Clayman informed us about the release of his newest SP Mission Operation L.A.M.E. for ArmA2 Combined Operations. Your objective is to locate and destroy an enemy SCUD Launcher and to eliminate one of Col. Aziz' evil twins.There is a wide range of support available, from UAV over Artillery to High Command (later in the mission). Use it to make your mission easier or go the hard way by doing everything on your own.
This was actually meant as a playground for testing some of the DAC features and some other scripts and stuff. But somehow this turned out to be quite fun to play, so I decided to create a small mission around it and release it to the public. Don't expect anything fancy mission-wise, just take it as what it is. ;-)
Here's a small sneak preview showing some of the missions, units and weapons that we'll be featuring in the upcoming release of Invasion 1944. Also we've included a class list with (hopefully) every unit, vehicle, object, weapon and ammo type included in the mod so mission makers can get a head-start on converting any existing missions.
Big Dawg KS has released an BD Tracer Lights v1.0 addon on the BI-Forums. This fairly simple addon adds appropriately colored light sources to tracers to enhance night combat. The color and intensity of the light is determined by the config properties of the ammunition.
Description: This fairly simple addon adds appropriately colored light sources to tracers to enhance night combat. The color and intensity of the light is determined by the config properties of the ammunition. This addon also works with the NVG only tracers on the light machineguns; these tracers emit a very dim light that is barely visible, but can be clearly seen through night vision.
SoldierX-XDF from the Australians at War Mod informed us about WIP screenshots of the Bushmaster IMV release by Sabre on the BI Forums.
WIP Screenshots of the Bushmaster IMV. (Island used in a couple of the screens is Mana Island by mikebart, Animations used in a couple are Modul Anims by Modul)
Nixo has released a Finnish Coastal Jaegers v1.0 addon on the BI Forums.
We have long been waiting for FDF mod And so I have slowly been working on these units to try to ease the wait for the mod. Since I am a swedish talking Finn I wanted to make this addon as a tribute to the only swedish speaking unit in finland : Nylands Brigade. So these represents the Coastal Jeagers of the Finnish defence forces. They can be compared to the USMC. They do almost the same thing. I have tried for many hours make the vest as authentic as possible. My conscription time will start in January 2011. So I have no idea what they look like, so I have only used reference pictures.
To add, Backpack, legbag, pouches, canteen, shovel, equipment, radios, helmet camo net and so on. They wear the old m/91 camo, with a vest that I have only seen in pictures with coastal jaegers, so I have no idea what the name of it is.
Sickboy has informed us about the ACE ongoing development on the ACE site as v1.6 Stable Release is upcoming.
Third edition of small WIP Roundups - containing note worthy changes that do not warrant seperate blog entries. ACE Mod is nearing v1.6 Stable, with Release Candidate 1 coming up this Friday!
Your bug reports are now more important than ever!
These changes are included in the next Ongoing Development update.
* Persistent ACE Settings - auto load, and auto save (with Xeno's tool, otherwise user has to paste settings into settings file) * New ACE Settings database instead of clientside config.hpp #14312 * Realtime ACE Settings changing, incl Keys! * Fuel system; transfer fuel between vehicles, and jerrycans. Incl dummy jerrycan on back weapon #13540 * Ability to load/unload cargo from Air/Ship type next to the earlier Cars * Show cargo actions greyed out when cargo is too heavy, etc. #14448 * Flippable GL sights (Supported by ACEX M4s,M16s,HK416s,G36s) * Script Function for swapping M4 with SCAR #14506 * The extremely hilarious towing script fixed #14505 * Auto-eject when vehicle almost fully under water, damage to vehicle when fully under water etc. #14401 * AN M14 Incendiary Grenade #13850 * Missileguidance speed calculation issues resolved #13733. * M230 FCS fixed #13679 * Six Updater now supports the default Steam OA CO installation of seperate ArmA 2, and OA installations (detection by registry keys) #12004 * Ruckless model replacements, now a userconfig setting. #13544 * Default BIS Rucks re-enabled on default BIS units; New BI functions gave access to needed things for Stamina, etc. #14498 * New weapon Crates o Empty; so you can fill them with what you need and cargo them onto a vehicle o Not sure yet if it's going to make it but we're also working on seperate weaponboxes for launchers, and other heavy weapons; realistic amounts, well cargoable (Cargo) etc.
Mondkalb has released his MBG Nam terrain on the BI Forums. The map is coming with a ZEUS Vietnam Mission Pack featuring 5 Coop missions by Mondkalb and Toadball.
There we go, I finished my Island: MBG NAM
A Landlocked terrain set in Vietnam. Laid out for infantry missions/action.
