I updated features and added new ones as per requests from over the past 6 months. Sorry I didnt do them sooner. I was working on SG_GRU.
- Added several units in civilian clothes (under Armed Civilians just like as in BIS NAPA faction) with AKMs, AKS74s and a mix of civilian clothing, flora, woodland, Smog, and Birch. All with beards or balaclavas. - Changed Sapper model to have VSR pants. - Changed Afghanka texture on Warlord to be darker, added Chechen flag patch on breast pocket. Sorry but I really cant change the beret model. - All units can now carry OA backpacks. But it wont be shown on the model, I dont have access to the MLODs to add this. Sorry.
Martin has informed us about Taviana Island Beta 1 release on the BI Forums. Behold, the day has come! After a lot of work, sleepless nights and endless alpha face sorting, Taviana Island is finally here.
The island has experienced many changes since the last release, the biggest of which is that Tavianian language is no longer based on Latin alphabet, but Cyrillic. Also, new cities and approximately 20km² of new area was added; new, interesting and never seen architecture has been added to the object library. The campaign planning has started, but we’re still missing people to help us develop it, so if you’re capable of creating nice missions, please contact Richard (refer to the main thread for details.)
Please note that this is only beta version of the island and it still contains a few bugs and glitches waiting to be found/fixed. Yes, we’re releasing Taviana for you to test and make missions on.
Marseille77 has released updated Sahrani Liberation Army Troops 1.2 (09-01-2012), Royal Army Corps of Sahrani Troops 1.2 (09-01-2012) and Vehicles 1.2 (09-01-2012) from his Sahrani Rearmed project on the BI Forums. Special UI control file -SRA-UI- is needed.
Major changes - fixed: mis-matched skin tone bug - changed: view pilot hands from A2 - fixed: shadow lod of officers corrected (heads) - added: AH6, Army 4x4 Jeeps, M163 Vulcan (TGW version as base addon needed).
Please note: 1.13 Stable == 1.13 RC5 ACE 1.13 RC5 was hotfixed on Six Updater last night, grab by running "Verify and Repair" on the ACE Preset. ACE 1.13 Stable == RC5 plus these mentioned hotfixes.
Zipper5 has released an updated Anti-tank Launcher vs. Infantry Fix v1.03 addon on the BI Forums.
Description: Many people dislike the fact that AI will use their valuable anti-tank launchers on infantry. This addon makes some simple changes to the CfgAmmo entries of Arma 2's anti-tank launcher ammunition to stop this.
Changelog: - 1.03: - Removed binarization - New zp5.bikey file included - Added CfgAmmo entries that were missing from previous versions - Cleaned up the config
EMSI from the CSLA Team has released a Czechoslovak Peoples Army (CSLA) Modification for Arma 2: Combined Operations ver.2.10 on the BI Forums.
It's unbelievable, but it’s true. We, the members of the CSLA studio, are pursued for more than 10 years in creation, development and improvement of everything related to the Czechoslovak People's Army.
Our and of course yours MOD passed through these 10 years with huge modification. It all began in Operation Flashpoint with simple retex of original models, when this MOD became as the first community modification. His journey was continued with the expansion datadisc Resistance, then we passed with him throug all childhood illnessesin in ArmA: Armed Assault, and we prepared everything for the transfer to the Arma2. Now we finally celebrating today’s anniversary after 10 years in Arma2:Combined Operations.
On the occasion of this anniversary, we want to thank to all our fans, we thank to our wives / girlfriends, children, families and friends which support us over these 10 years of the CSLA project.
THANK YOU CSLA Team
... and of course, we also prepared the current mode to update the ArmA2: Combined Operations.
Version 2.10 (06. January  2012)  - fixed bugs from version 2.00 - fixed scripts for backpacks and secondary weapons - fixed usage of various ammo for AI - various fixes on models/textures from version 2.00 - added fully animated car GM M1008 for AFMC - added two new models off bunkers together with their ruins - added more FIA and militiia units - added various vehicles for the FIA and militia units (Datsuns and BBTR-40) - added new weapon Kozlicce for the FIA and militia units (thanks to CWR MODu//GMS) - added RPG-7V
Sickboy has informed the community about @CBA_v0.8.3.175_hotfix2 release on the BI Forums.
