" addon is to give in simplest way possible fully functional AI artillery to battlefield for those, who can't or simply refuse to learn script language but still want functional AI artillery in his Arma 2 missions. It was created because in my opinion it is illogical to force a player to learn script language and to study BIS_ARTY Module commands and variables even if he wants just to set up some AI artillery in his missions, while such knowledge is not required for any other types of AI combat units, which are fully functional without any scripting. In summary: The aim of this small addon is simplifying as far as possible use of artillery led by AI in missions maded in editor Addon supports all generic Arma 2 artillery units (howitzers: M119, D30; mortars: M252, 2B14; rocket systems: GRAD and MRLS). Tested on singleplayer missions for Arma 2 1.10. Addon requires Community Base Addon.
Version 1.1 Changelog - Added an optional possibility to activate and deactivate script by defining and un-defining a global variable; - added an optional possibility to selectively disable script control for up to 12 pieces of artillery; - projectiles dispersion and salvos drift again adjusted; - improved tracking of moving targets; - fixed bug: AI did not take amendment for prevent "friendly fire" in "FO mode"; - fixed other minor bugs.