kju has informed us about the 5 th release of the A&S ProMode. The A&S ProMode OA templates and A&S ProMode OA TestMission are available in the filebase.
The fifth release of A&S ProMode is a new smaller update with mostly tweaks.
* Added: parameter to disable thermal view of vehicles. * Added: SatCom view for the officer.
* Fixed: Observers constantly die even in their safe zone. * Fixed: SatCom available message is not shown.
* Changed: Change AA class weapon from M4A1/AK47M to M14/LeeEnfield. * Changed: Change East Saboteur G36C SD until there is an East weapon with SD sound. * Changed: Give revived player the retained ruck contents. * Changed: Make heavy choppers able to lift small choppers (heli lift feature). * Changed: Make only possible to lift empty vehicles (heli lift feature). * Changed: Make too step angles cut the sling (heli lift feature). * Changed: Decouple east and west class definition.
The optional AI mode can be used for enjoyment while waiting for the server to fill or as training. See the details in the features section of the wiki.
sbsmac has informed us about the release of an updated Squint - the sqf editor and error-checker v 1.0.0.100 on the BI Forums.
Hi guys, I have another tool to announce and one that I hope will make a huge difference to the world of arma scripting! ... Squint is an editor and static-analyser (error-checker) for ArmA2 and Operation ArrowHead script files.
But no release is perfect and there have been a lot of great suggestions on how to improve squint. Based on those I've been working hard to add the following features....
* Line-numbers have been added to the code-window. * Support for the following file-extensions: ext,sqm,cpp,hpp,rvmat,bin,cfg,pbl * Search and replace have been added * An 'undo' feature has been implemented * A basic auto-indent has been implemented; you can auto-indent code as you go along or select a region and hit TAB to auto-indent. * Auto-complete/intellisense has been implemented. When enabled, squint will monitor your typing and offer you a choice of possible completions in a pop-up dialog box. This really saves a lot of time and effort for those long BIS_fnc_.. names! Auto-complete can also offer you completion for local variable names that are in scope and can help you avoid 'bracket-fatigue' by offering completions for common control constructs, eg "for [{},{},{}] do {};" as a completion of "for". * The colour scheme is more flexible than before. You can change the background colour and font used by the file-list and error-list and you get an immediate preview of your colour-changes for the code-window. * You can import and export colour 'themes'; I hope to host some user-made themes on the squint website over the next week - please contact me via the BIS forums if you have a colour-scheme you'd like to share. * BIS & ACE function names have been added to the dictionary as 'known' global variables. * An external helper app allows shell-integration. Just right click on a file to open it in squint ! * Support for binarised files is now implemented. You can edit the contents of config.bin or any other binarised file, even those already inside pbo's. * The error-detection phase is now much faster for large multi-file projects. * The code-window now has much less flicker when jumping around within a file. * As well as the new features, a significant number of bugs have been fixed including one that could cause squint to hang while idle.
Thanks to all who have provided feedback so far - please keep it coming to help me improve the tool.
As always, existing users should find that they are automatically updated to the latest version which is currently 1.0.0.95. If squint is not updating, you can force an update by re-running the setup file.
Aussie has informed the community, on the BI Forums, about the release on the OGN site, of the long awaited Frigates, Weapons and Waves Addons by Gnat. ArmAII+Operation Arrowhead needed.
Features - 3 Frigates: OHP, Krivak and La Fayette classes - A 41km x 41km Terrain for naval play (rushed job! ) - Ka27 transport chopper - Zodiacs - Weapons pack to go with Frigates - Includes demo mission for use on Waves - Highly suggest you try it first.
conKORD has released a Ballistic Calculator 1.4 Demo addon on the BI Forums.
New * Works with Grad and MLRS. * Additional crosshair that helps to aim in direct fire mode. * Rangefinder. Enable BalCa, aim to target place and push "space". * Added support for variable arty charges.
Changed * Recalculates solutions when fire mode or current magazine changed. * No more compatible with ArmA2, works only with OA. * Do not requires CBA.
Comparing it with the new BIS arty. * Still works with every weapon, not only where shells are with disabled airfriction. * Also provides low solution, so minimal range for arty does not exist. * Should be more handy to cover area.
Michal from IDEA Games has informed us about the release on YouTube of an ArmA2 : Operation Arrowhead tutorial video .
New video for Arma 2: Operation Arrowhead, introducing the new Artillery Computer feature, bundled with patch 1.54. This feature streamlines the use of indirect fire weapons, making ordering an artillery strike as simple as issuing a move command. All indirect fire weapons can exploit the brand new Artillery Computer. This feature initiates an interface where you can see your weapon, and the associated minimal and maximal ranges on the map. You may adjust your fire mode in the menu to the right and select the target area that your ordinance will strike.