* 5km x 5km High Detail * Custom Objects * Rice Paddies * Dozens of detailed tracks/paths connecting the villages around the area. * Varying terrain (Hills, Valleys, Rivers, Plains, Swamps) * Independent of all Vietnam-Mods * Over two dozen environmental sounds * A beautiful road that motorcyclists would love * Waterfalls (Just place the "MBG Nam Waterfall Plugin" found under Modules (F7) * Old castle ruins * A small Riddle
Robalo_AS has released an updated ASR AI Rearming beta v0.96 on the BI Forums. This addon enables AI units to equip themselves with weapons and ammo. This is a remake of Victor Farbau's VFAI.Equipment addon which he released as public domain.
Rearming AI Features:
- Take what's needed from about anywhere possible: crates, vehicles, stuff dropped on the ground, dead soldiers and their backpacks. - Also rearming from their own backpack or from another (alive) AI's pack in the group. - Equip with primary weapons, launchers and sidearms, ammo, frag grenades, smoke grenades. - Take rocket launchers if not carrying a rucksack (OA or ACE) or the primary weapon is a sniper rifle, machinegun or automatic rifle. - Grab a little extra ammo when using specialist weapons (sniper, MG, AR) since they won't take a launcher. - Will only take items when there's space for them in the inventory unless the items are important (launcher ammo or medic kits). - Will try and grab all useful items found in a place on a single run. - Do not rearm if any of these conditions is met: option globally disabled / unit is: busy doing something / in a vehicle / captive / hiding / in combat / unconscious - Units rearm even while in combat if they have no weapons to fight with (unless they're commanded to stay put). - Configurable options can also be set at the beginning or during the mission by changing the global variables (turn rearming on/off or allow civilians to rearm etc.) - Some options can also be set in game using the comms menu (0-8).
ACE mod features (auto-enabled when ACE mod is active) - Also grab extra frags and smokeshells found in ACE. - Rearming from own ACE backpacks or other AI's packs in the group. If the ACE Wounding module is active: - Take bandages. Medics will also take Epi and Morphine. - Rearm from unconscious units.
This addon can be installed on clients, servers or both. It will configure only the AI local to the machine where it is installed.
0.96 | 19 OCT 2010 Mags were not properly counted for some weapons (specifically for rifles with GL, when used with ACE or with ASR Grenadier fix addons).
Yet another AI skill mod. But instead of modifying the CfgAISkill class it uses scripting for assigning skills in a more complex way. The same method can be found in Group Link 4 where this was inspired from (thanks SNKMAN!).
Every unit, for every skill defined, has a base minimum skill level to which a small random level is added. The base level and the random value added depend on the unit type. The goal was to make the AI better, more diverse and distinct by type. Some units will be better skilled than others. For example, a leader type unit will usually be better than a regular grunt, a SF unit will have the highest skills, while an armed villager will present the lowest threat.
By default, these skills are set: aimingAccuracy, aimingShake, aimingSpeed, spotDistance, spotTime, courage. Users can configure the other skills and set their own levels by editing a userconfig file. All Arma2, OA, BAF and ACE units are supported by this addon. Depending on how they're configured, units from other mods can also benefit from this.
This addon can be installed on clients, servers or both. It will configure only the AI local to the machine where it is installed.
1.2 | 18 OCT 2010 Tank, heli and plane crews lose some courage when getting out of their damaged vehicle and gain some when they get back in a good one. The addon should no longer auto-add itself to the mission.sqm required addons list.
The Unsung Vietnam War MOD - Armed Assault 2 1st Patch for the Alpha Release has ben released on the ARMANAM site.
Since the initial release of the MOD, we continued working on the MOD to improve it. With the help of the community and our internal testing, we have corrected some of the outstanding issues but not all of them. We will continue working on the MOD and release files as they become available.
We are currently working on the initial island, Lowlands, with the intent on improving its efficiency and the ability to hide within the vegetation.
Files included/updated:
CSJ’s oh6 and uh1slick files. OH-6 and AH-1 helicopter errors have been fixed. The UH-1 helicopters have received some config work as well.
Infantry files (army, east, sf, usmc) have all received updated config files along with minor model work/tweaks to improve efficiency.
Our buildings file received some config work along with improving which icons appear in game and which do not.
Our tracked vehicles (APCs and MBTs) all received config updates along with various model adjustments. This update has more config work than model work. M113s and M163s had a tendency to move too much when slowing down (e.g. tipping over). This has been tweaked to fix the issue. MBTs received all new sounds. Some minor issues have been corrected.
Traps file has been updated to help reduce the chance of early detection by AI.
Weapons file has received a config and sound update. Six new weapons are now included in the Unsung arsenal.
mikebart has released a short preview video of the upcoming final version of his Mana Island NZ on the BI-Forums.
