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  Group Link III v1.3 by SNKMAN released Addon release    
SNKMAN has released an updated -v1.31- version of his Group Link III addon on the BI Forums.

Group Link 3 is a A.I. enhancement AddOn/Mod with different effect features.
The original Group Link script was written by Toadlife this is a heavily modified version
of his script and was tweaked and enhanced particular by KeyCat in OFP times.
Since ArmA i rewrote the complete Group Link 2 to .sqf and optimized many parts with high CPU/Engine load, into functions, all events which are called by the Event Handlers are also rewritten to functions to save CPU/Engine load.

The main/original function of Group Link 3 is to enhance the enemy A.I. that they may will call in reinforcement if they are overmatched by the enemy/target ( Player ).
Group Link 3 is a dynamically A.I. enhancement system, which means, that many values are random and the chance, that the same mission will proceeds/end the same way like it did the last time it was played is very low.

Group Link III v1.3 changes

Example and Feature Missions:In the folder “Example_Missions” you can find 3 totally new Example Missions, showing some of the new features and a new overworked Group Link 3 Core Example mission.

Enhancement and New Features:
- Destruction Detection: This feature let enemy A.I. detect, the destruction and/or explosion of several objects ( Car, Helicopter, Tank, Ship )If enemy A.I. detects a explosion, then they may will walk ( if not in a vehicle ) to the position, where the explosion came from and check the erea for a specific amount of time.Units/Groups in vehicles which discoverd the explosion will drive to the position of the explosion unmount the vehicle check the area for a specific amount of time, remount the vehicle and move their way on to the next waypoint. ( If any ) Many thanks to Legislator, who requested this feature.
- Helicopter Insertion/Extraction:
Helicopters which was already called in as reinforcement and where the crew already is unmounted/ejected will try to get other reinforcement groups faster to the conflict point, by Insertion and Extraction. The Helicopters will fly to groups which do not have a vehicle and which are far away from the conflict point, to pick them up and transport them to the conflict point.
Requested by Lightman, becouse Helicopters did always stand still in the air, after reaching the conflict point. Idea enhanced by =\SNKMAN/=
- Enhanced Markers: Artillery: Added a artillery marker, which can be used to show the artillery vehicle position at the map.
Note: You need to add the Artillery vehicle class name ( “D30”,”M119” ) to the marker list array to enable this feature.
Example: GL3_Public set [23, ["D30"]];
Garrison:Added a Garrison marker, to the Enhanced marker script, to show which units/groups do garrison buildings.
- Suppressed Fire: Enemy ( A.I. ) units/groups, which are under suppressed fire now also do lay down suppressed fire target/player group.
- Take Cover:Made some very very big improvements with the Take Cover script.
Now looks like everything works like it should.
If the group, which is trying to take cover got more then 1 unit, then one unit of the group will stay at his position to give fire cover, while the rest of the group is trying to get to the cover positions.
- House Search: Rrewrote of the House Search feature to cover all avalible buildings in a specific range to the House Searcher.
- Take Captive/Surrender:Reactivation of the Take Captive/Surrender Feature.
Also greatly improvemed and enhanced the Take Captive/Surrender system.
- Human A.I.:
Human A.I. General: The Human A.I. now is split up into 3 part’s.
1. Human A.I. Idle: Static Groups now will randomly sit down, talk to other units of their own group and/or go patroling for some time.
At night thouse groups also will make a fireplace, and sit around it.
Note: A fireplace only will be created by the group, if they are not in close range to a village or town.
2. Human A.I. Garrison: Units/Groups nearby a building and without moving waypoints may will garrison buildings nearby their position for cover.
3. Human A.I. Static Weapon Mount: Units/Groups nearby a empty static weapon
( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle )
Since GL3 v.1.3 the Human A.I. features will be called by the Human A.I. core caller script, which do allow to add units/groups to the Human A.I. feature which first had a waypoint but after some time reached the unmount or stop waypoint.
Note:
Human A.I. Garrison and Human A.I.Idle is only used by units/groups which do not move.
- Garrison: Enemy A.I. units/Groups nearby a empty building and without moving waypoints may will garrison buildings nearby their position for cover.
- Static Weapon Moun:
Enemy A.I. units/Groups nearby a empty static weapon ( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle )
Note: If the static weapon ( vehicle ) is a artillery vehicle, then this vehicle will be added to the GL3 Artillery array and gives enemy A.I. more artillery support.
- Multiple Sides: GL3 do now support multiple Enemy and Friendly sides.
This means missions with EAST vs RESISTANCE and WEST or WEST vs RESISTANCE and EAST are not a problem any longer.
- Spawn Units/Groups: GL3 do now can spawn units/groups.
A example mission in where to see, how to use the spawn feature can be found in
the “Example_Missions” folder.
Note: This feature is beta stage and need to be enhanced and improved in some parts.
Requested by: warpuppy