Arma 2: British Armed Forces DLC release has been announced on the official ArmA2.com site
Arma 2: British Armed Forces is deployed exclusively for the PC. It is available for GBP 7.99/EUR 8.99/USD 9.99. Buy your own copy NOW!
We are pleased to announce the continued reinforcement of NATO forces in the Green Sea region - with the deployement of British Armed Forces to Takistan and neighbouring Karzeghistan! Next in the line-up of military simulators, Arma 2: British Armed Forces - a huge downloadable addon for the recently released Arma 2: Operation Arrowhead - deploys today and delivers a new campaign, numerous single missions and a brand new faction and environment, expanding upon the already epic collection offered up by Arma 2's MilSim sandbox.
Less than two months after Operation Arrowhead successfully routed the Takistani military regime, NATO and coalition forces face a large-scale outbreak of guerilla insurgency. A mechanized force of Her Majesty's Armed Forces are about to deploy and embark upon a large-scale counter-insurgency campaign, which will define the future of the coalition presence in Takistan: Operation "Crimson Lance".
BAF provides an opportunity to explore the beautiful country of Takistan in even more depth, and offers the chance to hop across the border to Karzeghistan in the Shapur e-Dalanper region - a brand new area included as bonus content.
Detailed intel regarding the British Armed Forces faction background, its vehicles and weapons, is ready and available for immediate analysis.
Unfortunately, temporary technical issues prevent the release of Arma 2: British Armed forces through Steam. Currently, this issue is being addressed, and we actively seek to bring BAF to Steam as soon as possible. We sincerely apologize for any inconvenience.
Michal from IDEA Games has informed us about the release of the Arma 2: Operation Arrowhead patch 1.54. An original version of Arma 2: Operation Arrowhead 1.50-1.53 is needed.
VERSION 1.54 HIGHLIGHTS
* Arma 2: British Armed Forces Lite - all units, vehicles and weapons from Arma 2: British Armed Forces are included in this patch with lower quality textures and audio files. The full version of Arma 2: British Armed Forces with high resolution textures and packed with a new campaign and large selection of new single player missions is available for purchase, see http://www.arma2.com/baf for more information about the content of Arma 2: British Armed Forces.
* Numerous stability and functionality fixes and improvements.
* Reworked MP Session Browser and Mission Selector.
* Engineer - Engineers have undergone some serious training and are now capable of repairing damaged vehicles and defusing mines. An engineer can patch up a badly damaged vehicle, making it operable. A damaged component can be repaired to 60% status; however, note that the total damage inflicted upon the vehicle persists, and further damage will be calculated cumulatively. An engineer can defuse mines, satchels, and IEDs. It's possible to order an engineer to repair/defuse something by standing close to it, selecting 'engineer' in your command bar, and then pressing '6-1' ('action' > 'defuse'/'repair'). If you are engineer yourself, simply select 'action' > 'defuse'/'repair' from the Action Menu (default binding is the middle mouse button).
* Artillery Computer - All indirect fire weapons can exploit the brand new artillery computer by selecting it in the Action Menu (default binding is the mouse wheel). The artillery computer initiates an interface where you can see your weapon, and the associated minimal and maximal ranges on the map. You may adjust your fire mode in the menu to the right and select the target area that your ordinance will strike. The display will indicate an estimated time to target; once you fire the ordinance - by clicking the 'Fire' button - the interface will track each shot. Your aim will change according to your actions once you leave the artillery computer.
Edit1 : Maruk has published new informations us on the BI Forums :
* Patch 1.54 is not compatible with the Steam version, Steam users have to wait for Steam auto-update
* A2: BAF DLC available to purchase through stores linked from http://www.arma2.com/baf , does not contain the patch 1.54 and users need to update their game to 1.54 before they can run A2BAF Full Version.
* BAF Lite included in the patch is scaled down quality of units and audio and does not contain any single player scenarios, BAF Lite is available primerily for Dedicated Servers and Clients in multiplayer to allow seamless online operation of A2OA + BAF
* Some users report problem updating Mission_E.pbo. We are looking into this issue and we will provide fix for them once we know what the problem was plus will probably provide download link for most recent missions_e.pbo
Edit2 : Jennik adds : In case you experience an "Error found in file EXPANSIONS\ADDONS\missions_e.pbo" error during the update installation, click the "Ignore" button and continue with installation. When finished, download the file missions_e.pbo separately here, then search and replace the original file within your Arma 2 installation folder.
Peloton from the FFAA Mod has released FFAA Armas v 5.1, FFAA ET v 5.1, FFAA BRILAT v 5.1 and FFAA MOE v 5.1 addons for Arma2 Operation Arrowhead on the BI Forums.
