BergHoff has posted 2 WIP pictures of his upcoming tree pack addon on the BI Forums. It will contain common tree types that can be found on Africa and few for Tropical areas. List of trees currently: - Umbrella tree (Acacia tortilis) - Baobab tree (Adansonia digitata) - Bottle tree - Aloe tree - couple of shrubs, plants and dead fallen trees
Franze has released an update 0.2 of his F/A-18E/F Super Hornet addon on the BI Forums. Changes since Beta 0.15: - Some weapon combinations fixed. - Ejection seat is armed at all times. - Wreck function introduced: When aircraft is destroyed and crashes, vehicle is deleted and replaced with a wreck model. - Aircraft rebalanced: center of gravity is in front of the wheels. - Reduced maneuverability of aircraft as a result of rebalance. - Stall speed increased to approximately 100-110kts. - Afterburner acceleration reduced. - New keyboard-friendly variants with control sensitivity reduced by 50%. - Canopy model and texture revised. - New M61A2, missile launch, and bomb drop sounds courtesy of ANZACSAS_Steve. - Increased sound coefficient for inside view.
YacieK finally released his excellent Mercenary Addon on our forums. You will need Queen's gambit to play with these units. Make sure to download the PKW Weapons listed under required addons. List of weapon and ammo and EULA - in to Readme !!! Addons and bikeys unpack and copy to addons folder in to ArmA. Server key - OFPEC TAG SYSTEM
It is possible to use unit as guerrilla, mercenaries or insurgents . In editor as guerilla side. Enjoy :)
Furthermore this addon is packed with 7-zip, a packer tool similar to Winrar. You can get it from HERE, but the files can also be extracted with Winrar.
william1 informed us that he has updated his RHS Units replacement config on the BI Forums. Simply install this replacement config and the SLA units will be replaced by the oustanding RHS Units.
william1 updated his config replacement that improves ArmA's AI (especially in CQB). The scripts are depicted from TonyRangers FFN Mod. The required addons from the FFN Mod are included. Watch the YouTube Video to find out what this addon does.
Some time ago , TonyRangers released a beautiful minimod that went quite unnoticed between the Arma comunity ,it contained some beautiful features especially the great dodge movement when hit or the cqb movement. Unfortunately those features were only abailable for his Tr_men.
1.1 changes: -made extended eventhandlers compatible (needed) -taken out some features like supressive fire or especialized soldiers only able to enter vehicles (pilots->planes/choppers,etc) to reduce the lag to the max -compatible with other mods like SIX tracers, Maddmats effects and @ECS mod. (to make it compatible with @ECS mod you have to put @ECS mod before @FFN mod in the loading order , something like this:
Fab has released a RtmToolbox V2.2.1 beta, an animation tool for OFP/ArmA on the BI Forums.
Basically I made a tool designed to be used in parallel with OFP anim, to make animations for OFP/ArmA. Hopefully this will be of some help for anyone working on rtm animations. Note that this is a beta version, which is why some of the functionalities are innaccessible as these are still under development.
CheyenneAh56 has shown us a work in progress screenshot of his upcoming SH-2G Super Seasprite converted from FS2004 with author's agreement. The addon will come in US Navy and Royal New Zealand Navy variants.
William Porter has updated his blog again. Into Enemy Territory, that's the title and it looks like that Prime Minister Torres is attacking South Sahrani! Find out more on his blog and don't forget to read the other entries as well!
Word is that Prime Minister Torres had been planning his attack since he first heard we’d be training the kingdom’s troops. He’d just planned to launch it once we were all gone, or so his story goes. Some SNAFU.
Matt Rochelle informed us about the ECS Mod an modification similar to OFP's ECP. It adds secondary tank explosions, crew bailing on fire, chimney smoke, amazing sound Effects, AI shouting and much more to the game. Find out more on their website.
