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 LordJarhead has released his J.S.R.S. - Jarhead's Sounds Redeployment Systems- v1.4 on the BI Forums.
This version of the JSRS project is to provide the player with the feeling of auditory perception and an experience of tonal variety—both of which are unique and yet was non-existent. This provides a much richer and immersive experience in-game. The J.S.R.S. Sound modification project desires to provide a major aspect of the sound experience within ArmA that has been severely lacking. Boasting over 1800 samples, all of which were originally adapted, rejected, and have been completely redesigned into a reproduction of powerful sounds which elevates both the game and its players to a higher level of the virtual combat reality experience. A milestone of J.S.R.S. - version 1.4 uses a wonderful system which replicates for its users changes in sounds based on various distances—both near and far alike as well as both a spatial location and arrangement of the delay, describing the sound. A unique and exciting new feature of J.S.R.S., it captures you, touches the senses and sends you on a sonic journey.
Edit : JSRS Update 1.4.1 released
The main things: • Changed: Signatures and key are updated to version 2 for more safety of cheaters • Changed: Range and distance of script command (will fade in after 100 meters now) • Changed: Reworked most configs for more sound range of normal weapon sounds (fading out after 400, 450 meters) • Added: SMAW added to the NLAW config • Added: MAAWS added to the NLAW config • Changed: Reworked the GAU12 sounds to get rid of burst sounds • Changed: Reduced distance of far-crack sounds As we have a problem with the script anyways at the moment, i will not included the increase of volume for distant sounds. We updated the ReadMe with all important informations! README
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 Rydygier has released an updated HETMAN - Artificial Commander v1.0 beta2 addon on the BI Forums.
INTRODUCTION Addon „HAC” enlivens battlefield in way, I hope, that would do a living commander. „HAC” does not deal with the manner, in which orders are executed. Addon focuses on aspect of issue orders. In other words, this addon gives one or both sides of conflict an field commander level AI. In my opinion effect is quite interesting.
USAGE To activate „HAC” for one side, one of units of this side must be named leaderHQ. Highly recommend also placement of any object on the map (can be empty trigger) named RydHQ_Obj, for example near leader of opposite side. Its position will determine a target point, which Artificial Commander will try to conquer. In order to give to addon control over units of both sides must also be named leaderHQB any unit of second side (I suggest an officer/boss unit. If it is AI controlled unit, will receive “HOLD” order and will not move. Death of these “field commander” units means the end of script control - army is losing its „brain”. Such unit may be compared to a “King” piece in chess). Similarly, we also place for the other side on map object called RydHQB_Obj. After these preparations, „HAC” should take command over all placed units and completely automatically assign them tasks adequately to the situation on the battlefield. Script version is installed by placing contents of folder “Source” in a mission folder in which scripts shall be used. Should also be placed in the init field of any object, in the activation field of a trigger or waypoint, or in a separate file, following code:
nul = [] execVM „RydHQInit.sqf”;
„HAC” will start working after about 15 seconds from start of the mission and will control all units of given side and their allies (except civilians).
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 Ikar from the Operation FrenchPoint Mod -OFrP- has released an Operation FrenchPoint Mod v3.1 on Operation Frenchpoint.com. Community Base Addons needed.
Operation Frenchpoint is finally available on Arma2/OperationArrowhead. To set the Mod online file has not been easy, it still weighs more than 1GB.
After 3 ½ years of absence and several months of work, the mod OFrP is back, we hope you enjoy it. Some things may seem to be incomplete but we wanted to give you this little Christmas gift (even with a slight delay).
We have made many improvements since version 2.1 of the Hexagon Mod, you'll also find several new vehicles and other items.
We will make a few improvements and add new elements in the coming weeks.
Compatibility with missions that use addons Hexagon is normally provided, as well as compatibility with the addons from MAF2EXT.
Attention, as announced several weeks ago, the mod is dependent on Community Base Addons, you can find at this address.
