Myke informed the community that he ported the GLT signs addon from ArmA to ArmA 2!
Since i think there were quite a few people using the GLT signs addon back in ArmA 1, i guess it's not the badest idea to rework them and port them over to ArmA 2.
What is it? Each of these objects has at least one surface (Dangersign has two) which allows texture changings directly in the Missioneditor. Use setObjectTexture to apply custom poster and roadsigns.
Credits: Models and original textures are taken from ArmA 1, therefor credits to BIS.
Changes: Reworked normal and specular map. Completely redone .rvmat files. Some minor tweakings.
Known errors: None until now. ArmA2.rpt shows no error at all.
In the folder "tex_templates" you'll find a template picture for each type of sign which makes it easier for you to create your own picture which will fit perfectly.One note: the template for the sample_narrow.png has size 512x456. After editing you have to scale it to 512x512 (or a similar resolution like 1024x1024, you get the point). At this point the pic may look stretched but it will fit afterwards ingame.
Blondak has informed us about the release of his Qinetix's Mitsubishi Lancer Evolution IX addon on the BI Forums.
Hi guys, so my Mitsubishi Lancer Evolution IX is out! I'm releasing this addon including six color versions of my favorite car. The addon contains any bugs what I know but I will welcome every reports. Max. speed of the vehicle is 200 km/h and that's why I thank Dead3yez, because I used his script "Car handling improvements". I didn't use all his scripts. I only added his acceleration script to my addon for top speed 200 km/h.
SopmodJack has informed us about the released of a Powerful sniper rifles for Arma2 addon.
Here`s something to have some FUN with , These are powerful sniper rifles with modified cartidges and scopes(maybe someone can add better scopes with better reticles than these;)).Thanks to Nyoutoub who ported them to Arma2.Enjoy!
VanhA has released a Saving corporal Sosabowski's granny Coop 8 mission on the BI Forums. Story/background: Your team is celebrating christmas with a beach party when one of you suddenly realizes that Sosabowski's grandmother lives near here in Bled. What a great idea to sober up a bit and go for a traditional christmas dinner? Don't be afraid there's somthing wrong with your GPU!! Remember that the team is drunk, haha... You'll see what I mean. Follow the first task to sober up..
Detailed scenario description/objectives: - Task 1: Get some coffee to sober up - Task 2: Go for a christmas meal at granny - Task 3: TBC
*2 versions "GROUP" & "REVIVE AI disabled" *Both have slightly different enemy layout *Option to choose reinforcements for enemy "None", "Light" & "Heavy" *Requires island Panthera 2.31 *2 different endings depending if cpl Sosabowski makes it alive
tpM informed us that the A.C.E. Mod is coming to ArmA 2! Public Beta release is planned for the week of 7 December!
A.C.E. Mod for ArmA 2, Official Announcement! It has been nearly 1 year, since the A.C.E. Advanced Combat Environment Mod, for ArmA 1, was released.
Since that release, we have been constantly working on our Mod, to improve it, expand it, and fix the things we could. In the meantime, ArmA 2 has been released for about 6 months, and our attention has been on the mod for ArmA 2, for at least that long.
Today we would like to announce our plans for a Public Release. As with ACE1, we have decided to start with a Public Beta Release, planned for the week of 7 December. We intend to keep updating our Mod on a daily basis in this Public Beta stage.
We do this to get as much feedback and bug reports as possible, as soon as possible, and provide everyone the latest code to test.
Then before the end of the year, we hope to deliver a few promised, finalized features, and fix immediate issues that are found.
Bushlurker has released a Panthera Domination 1.17 West MP Mission on the BI Forums.
It's just a basic port of Xeno's most recent version for Everon...
18 Main targets - no sidemissions (maybe later) - everything else left default for people to tweak as they wish...
This probably won't be the last port I'll do - Sbrodj is next on the list, and I'll hopefully have one ready for the Beta release of IceBreakrs Isla Duala (soon).. I may also add basic East AI versions at some point... (I'm supposed to be working on my island )
OK - same disclaimer as last time...