The Enhanced Configuration System (ECS) is a privately developed addon for Armed Assault by the ECS team. It was riginally written for Operation Flashpoint in 2005, to increase the Co-operative gameplay, game environment, effects, and AI reactions. The project was completely reworked for Armed Assault in February 2007. Since then, the project has grown and expanded to include many features far beyond it's original inception. The mod was expressly intended for co-op use only and is not geared to PvP missions. It is however fully compatible in both single and multiplayers modes, including the campaign and Queen's Gambit.
Edit: At the moment their website is down, but now you can get every pack from our FTP
We would appreciate it if someone could create a YouTube video shwoing the effects ingame. Simply post the video link and we will embed it in the news.
agamoth has finally updated his resistance units on the BI forums. This addon comes up with several unique freedom fighter units.
New/fixed in this version:
-fixed custom faces -new units -new grayish color tone to all units -a few smaller bugs corrected
The units are supposed to be some sort of post-apocalypse style freedom fighters should be a good adition to the zombie or alien mods.
I changed to config back to using BIS weapons, you can just change the config to the loadouts you like the best for them, should anyone need help with this PM me in the BI forum and I'll be happy to help
Ryan_D has updated his sky replacement addon on the BI forums. This addon replaces the ArmA skies with custom made textures as seen on the screenshot below.
Me and The D made a little sky replacement addon. It replaces most of the cloudy sky textures, and the clear blue sky texture. Updated to v3.1
Credits: The D - made all of the cloudy sky textures.
Jojimbo of the Invasion 1944 mod has posted further updates regarding progress on the US soldiers, which will include the 1st Infantry Division "Big Red One", 29th Infantry Division "Blue and Gray" and the 2nd Ranger Battalion. These will be released in a mini-mod consisting of 2 sets of units equipped with only the necessary weapons, a map and a campaign.
In other news, they have also released some pictures of a Panzerschreck and their Omaha map as well as a new feature called "ambient environment", to add more immersion to the game.
Ondřej Å paněl has posted a new entry on the Bohemia Interactive Developer's Blog about the Virtual Address Space problems in ArmA. It looks like a great new for those experiencing memory limitation errors or triangle mess on their screen. There is also announcement of the 1.11 patch.
Ever since ArmA was published, one of the biggest problems with stability and compatibility was caused by virtual address space exhaustion. The problem is the game needs to store a lot of data, using a lot of virtual addresses, and at the same time a large amount of virtual address space are used by other parts of the system, most notable of them being the graphics card driver. The problem started even before ArmA was published, back in the times of Operation Flashpoint, when the first graphics cards with 256 MB RAM or more appeared. ... Now what happens is that each application is given 2 GB of address space by the operating system. 2 GB sounds somewhat limiting, however it's not that bad - few people have more RAM in their computers anyway. Now the important thing to note is we are not talking about RAM (physical memory) here, we are talking about the address space. The application is limited to 2 GB address space, so if your system has 512 MB RAM or 4 GB - it does not matter here at all. ... Those 2 GB are used for everything the application needs. Recent graphics cards drivers often eat several hundred of MB from this. To make it even worse, there are some system components which do not eat big parts, but eat them here and there, making the space fragmented into multiple small regions. My experience shows it is almost impossible for the game code to allocate more than around 700-900 MB of virtual space without the system becoming extremely unstable. ... This mean once a game allocates too much of the virtual space, very strange things start to happen, like a triangle mess on the screen, or sometimes even a system reboot. ... And they one day, an idea came, as such ideas usually do, from nowhere. As usual with such ideas, once the system is implemented, it seems very obvious, but I never heard about it being used before, therefore I am quite proud to have invented it. I call this technique Non-addressable Memory Store.
The technique is based on using the File Mapping API. Yes, you hear well, the same API which caused problems with Flashpoint, but this time it is used a very different way, using it not to read the files, but as a way to allocate memory: ... ... Available to You in the Nearest Patch This memory handling will be published in the upcoming 1.11 patch, and I hope you will like it as much as I do.
RavenDK has released and sent us a Multiple turrets template vehicle for the editing community! It is Open source, so addonmakers can use as template to create their own multiple turrets vehicles. RavenDK deserves a big thumb up for this initiative!