Sickboy has informed us about the ACE ongoing development on the ACE site.
Another ACE WIP Roundup, for your pleasure! Enjoy!
These changes are included in the next Ongoing Development update.
* Buddy healing - #8849 * Hummers (/cars) don't blow up in water anymore - #14401 * Tow vehicles (out of the water etc) - #10839 * Longbow Hellfire target designation possible with Gunner Helmet view, added crosshair - #14337 * RHS BTR-70 added #13611 * M4's with Burst added - #14305 * Roundcount now supports Icons that represent status, rather than text-only #14307 * Rotor effects now available in SP - #14198 * Added Civilian Weaponboxes , incl weaponbox fixes for OA Standalone - #14368 * Artillery dispersion - #14386 * A Surprise
STALKERGB has released an updated British 3 Rifle Infantry MTP v1.3 addon on the BI Forums.
Basically contains all the infantry you will need (hopefully). All units are using the new MTP the Brits employ although there is a very small amount of DPM on peripheral objects on the infantry.
This is completely compatible with ALL OA's new features. So any site that has an OA release section can put these under there.
V1.3
-Completely rebuilt/weighted upper body on ALL units. -Consolidated textures so overall size of the addon is smaller. -Added Crewman class. -Added the L129A1 sharpshooter rifle (placeholder). Not very accurate to real life version but will do for now. -Added Groups to config. Can be found under BLUFOR/UK ARMED FORCES/INFANTRY (STKR). -Resized Mk 7 Helmet slightly. -Replaced helmet strap to be more accurate. -Replaced nearly all DPM with newer MTP pattern. DPM only found on smaller peripheral objects.
Binkowski has released an updated US Infantry - 2005 v1.1 addon on the Bi Forums. They are US Infantry from late 2004 through 2005 when the US Army was issuing ACU and going through it's "Modernization" period, which led to many mis-matched units running around. Plus, the mixed camo just looks cool. These guys were originally made by CameronMcDonald for ArmA1, under the same name. I've made some model and texture changes to them, and are releasing them for ArmA2 before I leave. Sadly, I will be gone through the release of Arrowhead (maybe it's a good thing really...). So, I guess you could just drop the PBO in Arrowhead and tell me what happens via PM. I'll probably send the source files to someone if they are willing to modify the config while I'm gone. Just send me a PM if interested.
I left out the combat patch and unit patch. Too many people whined about not having the one they wanted, however the clan logo should appear their in MP. These guys are good for early OIF / OEF recreation. They look great on the Helmand Valley map, and probably will look really well on Takistan / Zagrabad.
In the addon I added one weapon, the M16A4 Ironsights from ArmA1. I saw this as just a little extra. Yes, I know it is in ACE2 but some of us in the community don't play with ACE2 or ACEX all the time. Not sure why it was left out of ArmA2 in the first place, but that's BIS' issue . It's class name, as well as all of the unit class names are in the readme file.
Changes: - Added OA backpack system - Updated a few models - Fixed smdi maps on a few guys - Added two new backpacks "bink_medical_pack" and "bink_radio_pack"
- 10x10 Km terrain, 4x4 km city terrain - Based on satellite pictures from real Fallujah area - Big city (more than 3.000 buildings and growing) - Houses and palms from ArmA1 to keep high performances and framerate. - 2 Bridges and 2 dams - Real based road grid - Object placement AI-Friendly - Urban, desert and oasis area - 330.000 objects placed - One military airport to the south, one FOB on the northern area (by -[TdC]-Ultimo.it) and another helicopter base in the northern city area.
World Tools has been highly used in building the city to create environment randomness and bio-diversity.
Next improvements:
Mosques and other landmarks Railway Improvements in industrial area and city surroundings
Release will be split into 2 files, one for resources and one for the island (to make upgrade easy)
VanhA has informed us about the release of his co10 Puff the magic dragon MP mission on the BI Forums.
Hi. I made this mission by request from a friend but I decided also give it to public since we had some good laughs with it.