Im just wrapping things up for a final release at the moment so hopefully next week if all goes well Heres a short preview, I discovered camera scripting and thought i'd make a short video, enjoy!
Massi has released his US Navy SEAL and the US SFOD 1 DELTA addons for Combined Operation on the BI-Forums.
Features: US Navy SEAL - All the models HAVE WORKING WOUND TEXTURES . - Units are equipped with M4 , I've tried to balance the gear as best as I could. - Every class (sorted by camos) has a wide variety of roles, and featured groups in the editor. - New "Engineer" ability for the sapper , and all the others can hide bodies. - Featured content rucksacks. - Optional ACE config with ACEX gear available, including ACE "AI talk" module support. - 4 Replacement files that replace standard BI US delta force models with the ones in your preferred camo ( aor1, aor2 , acu or multicam), with WORKING WOUND TEXTURES off course!
Features: US SFOD 1 DELTA - All the models HAVE WORKING WOUND TEXTURES . - Units are equipped with M4 , I've tried to balance the gear as best as I could. - Every class (sorted by camos) has a wide variety of roles, and featured groups in the editor. - New "Engineer" ability for the sapper , and all the others can hide bodies. - Featured content rucksacks. - Optional ACE config with ACEX gear available, including ACE "AI talk" module support. - 3 Replacement files that replace standard BI US delta force models with the ones in your preferred camo ( desert , acu or temperate), with WORKING WOUND TEXTURES off course!
Pac. from Invasion 1944 Mod has informed us about the release of 2 YouTube videos featuring missions from the upcoming Mod.
Here's some videos of our latest progress with Invasion 1944 showing off some of the new animations, weapons, units and missions that will be included in the upcoming public release!
Bohemia Interactive is pleased to announce a new official expansion of its military simulator titles Arma 2. A new add-on/DLC introducing the Private Military Company and it´s exotic equipment and placed in the story oriented storyline focused on new characters, is scheduled for release exclusively for PC on 24th November 2010.
Private Military Company requires Arma 2: Operation Arrowhead or Arma 2: Combined Operations.
Read more:
One year after British and coalition armed forces successfully quelled the insurgent uprising in Takistan, the NATO Green Sea deployment is in the process of a strategic drawdown of its combat troops in the region. Private military contractors shoulder the burden of the increased workload, with competition rising between the multinational organisations for lucrative security contracts. Private Military Company, ION, Inc. (formerly Black Element), successfully bid for a contract - codenamed Black Gauntlet - to provide security for a UN investigation team as they seek to piece together information regarding Takistan's abandoned nuclear weapons programme…
Arma 2: PMC, a new addon for Arma 2: Operation Arrowhead, will feature:
* New playable faction - Private Military Company * Original singleplayer campaign with strong storyline unfolding across more than ten missions * Fully implemented 2 player co-op mode * New map featuring abandoned wasteland style military weapons test range environment, built upon brand new models and textures * Unique new character models * Exotic new weapons (AA-12, fully modelled XM8 variants) * Detailed new vehicles (Ka-60 'Kasatka', Armed Helicopter UAV, Armoured SUV) * Numerous new engine updgrades, including full Shotgun Ballistics Modelling and in-game Video Playback
Facility OKB-754 was the central hub of Takistan's nuclear weapons programme, which reached it's zennith in late 1999 with the detonation of a 5-10 kton device, before being forcibly abandoned due to sanctions from the international community. The test site was devastated by an underground detonation, which exceeded the expected yield and breached the surface of the ground, distributing a small quantity of radiation around the immediate area; forcing any local activity out of the region. Operation Black Gauntlet follows a new recruit hired by ION, Inc., the PMC group tasked with providing security for a UN investigation team persuing information pertaining to Takistan's abandoned nuclear weapons programme, as he executes a conflicted contract - spanning the breadth of the volatile nation - from inception to termination.
Set in the visually attractive environment of rugged Central Asia, Arma 2: Private Military Company will add even more depth to the already extensive size of the most realistic combat simulation experience available. Unprecedented freedom of movement, action and tactics - together with hundreds of models and epic sandbox-style maps - creates the most authentic military simulation game: war without the training wheels.
Arma 2: Operation Arrowhead, reinforced by the British Armed Forces, is available now! Check out the project´s homepage www.arma2.com and learn more about Arma 2: Combined Operations; a unique collection of the original Arma 2 and the massive standalone expansion pack, Arma 2: Operation Arrowhead.
Arma 2: Private Military Company will be deployed exclusively for PC on 24th November 2010. It will be available for GBP 7.99/EUR 8.99/USD 9.99
Read RPS' interview with BIS developers here. News submitted by Morbo513.