Added:
- Global Variables, to switch the GL3 FX Effects on and off ( True/False )
- Global Variables, to switch distance of the GL3 FX Effects.
This meanes that the GL3 FX ( Explosion FX, Fire FX, Dustwave ) are only used ( Triggered ) when a player is inside this range.
To prevent CPU use due Effects, the player/s can’t see, becouse he/they are too far away from the object which use the FX.
- Global Variables, to change the reinforcement call cycle time. Requested by deslok

Tweaked:
- Church Chor volume -20 db.
- Grenade Impact volume: - 20 db.
- Spark Sound volume: -20 db.
- Increase of the Weather Change and interval time.
Weather Interval: From: 300/600 To: 900/1200
Weather Change Time: From 124/124 To 300/600

-Added a rotate effect to explosion debris.
-Added the Public Variable Event Handlers to scripts with a huge “waitUntil” cycle.

-Helicopter Unmount:
Now helicopters will land ( While Unmounting ) more far away from the conflict point, bevore they sometimes did land directly in very close range to the target group.

-Group Link 3 Core Script:
Added a variable, which controles the speed of how fast the selection of the nearest reinforcements group will take. In very big missions with 50 – 80 groups, it may sometimes could happend that Group Link had needed 10 – 20 sec. till it had identified the nearest possible reinforcement group.
In missions with over 30 groups, this variable now will increase the speed of how fast the reinforcement groups are checked and selected.

Syntax:
Enhanced the Human A.I. syntax.
Replaced the left “execVM” with call comiple.
Enhanced and optimized the Marker script.
Rewrote of the Human A.I. Idle feature syntax.
Rewrote of the Church Chor syntax.

Bug Fix:
Fixed a bug in the Rearm and Body Remove script.
Fixed a bug in the Remount Cycle. ( After an alert was cancelled )
Fixed a bug in the player inizialize. ( May this had caused some problems in bigger missions )
Fixed the E.E.H. ( Extendet Event Handlers ) config bug, which had resized the fonts/letters in ArmA and the editor.

Reworked and Overworked Features:
Fixed, Tweaked and overworked 60% of the GL3 features.
Dead Body Detect.
Take Cover.
Unmount.
Remount.
Group Link 3 Core.
Rewrote of the GL3 vehicle array system:
Now every vehicle of the base class: Car, Air, Tank and Ship are supported by GL3.




  January 27th, 2009 - 17:40 By Old Bear   Comment (0)  

  New videos from incoming FFN MOD 0.82 Videos    
TonyRanger from the FFN Mod has informed us about the release of 2 YouTube videos featuring new AI behaviour in open ground and CQB from the upcoming v0.82, new Mod version.

New AI in close combat




FFN MOD 0.82 have fixed some bugs,and added some new stuffs such as combat voice.It's even contain a litte campagin

the new combat AI have made a totally difference.
<1> AI will keep advancing from cover to cover toward waypoint as quick as possible,so we won't need to worry they break our waypoinr put in mission editor.
<2> AI will keep a "cover formation" when they seek cover,it's a "line" formation with 20M distance between each squad memeber in open ground and 10M distance in close combat.
<3> AI squad have 3 teams in "cover formation",1 fire team and 2 assault teams.squad leader will assign the second and third squad memeber and himself to fire team,the rest of squad to assault team 1 and assault team 2
<4>.fire team will stay foucs on waypoint and cover assault team when them advance.assault team will stay in cover while fire team moving,these teams cover each other in combat.when fire team suppressing enemy,both assault team might try to flank enemy.
<5>.AI automaticly enter nearby building of his "cover formation" position,AI act faster in close combat,which means they'll swich from cover to cover faster at that time.


News submitted by TonyRanger.



  January 27th, 2009 - 15:13 By Old Bear   Comments (2)  

  RACS 45th Infantry Air Assault Regiment WIP Screenshots    
NJ91 has posted an WIP update of his work on the RACS 45th Infantry Air Assault Regiment on our Forums

Here is some new pics of the updated desert version of the 45th units, i changed the camo so they fit better in the South Sahrani enviroment. They wear a more DryLand a like camo.

If you want them to have a more desert looking camo please tell me here.