Fixes stuttering issues when many units / objects are in the mission. The effect was overly apparant in CBA TOH version, but also present in the OA/A2 version.
A new official release will probably follow coming weeks.
Blakeace has informed us about Blake's AI Forward Observer Module v 1.0 on the BI Forums.
The module is based on my AI artillery framework scripts. I have tweaked and changed a couple of things, but mainly it is fundamently the same. The reason for producing a module was to create a very simple way for mission designers to add opposition artillery. Like the framework it uses real mortar pieces firing rounds at targets that the FO's genuinely know about. Using the BIS artillery module functionality hidden within. Leaving the user with a nice graphical way of creating opposition artillery.
Version 1.0: *Added the ability to sycronize your own placed artillery from the editor. *Added a counter for each FO to track how many fire missions they have called. *Added an object variable that toggles whether an individual FO is able to call fire missions. *Added a debug mode where at the startup of the module it will display when tested locally the minimum and maximum range of the modules artillery group. I also displays the distance from the aifo module position to the first synced FO. This should greatly improve placement of artillery so it is in effective range. *Removed the salute(shielding eyes from the sun ) animation from units that start with a weapon. *Raised the maximum speed that the FO will target. *Changed the minimum safe distance to friendly units. This will now increase with the range between the artillery units and the target. Lessening the chances of friendlies being caught, though it also lowers the chances of ai calling in a fire mission if units are to close too.
This is a mod that will expand on content available to the CDF. It's in pretty early stages right now and I don't have much content to share with you guys, but I thought I'd post what I had as it's not doing anybody any good sitting on my hard drive. I'll slowly add more and more things to the mod as time goes on.
Marseille77 has released updated SLA Troops v1.1 and SLA Vehicles 1.1 addons on the BI Forums. A special UI control file -SRA-UI- is needed.
Today I have upload a fully refurbished SLA Addon (v1.1). The other SLA addons by me not compatible anymore with this and have to be deleted. The special SLA ext. e.g needed the old and will be renewed in the future for this pack. All others are also to download at the favorite arma news sites.
The SLA addons are updated to A2:OA standards (bags, super rvmat). The Ka50 isn't included and will come in the next updates and this time not a retextured Ka52
- Overall the look and feel of these units is that of a conventional military spetsnaz team, not MVD or FSB. - 6 kinds of Operators wearing Gorka D: Teamleader, Scout, Marksman, Assaultman, Medic, & Operator (Under Men). - 6 kinds of Operators wearing Gorka D Izlom: Teamleader, Scout, Marksman, Assaultman, Medic, & Operator(Under Men (Woodland)). - OA features compatible: Backpacks etc (OA thermal textures will come in a later update). - Equipped with BIS AKS-74s (Different weapons configs will come in a later update, or just use "this addweapon "x"" ).
v1.2 - Changed Woodland units to have Izlom Gorka D, new Boonie hat for Woodland TL unit, removed some of the "excess radios" from some of the units.
Today I present a new mod who deals about a fictious modern prussian Army. This army is influenced by old soviet equipment and supported by the west. The soldiers using russian, german and american weapons. The vehicles overtaken by the russians.
The idea are influenced also by the mods of an popular strategy game and the A2 fraction system (CDF e.g). In this mod the soldiers are also made with bag system and A2 rvmat features like dt or smdi textures for trousers and boots.
Content - Soldiers (in peasoup camo) - Officer (in prussian in traditional century colors) - Specialforces - Paratroopers - Static weapons - Tanks, APC, Support vehicles (in sand-green camo) - Crew (in black) - Field reporter - Groups - Flag and flagmapmarker
Vilas has informed us on our Forums about a new Project85 update.