This mission is entirely the work of the Extraordinary Xeno - I merely changed a few numbers
Issues - None that I know of (so far)... Panthera has some tight corners, but on initial playtesting everything seemed to be working fine, and I didn't see any radiomasts spawned in rivers or anything... Had to improvise the base slightly, but the usual stuff is mostly roughly in the usual places...
spirit has released a Six Little Green bag Island on the BI Forums.
The island has mostly dirt-roads, some militairy area's, some villages. All of the island is on the edge of old stuff and the step to modernisation. You can see modern world and the old in it, conflicting in many ways. Atleast that is the idea.
The small road network gives nice mountain drives.
So far the following has been build:
* 1 Swamps, water area's with plants, scary terrain :P 2 A couple of villages. 3 Militairy base. 4 Woodcutters area. 5 a ruined castle of decent proportion to serve use for gaming. 6 farm area's (pumpkins to be precise) 7 Burned down/collapsed militairy training base. Its now a construction yard to tear it down. 8 Carrier on south west placed
The terrain is 5.1 x 5.1 km and its having heights going from -280 meter into sea to about 285 meter hill tops. Having many terraces and round shaped mountains, this gives very nice effect for both game and eye candy. The most interesting part of this map (i think) is the terrain itself.
I44_John of the Invasion 1944 mod has sent us the first pictures of the port of their ArmA1 project Invasion 1944: D-Day to ArmA2. He added the following:
This port will be the first release for ArmA2, containing mainly reworked versions of the contents of the ArmA1 project, as well as revised scripting and added features. This will give people something to play with while we continue working on Wacht am Rhein, including the replacement of items from previous projects that look dated. Quite a lot of questions and comments about porting D-Day to ArmA2 were posted on the community websites, so we hope that everyone will appreciate the approach we've chosen.
The latest addition to our website is called "Tw@ts", our very own ironically named rip-off of Twitter, in which we post about features with a maximum of 250 characters. We will post one feature (can be a totally new, or revised feature) every week. So be sure to checkout our website regularly!
All screenshots in this newspost were made by Ingram, who is from now on our official "Combat Photographer".
BergHoff has released his African foliage for ArmA II beta 1.00 addon on the BI Forums.
This addon contains 34 usable models that can be used too create a vast desert or savanna. In the future there might be some additions to create a jungle but first I will improve some current models first.
The addon was previously released for ArmA in a un-finished state but now I have ported it over to ArmA II and completed all models that were in prior releases.
There are some small things todo but the largest part is finished now.
I want to thank Icebreakr for testing the foliage on his nice Isla Duala.
The 2008 awards were a great success and we received some very positive feedback from members of our community that assured us you demand a return of the community awards, and here they are!
We're pleased to announce the launch of the 2009 Community Awards, there will be a number of prizes to announce at a later date and we've added one new category, we're ready for you to submit your nominations as to who the finalists should be now!
Nominations: December 1st 2009 12:00PM CET - December 31st 2009 12:00PM CET Final voting: January 1st 2010 12:00PM CET - January 31st 2010 12:00PM CET
tpM has informed us about the release a new YouTube ACE2 video showing "a couple of features".
AH6, MH6 Littlebirds :)
Tailrotor: Spinning blades from helicopters are as deadly as they are in reality. Depending on the physical orientation of a tailrotor, it will kill you when you run into it, while boarding a helicopter. This makes proper boarding procedures and boarding safety necessary.
SMAW Spotting Rifle: The SMAW system includes a rifle round calibrated to have the same ballistic properties as the main weapon. Use this to get the proper settings for your target before firing the rocket.
M4 SOCOM variants and a suppressed Mk 12 SPR.