  January 26th, 2009 - 17:51 By Deadeye   Comment (1)  

  Tavor(Tar-21) and Imperial Japanese Army Pack released Addon release    
waterhiro has sent us his latest weapons, the Israeli Tavor Rifle (Tar-21) and the Imperial Japanese Army Pack. Both addons are not fully tested + the Japanese Army pack does also include the M9 sub-machinegun (beside the WW2 weapons/units).

Edit 27_01_09 : Waterhiro has updated his TAR-21 today and send a new "last" version. Downloadable now !

I received many Photos of Tar-21 from Ivan Sark
So I remake a My Tar-21 for Ivan Sark :-)


News submitted by waterhiro.







  January 26th, 2009 - 14:41 By Deadeye   Comments (4)  

  Soft shelters 2 by eddyD Addon release    
EddyD has released a Soft shelters 2, aircraft soft shelters addon, by eddyD and Deanosbeano on the BI Forums.

Hey all
I have make a soft shelters pack with animation doors and open shelters
4 skins: desert,racs,snow and woodland...
have fun
eddyD
p.s. remove the old soft shelter and place with this pack





  January 26th, 2009 - 03:11 By Old Bear   Comment (0)  

  Black Death video Videos    
NEO from MOR clan has released his second video for ArmA on his clan website.

So I finished my second video for ArmA. Video is 14 minutes and 36 seconds long and size of the video is 387 MB.
Please write comments, I will make next video and I want know your opinions.




  January 25th, 2009 - 22:30 By Cervo   Comments (16)  

  Vilas - WIP Screenshots    
The hardworking addonmaker Vilas informed us our forums that he has posted two new screenshots of his latest work.

SLA 85 and SLA 99 ;] and vehicles from P85, KRAZ and surprise



  January 24th, 2009 - 20:03 By Marko112   Comments (10)  

  Desert mercenaries pack 0.9 by Schnapdrosel Addon release    
Schnapsdrossel has released his Desert mercenaries pack 0.9 on the BI Forums. He has also released a mercenary faces pack and desert mercenaries replacements.

... Until then, you can download the desert mercs with the old and ugly BIS west’s here:

I recommend to use my updated mercenary face pack with this addon (24 faces in total):
download mercenary faces pack

And here's the replacement for the QG mercs (there are 2 versions with the 2 different snipers to choose from)and the west and independent soldiers ...









  January 24th, 2009 - 16:09 By Old Bear   Comments (4)  

  F-4E Phantom II - 'Wild Weasel' released Addon release    
Southy has released as an addon, a McDonnell Douglas F-4E Phantom II by Footmunch, converted to Arma featuring a F-4E Phantom II - 'Wild Weasel' on the BI Forums.

addon includes:
- special FX scripts by Lethal/Gnat (modified by me)
- after burner sound (known issue cuts out after 8 secs)
- sonic boom sound > 850 speed
- normal/spec maps
- Camo texture and Grey Texture thanks to eddyD
- animated canopy (glass only hoping to fix in next version)
- multi weapon load outs
- Cluster bomb script care of Franze
- modified flight model
- (modified and fixed sounds by ANZACSAS Steve)
- XEH (extended event handlers compatable)
- Tested and flown in ACE Mod
- F-4E features fully operational gunners position with aiming optics.
- adjusted HUD brightness, should be visable against light backgrounds
- exhaust smoke






  January 24th, 2009 - 12:17 By Old Bear   Comments (4)  

  Project RACS Mirage III and CH-47 updated Screenshots    
wld427 from the Project RACS has informed the community about the release of updated Project RACS Mirage III and CH-47 addons on the BI Forums.

Updated Mirage III to include XEH compatability, new flares system, Added Anti tank Version
Updated CH-47. All RPT errors fixed, XEH compatable, and new rotors based on BIS blackhawk








  January 24th, 2009 - 10:11 By Old Bear   Comment (0)  

  BWMod v0.4 released Addon release    
TeRpEnTiN from the BW Mod has released a v0.4 of the BWMod on the BI Forums

Hey everyone.

After a lot of work we've finished yet another load of addons, this time it's the Wiesel MK20 as well as the UH-1D (transport and SAR variant). Helifreak's Wiesel MK20 should be a nice addition to the Wiesel 2 Ozelot and OPK's UH1D should provide the necessary transport means for our troops which had to move on foot until now.
Also there've been quite a few bugfixes, and the BWMod_UI.pbo is now optional. If you don't like it, just trash it. :)
We'd like to thank Sgt.Ace (Project '85) for adding working instruments to the UH1D and especially RockofSL for allowing us to use his Dynamic Rotor System and helping me implementing it into the UH-1D.





  January 23rd, 2009 - 19:05 By Old Bear   Comments (4)  

  HWM AH-64A WIP videos Videos    
Sparky from the Hellenic Warfare Mod has informed us about their latest WIP on the upcoming HWM AH-64A addon.