FFAA Armas v 5.1
Recent changes. -Integration Operation Arrowhead. -Thermal textures. -Light weapons that correspond. -Designators laser weapons that correspond. -New models Accuracy rifle. -Improvement of some of the weapons. -Don't need Arma2
FFAA ET v 5.1
Recent changes.
-Integration Operation Arrowhead. -Added thermal textures. -Transportation from backpacks. -New textures of desert and wooded Spanish army uniforms. -Improvement of 3D. -Don't need Arma2
FFAA BRILAT v 5.1
Recent changes.
-Integration Operation Arrowhead. -Added thermal textures. -Transportation from backpacks. -New textures of desert and wooded Spanish army uniforms. -Improvement of 3D. -Don't need Arma2
FFAA MOE v 5.1
Recent changes.
-Retextureado Arma2OA original units. -New textures of desert, wooded and night Spanish army uniforms. -Don't need Arma2
Icewindo has released a Post Apocalypse Units addons on the BI Forums. This addon needs Combined Ops (ArmA2&OA).
So, here's my take on post-apocalyptic units. These guys can be found under independent -> Post APC - Commoners -> Units. Groups can be found under Ice - Post Acalypse.
I excluded afro-american faces so these units could be used in a variety of places. For some models, the heads wouldn't work properly anyway without mlod (and only a white head mlod exists so far). They were loosely inspired by the Terminator Salvation resistance and my own imagination.
Hot news from Sharig Plateau and Shapur e-Dalanper area released on ArmA2.com official site.
Shapur Crisis Escalates!
Karzeghistan - particularly the Sharig Plateau and Shapur e-Dalanper provinces - is not high upon the international agenda; yet the lives of thoudsands of Karzegh nationals have been affected and their stories remain unheard. In our interview, we discuss the untold misery that has blighted the lives of those living around the volatile Takistani borderlands.
About a week ago, international observers warned that the Shapur e-Dalanper area was set to endure intense fire-fights. Their predictions turned out to be accurate. This week, countless civilian refugees have fled from the area, as elite Takistani troops swarmed deep into Karzegh territory and occupied Shapur.
An interview with Jamal, a Shapur refugee now at a camp in Ardistan after fleeing from the war-torn Sharig Plateau region, where he was determined to have his story told; determined to rebuild a life torn apart.
Massi has informed us about the release of an Italian Special Operation Forces for CO v1.00 pack on our Forums. The pack is ACE2 compatible and is featuring 2 different replacement files.
This addon is a retexture of Arma2 OA Delta Force , German and Czeck SF units, meant to rapresent Italian Special Operation Forces in all the different camouflages actually used by Italian SOF, as following:
- Ranger(vegetata): for temperate and woodland environment. - Ranger(desert): for desert and arid environment. - SF(heavy multicam): for both desert, temperate and woodland environments, in heavy gear. - GOI (light multicam): they're Navy special forces,same as SF but for gameplay reasons they're rapresented in lightweight gear. - SF\Ranger(Winter): for snow covered and artic environment. - Ghillie snipers and Spotter : desert and woodland, you'll find them under Rangers Vegetata and Desert categories . - Support\Other Units : Officers, Guards and Off Duty soldiers in all camos, plus crews and pilot. I used what I found on web as reference sources.
kju has informed us about the release of the fourth A&S ProMode pack release adding many fixes and new features.
A major update with many fixes and several new features in. The release frequency is planned to be way shorter again in the future.
# Added: ability of choppers to lift and transport vehicles and statics weapon. # Added: ability for Ammo Bearer class to rearm friendly infantry twice per life. # Added: parameter to disable manual fire. # Added: parameter to disable auto hover. # Added: ability to configure number of AI groups and units per group side specific. # Added: parameter to configure the AI communication (UPSMON - radio use). # Added: actual date of play to the outro dialog. # Added: Show timeLeft in the server lobby for the mission.
# Changed: more vehicles to the existing missions. # Changed: Show spawn menu automatically to JIP players. # Changed: Improved engineer's vehicle tire replacement feature. # Changed: Reduce HE rocket count of Assault to one in tiny missions. # Changed: Give units rifle/hand and smoke grenades again at mission start. # Changed: Give East Saboteur an AKS-74 Kobra as main weapon. # Changed: Improve empty/canMove vehicle respawn handling. # Changed: Move weapon pictures in the respawn dialog to free space for fire team options. # Changed: Add OA style info text at mission start. # Changed: Log mission name and game date to rpt. # Changed: Use Tags for GV, defines and marker names.