Story/background: **A Takistani family has been threatened to grow some opium for a renegade US troop led by an officer called Graves. He's just on the way to collect his shipment from your estate in Ahmaday
*Playable as civilians (also women included) *Sheep bombs available from lada's (satchels) *One lada is rigged with an IED but it can only be triggered by a female inside the vehicle. (30 sec fuse) *When picking up a weapon all friendly units will be targeted upon. *GROUP respawn with BIS medical modules
Robalo_AS has released an updated ASR AI Rearming beta v0.95 addon 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. - 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. 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.
0.95 | 11 OCT 2010 Fixed a couple of bugs that prevented rearming in some situations. AI can now rearm from own ACE pack or another alive AI's ACE pack in the group. Visiting field hospitals for supplies too.
0.94 | 10 OCT 2010 Medics do not pick up launchers anymore. Heavy launchers will only be picked up by respective specialists or units that start with them. AI can now take magazines from own backpack or another (alive) AI's pack in same group.
After 2 months of continuous and arduous work researching, testing, and getting permission the Arma2 version of WarMod has finally been released. Warmod is a compilation mod that aims to fix,enhance, and alter many effects and gameplay of Arma2. A2 stands for Arma2 for those wondering.
Features :
* Gravel road speed by andersson * Andy mags - Ammo Object Replacement by andersson * ASR Grenadier Fix by Robalo_AS * ASR Disable Cursor Text by Robalo [AS] * Anti-tank Launcher vs. Infantry Fix by Zipper5 * Ballistics by Fincuan * Scopes by Fincuan * Muzzlevelocity by Fincuan * BC6 Feelings by bravo 6 * Driving AI fix by Sakura_Chan * Dynamic Shouts by SARMAT Studio * Fixed Range Nightvision by sholio * GDT Mod Binocular by HeinBloed * GDT Mod Car MG Zoom by HeinBloed * GDT Mod Flares by HeinBloed * GDT Mod Javelin by HeinBloed * GDT Mod Plants by HeinBloed * GDT Mod Rifle zoom by HeinBloed * GDT Mod Satchel by HeinBloed * GDT Mod Under-slung Grenade Launcher sights by HeinBloed * GDT Mod Grass by HeinBloed * GDT Mod anti tank & grenade launcher ironsights by HeinBloed * Infantry Stealth and Recognition Skills by Mysteryman5150 * Mi-24 "radar" and targeting fix by Ricnunes * PROPER Projects by kju * Radio Discipline by Lamandus * TBR Grenades A2 by thebarricade * VF Ladder by VictorFarbau * Zeus AI Combat Skills & AI Spotting modular by Protegimus * Dynamic Sound AI (RUG DSAI) by Wolfrug and Sickboy * TRSM Tracked Vehicles Sound mod by TangoRomeo * BD MultiGunFix (v 1.4) By Big Dawg KS * AT GUI Pack (v 1.3) by Scruffy * Non-blinding sun mod by Sakura_Chan * GLT Aerial Weapons Replacement Pack by Myke * Night lighting effects by Sakura_Chan * LandTex by zyco (alias Picolly) * JTD FireAndSmoke by JTD * WarFX Particles by OpticalSnare * WarFX Tracers by OpticalSnare * Dynamic Sound System RC1 by Hungarian Arma Community Projects Team * AircraftHUD - MFD/IHADSS/TADS by Dr Eyeball * RMM_noMapTex by Rommel * AH64 Apache Nose Gun Modification by ANZACSAS Steve * GMJ Sight Adjustment by gmJamez, ported to ArmA2 by noamles * zGuba Gameplay Modifications (v 21.09.2009) by zGuba
NOTE: A2WarMod Was built and tested on Arma2 v. 1.07 I do not know if A2WarMod is compatible with OA or BAF, as I do not own OA or BAF. try it at your own risk, if your game crashes or you get errors then it obviously dont work. If it does work well then give me a shout and let me know
kju has informed us about the Eighth release of A&S ProMode.
Once again a smaller update with mostly smaller improvements and additions.
Do note the first new parameter: Think of limited reinforcement numbers similar to the BF2 ticket system. You can use it to disable respawn completely as well.
* Added: parameter to set number of reinforcements for attackers/defenders. * Added: parameter to enable TK mirror damage system. * Added: parameter to configure night vision availability for AI. * Added: system to avoid spilling bug.