HWM AH-64 Damage Destruction System
HWM AH-64A Damage System.

before watching the following video, it would be good to read the following general lines about our enhanced damage/destruction system, that you can't probably see on this video.

1)damage/warnings.
we have build the system based on the hit points. Generally every hit above an amount at a specific AH-64A component triggers an effect (sometimes not), a warning indication on panel, and a beep sound.
Based on the available hit points we have the following.

1)critical engine hits, produce randomly (left, right, none) smoke from the engine, and the appropriate beep and warning.

2)tail rotor damage has some levels. For the 1st level some damage not critical but significant MAY cause the tail rotor to spin in wrong axis. critical damage destroys tail rotor and produces smoke as well. Again beep sound and warning light is present for every damage level.

3)main rotor critical damage can makes it spin in wrong axis and produces smoke. Again, warning lights both in CPG and Pilots panels appears with a beep sound.

So far we have implement these, there are few ideas left but we see if we have the time to implement them as well.

HWM AH-64A Destruction System.
1)destruction is quite fancy. This time our goal is to convert the model itself to a wreck. that's why we have changed the destruction texture to something more good looking that the standard bis. Also the model takes a wreck position when it crashes.
Now some random thing can happen, like the main rotor, some of you may have noticed that in the fotos the wreck has only 2 blades instead of 4. that's why cause when it crashes randomly 2 are animated leaving only the rest 2, which one is random.



HWM Weapons Firing/TADS/FLIR
The next video is demonstrating AH-64A weaponry enhancements.

As we have already written in the 1st post, ANZACSAS Steve is our Sound Enginner from now on. So in this video you can enjoy his sound work, he's also responsible for so excellent config tweaks related to weapons.

The person that we haven't mention until now, is the man responsible behind our TADS/FLIR system. This man is Dr Eyeball, he is making an awesome job!
Also keep note that the version of TADS/FLIR presented in the video is the 0.5 internal, we've already have the 0.6 version, but we didn't catch up in order to put it there. You can take a test though.

Let's burn......




Source : Sparky
  January 22nd, 2009 - 11:42 By Old Bear   Comments (5)  

  Gaz66 truck WIP Screenshots    
ArtBandr is working on the Gaz66 truck and released some new WIP screenshots in our Forums



  January 21st, 2009 - 11:01 By Deadeye   Comments (4)  

  Task Force Helmand Modification is born Screenshots    
A new mod has been born, the Task Force Helmand Modification a british themed ArmA Mod is aiming to a create realistic representation of the British presence in Helmand as is possible within Armed Assault. Chris_TFH has given us some more information and screenshots about the mod, which you can read on our Forums.

Who are we?
We are a group of Armed Assault players, modellers, 2D artists and advisors with military experience who all share an interest in particular with the British campaign in Helmand Province, Afghanistan. Our team has ages ranging from 19 through to 26 and we are able to base our addons on first hand knowledge and use of virtually all of the kit.

What is our aim?
Our aim is to add into the game as much of a representation of the British presence in Helmand as is possible within Armed Assault. This includes troops, weapons, equipment, vehicles and structures. We also want to build accurate islands modelled on areas of Helmand Province, hopefully being able to recreate some key locations within the campaign.

Mastiff WIP shots (below)
Mastiff is in use in Afghanistan as a Protected PatroL Vehicle. It is a heavily armoured, 6 x 6 wheel-drive patrol vehicle with the capacity to hold six soldiers plus two crew. It's primary use is for protecting troops on road patrols and within convoys, though it is also used by Royal Logistics Corps Ammo Techs in the bomb disposal role.




  January 21st, 2009 - 10:47 By Deadeye   Comment (0)  

  Walther Wa2000 by waterhiro Addon release    
waterhiro who recently showed us some impressive videos of his WW2 japanese rifles has informed us about the release of his Walther WA2000 sniper rifle on his blogsite.

This addon is not fully tested for multiplayer.

News submitted by waterhiro.




  January 21st, 2009 - 10:38 By Deadeye   Comments (3)  

  RACS 45th Infantry Air Assault Regiment released Addon release    
NJ91 has released his first addon, the RACS 45th Infantry Air Assault Regiment on our Forums.

Hello!
I have finally accomplished to create a WORKING addon

This addon contains units from RACS 45th Infantry Air Assault Regiment. They come in Woodland and Desert camo.
Note that this is only BETA!!!!! I have already improved them a bit. So please do not complain if it looks NOOOOOBISh





  January 21st, 2009 - 10:34 By Deadeye   Comments (2)  

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