# Fixed: oPD causes server to crash when player leave the server after mission end. # Fixed: Zone size in tiny and large missions faulty. # Fixed: In TINY missions grenadiers have 8 rifle grenades instead of 2. # Fixed: Rifle grenade count is buggy. # Fixed: HALO currently not functional. # Fixed: Revived unit is spawning in the air (when killed in the air before). # Fixed: Air units get killed by flying over protected zones. # Fixed: Custom scoring for healing units is broken. # Fixed: There is no spawn shield for (server side) AI. # Fixed: Mission length is also shown in the outro for non early win.
The optional AI mode can be used for enjoyment while waiting for the server to fill or as training. See the details in the features section of the wiki.
Wolfrug has released an updated RUG High Dispersion Addon v.1.4 Beta on the BI Forums.
Description: This addon creates an exact copy of every default hand-held weapon in vanilla Arma 2, except that their"dispersion" config value has been changed. This means the weapon is considerably less accurate, which leads to longer firefights between the AI (and the player, should s/he choose to use a 'HD' weapon).
The inspiration for this comes from the wonderful HD version of all the JAM weapons from old OFP (featured heavily in for instance the Tonal campaign). The soldiers wielding these weapons might represent untrained militias armed with sub-par weaponry.
Changelog: - fixed a typo for the HD weapon of RUG_HD_Ins_Woodlander3 -> he is now properly armed - removed scope = entries from the unitscfg.h file -> no more units showing up that shouldn't (for instance bugged Men (RACS) man under Guerilla/HD CDF) - very slightly increased the dispersion rating - Tweaked dispersion ratings a bit more - Added all vehicle weapons (although some still have no dispersion, e.g. missiles) - Removed added HD units & factions & groups, replaced with Modules (F7) for Men and Vehicles - (1.13) Readded HD units, but hidden, so as not to clutter the editor - can still be used with createUnit - (1.13) Added script + modules for "permanent HD" and "permanent regular": these will either assure that a unit's weapons are always HD (if available) or always non-HD. More resource hungry than the standard switch script since it is in a constant loop. - (1.14) Added compatibility with OA, and split the addon into an A2 and an OA pack, plus a Core pbo to allow for either pure A2, pure OA or CO. Dedication: I want to dedicate this addon to Planck, who helped me in the early days with not only config work but also worked as a springboard for ideas. Rest in peace
Robalo_AS has released an updated ASR Throwable Satchel v1.1 addon on the BI Forums.
This mod allows a demolition expert (usually engineers and special forces) to convert a regular satchel into a throwable one and back. To convert, you must first select it (cycle weapons until the satchel is selected) then use the scroll menu action. It can then be thrown over a very short range (max 10m) in the way grenades are used. You can use it to blow stuff up when you can't get there and set it manually, or like a last-resort AT weapon, for example to throw demo on top of a tank that's on the other side of the wall, or from a roof. Use your imagination, be creative Once you throw it, quickly get away and cover yourself from the blast. For simplicity, the fuse is very short, preset to burn in 10 seconds and it cannot be adjusted. The explosive properties are unchanged from a regular satchel.
It is heavily recommended that this addon is installed on all machines in a multiplayer game for fairness and stability.
1.1 | 19 AUG 2010 Reduced the maximum range the satchel can be thrown to about 10 meters (was about 25m in v1.0). After the conversion, the throwable is automatically selected and ready to be thrown. Also, after you re-convert a throwable satchel to a standard (placeable) one, the primary weapon is automatically selected.
Legislator has released an updated GLT FLC (FLIR & Countermeasures) v 1.1 addon on the BI-Forums. This addon adds the FLIR system of Operation Arrowhead to some choppers and tanks of ArmA II. You will need Operation Arrowhead to get this working.
I made this because most of the ArmA II vehicles don't use the new FLIR system by default. Additionally I added countermeasures to the UH-1Y and MV-22. Each config file works separelty from each other so you can decide which vehicle will get the FLIR. Please be aware that not every vehicle will get FLIR, like T-72, UH-1D and Mi-24D. If someone wants the new FLIR system on those vehicles (or others) he can use this addon as a pattern for it.
Hint: This addon works clientside only. Server admins will have to take care to allow / not allow this addon on PvP servers. It may be considered cheating because some players might get advantages
Addon-Update: Version 1.1 fixes the issue of the UH-1Y having no Hydras anymore
jackass888 has released a Phalanx and Ak-630 CIWS v 0.3 addon on the BI Forums. Mandobles Mando Missile Arma(MMA) and CBA are needed.
This addon contains Phalanx and Ak-630 CIWS, that shoot down planes, helis and some MMA generated missiles. Place em on the map together with "Mando gun init" gamelogic(required for effects). For a blufor phalanx write in its init line "this setVariable ["mando_gun_side", west]" . Other sides are east,guer,civ.
Thanks to Scars09 for model changes and supershaders! Credists and thanks to Mandoble and other contributors of MMA!