* Changed: Improve death scene simulation. * Changed: Reduce the velocity the unit is thrown of by a HALO jump by 50%. * Changed: Make AI use available vehicles more often. * Changed: Enlarge completion radius for SAD waypoints. * Changed: Set AI units to combat mode "RED".
* Fixed: Airlift may attach wrong vehicle when two vehicles close to each other. * Fixed: Client main thread is not paused on mission end.
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.
stubblehopper has sent us news about Sharpe's Rifles mod WIP and a shot of the French Napoleonic artillery.
Still plugging away at this mod, here's some screenies of the latest progress which includes French Napoleonic artillery, using the guns from the original Flashpoint Napoleonic mod, with the D30 as the base model. Also started work on a new combat environment for the mod, pictures of which you can see with the 95th Rifles walking through, showing the first early 19th century village, mostly made using some of Sarmat's retextured buildings. The new island will eventually include serval new villages, a large town and many isolated walled farms and farm buildings, with a complete removal of all things modern, such as, tarmac roads, high rise buildings, signs and any modern achitecture. The mod is basically a Napoleonic skirmish mod not a line formation battle mod, as PC arn't powerful enough to support that kind of game using this engine. I will be asking for BETA testers shortly and will release to them some infantry models, probably British Riflemen and French Voltageurs. Anyways, enjoy the screens.
Bad Benson has released a Green Berets - Astan-style Alpha addon on the BI Forums
hey folks, these are some us army special forces units i've been working on some time ago. i never released them cuz i never had the time to really finish them. someone saw them in screenshots made by guys i gave them to and requested a release...so here they are.
known issues: they have alot of rpt errors and some graphical glitches. i also couldn't get rid of the deformation issues they have when holding certain weapons ( like m21 sniper rifle). they also have a huge amount of textures and only pilot and first lods are done. since the arma OA heads aren't all of the same shape, the beard doesn't fit every head model. also the camoed faces look strange since these are desert area units. so if someone knows how i can determine in the config which faces they use, i can fix it. anyways. they are still useful and look ok from some angles
Finally I can release an Alpha version of the Mig-15 from ArmA 1 by Bdfy & Volksturm which me and PROTOTYPE 001 converted to ArmA 2.
First of all I would like to say that I take NO credit for this addon! and I would like to thank PROTOTYPE 001 for his work on the config. And before anyone asks, yes we do have permission!
I am having a lot of trouble with the config, crashes, errors and stuff but I managed to get the plane to show up on the Russian side, to have flaps working (although there is no animation for them) and PROTOTYPE 001 got most of the weapons, and sounds to work.
Known issues:
* The light on the right wing does not work, missing memory point in the model (we need the MLOD model for this) * The flaps on the wings have no animation, bad selections in the model (we need the MLOD model for this) * The cross hair in the cabin is a bit off centre, the pilots proxy needs to be adjusted in the model (we need the MLOD model for this) * Some weapons don't work (config needs to be tweaked) * Some other minor things need to be tweaked in the config
Viking_NFS from the NorFor Project has released Norwegian Military Forces for ArmA2, OA and CO v1.1 addon on the BI Forums.
It's finally done. I present to you two years of work in the form of Norwegian Military Forces for ArmA2, OA and CO. This pack is V1.0, and contains the units listed below. There will be future updates with more vehicles and variations of existing vehicles. Hopefully also some more Norwegian-looking soldiers, but the stock ArmA2 soldiers will do for the moment. Also I have left out missions for this release, as I don't currently have the time to make them. Any Feedback or Questions welcome, but please check the Readme.txt first!
Unit list:
+ Norwegian Army Infantry in Woodland and Desert uniforms + Norwegian Naval Infantry in Woodland and Desert uniforms + Norwegian Special Operations Forces (NORSOF) operators in Woodland, Desert and Urban uniforms + Norwegian Army Vehicles in woodland and desert variations + Royal Norwegian Air Force + Norwegian Police (BETA work) + Norwegian Weaponry + Objects
Changes in version 1.1:
- Changed sound of Leopard 2 and CV90 to that of the T72 - Added server key and signed each .pbo - Added Close Protection Officer (MP-7) under "Police"