A little gift for Christmas from me : P85 has been just updated (and it was also tested by some people before making this news). what is inside , what's changed since last release :
1) config - a lot of bugs fixed, now you can use P85 veh without P85 troops (there is vehicle class "P85 veh BIS crew")
2) weapons - few old weapons get better textures/materials, few weapons were fixed (bugs with muzzle flash on 2-3 AK) new weapons are M43 Redeye, MPiAK74NK, Pzf 44, smg mk. 52, RPG22, RPG26, RPO-A, few Zastavas etc.
3) vehicles - many old textures have been updated (mud and such like details), some models of vehicles were updated too (MUTTs, Jeeps, M113, SKOT, Willys), some vehicles get bug fixes, new vehicles are : M59 APC (Korean War APC , before M113), SA-8, four MTLB variants including SA13, 2S3 Akatsya 152mm sph, British FV432, FV101, FV107 light tanks, four LAV V-150 variants , OT62 (not BTR50), Ural 375, T64BV (T64 with ERA), PBR Mk2, fictional Soviet boat based on HRL from OFP, BRDM (BRDM-1 shown before), FUG, new Jeeps (CJ3, M38A1 Jeep from Korean War), CUCV, CUCV pickup, M577, more M113 variants, activated "hiddenselectiontexture" on many vehicles (selection name Camo01, Camo02... etc)
4) troops are now divided to "national packs" (on some community requests to play only one nation army) troops have backpacks working (of course requires both A2 and OA)
5) file P85_troops.pbo no longer exist ! delete old config before using new version (or config with _OA filename)
6) content: - p85_wpn3d_a < core file, weapons - p85_config_a < core file, config - p85_v_a < core file vehicles "national packs": - p85_pol_sol < Polish army - p85_ussr_sol < Soviet army - p85_us_sol < US and UK armies, some MERDC reskins, - p85_ger_sol < both German armies with NVA feldgrau reskins, - p85_fict_sol < Nogova, RACS, SLA, guerillas with olive M113 skin, Jeep CJ3 "Policie" Nogova skin,
7) mega thanx to many people, specially to people who were testing and reporting bugs !!! thanx again
8) P85 will be updated in future, I just wanted to release something for Christmas for your fun dear people, if bugs will be found - files will be fixed and updated
9) I am sorry there is no release screens - I had no time, sorry , too much work for one man, FLIR not works in P85 yet in free time I will try to organize class names, resources, P85 wiki with screens of units, etc.
10) have fun, merry Christmass, happy New Year, many good things to you and your families
Rydygier has released an updated "Fire At Will" - Functional AI artillery without any knowledge about scripts etc. version 1.2 on the BI Forums.
Changelog - Fixed some bugs; - improved calculation of salvos drift; - added demo mission; - new PDF manual. Note: In this version, salvos drift finally is calculated exactly as I wanted. In comparison with earlier version it may be larger. If you prefer a smaller drift - remember about possibility of adjustment this parameter with RydART_Acc variable (is equal 2 by default). 1.1a version is included in "old" folder.
Parameters in demo mission are set up so that artillery fire was the most frequent and intense. In a standard missions I recommend a default value of RydART_Safe, which is 200 meters. In this mission player is a civilian spectator - so for addon version test just wait a minute and watch fireworks. For script version testing launch game without FAW&CBA addons. Then use radio ALPHA channel to initialize script. Map markers are active.
Once again we're happy to present you the third Patch for the Cold War Rearmed² Demo. To make things easier, and to make it clear that this is not only a patch but a full release, this is now called Cold War Rearmed² : Demo³. This also is the last Demo release/patch except for critical bugfixes. Next release will be the full Mod. Thanks to everyone reporting issues, we hope that most of them are fixed in this release now.
Besides the over 150 units, weapons, and vehicles from the Demo this patch also contains a lot of bugfixes as well as some major additions/changes:
The AH-1 Cobra from Max Power has been added for you to play with Bushlurker made a complete set of Vegetation models All Weapon/Vehicle sounds have been replaced with the excellent JSRS sounds Winter Kolgujev and Units can now be used together with the Demo Some additional vehicles required for some missions: Bus, Police Jeep and Trabant Two fancy new glasses for your units Malden (Beta) and Nogova Islands