Grenade Throw Modes: Allows you to select between 5 modes of throwing a grenade: Normal throw - default speed and direction. Slow throw - very useful if the enemy is just behind this 1.8 m wall or behind a corner. Normal roll - grenade goes low and parallel to the ground, fast enough to bounce ('roll') 10 or so meters. Slow roll - slow roll. Precise throw - grenade flies directly where you're pointing at (and not ~30 degrees higher as in default amplitude throw). Allows you to throw grenades into windows etc with high precision (after some practice). Double check what mode you're in before throwing.
Legislator has informed us about the release of a GLT Campaign - The Chernarussian Defense War - Part 1 - Invasion, a pack of Coop Missions, on the BI Forums.
The Chernarussian Defense War is a fictional continuation of the Chernarus conflict (Harvest Red) and brings the player to a new phase of the caucasian conflict. The history is based on this storyline (sorry for not translating it). A short version will follow (especially in the youtube videos).
Everything began in the "Red october" with the declaration of independence of South Zagoria and the separation from the Republic of Chernarus. Medwedjew set an ultimatum to the US troops to leave the country. President Obama ignored the ultimatum and ensured the republic military aid and full sovereignty. Shortly after the 58th russian army, veterans of the Georgia-war and the Chechnya-war, invaded Chernarus and took over half of the country within days.
The troops of the CDF and the USMC were too spread and had to retreat to the south at the coast line. The USS Khe Sanh was sent back to Chernarus to support the troops. In the meantime a lot of uS troops consisting of the 7th sky corps were taken from Iraq, Afghanistan and the United Kingdom of Sahrani to assist the 27th MEU in Chernarus. The situation was never worse before.
On November 1st a new wave of violence shattered the country leading to the Chernarussian Defense War. The russians resupplied the remaining ChDkz troops with new weapons and vehicles, NAPA resistance camps suddenly appeared throughout the country, thousands of refugees left the country fleeing to Takistan and Georgia. Russia lead the war more aggressive than ever before and destroyed whole towns with artillery fire.
But even the western coalition had some dark secrets which will be shown part for part during the conflict. Who will win this war? The Republic of Chernarus with the help of the US or Russia?
The GLT Dynamic AI is a module addon for ArmA II where you can set up variables and variable-arrays to execute different functions.
Feature-Overview:
* AI groups support each other in combat situations * AI calls for air support * AI reacts to shoots of non-silenced weapons * Defining of dynamic and static AI groups * Support of over 100 AI groups * Debug markers for every Dynamic AI group * Works with all factions and all units * Defineing of blacklist areas where no shoot detection occurs * Activation and Deactivation of the module during the mission * Adding of new AI groups into the GLT Dynamic AI during the mission
The GLT Framework is a module addon for ArmA II which you can use to set up variables and variables-arrays to trigger different functions.
Feature-Overview: 1. Debugging Function * Showing of Debug-Messages * Showing of Debug-Markers * Showing of Debug-Dialogs * Teleporting via mapclick
2. Briefing Functions * Easy briefing and briefing task setup * Easy adding of new briefing tasks during the mission
3. Miscellanea * Different types of text showing * Markers for units * First Aid Kit * Dialog to setup viewdistance and terrain grid (gras layer) * Question Dialog * Keypad-Dialog (Presentation of a working number block)
4. Respawn- und Revive Functions * Respawn Dialog with up to 6 choosable respawn points * Respawn Dialog with customizable respawn music * Revive Script with the option to choose if units can be revived who are killed in action or not * Mobile Respawn Point who can stowed by multiple units * Customizable respawns for AI groups * Recruitable infantery
5. Unit spawning * Functions to spawn AI groups * Side, size and faction of the groups can be set up
Every function is optional! There is no duty to use certain functions. The majority of the functions is disabled by default to ensure maximum compatibility to other addons.
The GLT Framework must be placed inside a mission so the functions can work. The mission.sqm will get an addon-entry. Already created missions will not be affected by the GLT Framework.