To learn more about what changes in this version, you can read the "changelog".
We wish you all a Merry Christmas.
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 McNools has released his Hazar-Kot Valley v 1.0 terrain on the BI Forums. Arma2:Combined Operations needed.
This is the first release of my new map, it's basically two types of terrain, the outer valley is a large desert-area with some hills and ridges, sporadic vegetation and rocks with a small run-down town consisting of several compounds, as well as a couple of compounds outside the town.
The inner valley is a rugged, rocky terrain with dense vegetation (mostly bushes) and sporadic settlements and ruined compounds and buildings on some ridges and mountains, aswell as a few caves, providing much cover and defensive positions for whoever holds it.
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 Arremba san Zorzo from the Pedagne Mod has informed us about the release of the Pedagne Mod A2OA Beta fix v0.1 on the Pedagne Mod brand new site.
Hi to all, the PedagneMOD team has released a first part of a bigger work, started one year and half ago, since the last release in April 2010. The PedagneMOD_A2OA_BETAfix_v01, make compatible the charcters and weapons with OA . Seems a little work, but just only seems and it is insert in a bigger design of MOD.
Just to speak about the content fixed in this pack: ASZ_PersoneIT: - changed textures of desert DGT (base textures by MASSI) - changed textures of Col Moschin (base textures by MASSI) - changed tone of green on soldiers equipment - changed some kind of combat vest/bulletproof on DGT soldiers - translations (by google translator) of "displayname" strings in english, french, italian, spanish, german, czech and polish (here, will be very much appreciated any feedback by mother tongue gamers) - added compatibility with Operation Arrowhead - added engineer with repair function - added partial compability with backpacks (soldier can use them but won't show on model) - added several units - added 3 extra inventory slots for units showing backpacks in model (15 slots, though only 12 visible) - fixed soldiers loadout - ASZ_ndd_weapons: * fixed bug on bullets of MG3 * fixed bug on Panzerfaust optics * changed content of ammo crates - ASZ_Beretta: * fixed recoil * fixed problems caused to BIS USMC when using PedagneMOD * fixed the hands animations Know bugs: some systems gave error on loading .rvmat files of wounds
In the next (and near) future you will find about tha same files:
ASZ_PersoneIT: Full backpacks compatibility ASZ_Beretta: enable of double optics
Over, will follow full compatible vehicles of air and land, and more new vehicles, new weapons as ARX160 that you can see in this photo (WIP version)
 and the first part of the fleet of PROGETTO FLOTTA, with one LPD, one frigate and around ten light boats

For all photos, visit our photogallery on our new website: WWW.PEDAGNEMOD.COM
To download the PedagneMOD A2OA BETA FIX pack, visit the download page on WWW.PEDAGNEMOD.COM
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USSRsniper from Red Hammer Studios has released a Red Hammer Studios 9K79-1 Tochka-U addon on the BI Forums.
Red Hammer Studios is proud to present to you 9K79-1 Tochka-U addon by USSRsniper. 9K79-1 Tochka-U also known as Scarab B, is a short range tactical ballistic missile which is launched from highly mobile amphibious vehicle.
Main Features: - 5 different versions placeable through the in-game Mission Editor - Automatic tyre pressure regulation - Launch GUI - Custom missile launch script - Custom special effects - Custom animations - Multiple warheads - Highly detailed interior For further details please read the extensive README.
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hcpookie has released a M1161 - The Marines' $200,000 Jeep - addon on the BI forums.
The M1161 is a fast attack vehicle whose claim to fame is that it fits in the cargo hold of the USMC helicopters - present and future (MV22). Yes, these are jeeps rebuilt to hold 4+1 for the cost of a Ferrari!
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Marseille77 has released his Trizonasian Mod featuring Units, Tracked and Weapons addons on the BI Forums.
My new project deals about two fictious germanic states with the names Trizonasia (Trizonesien) and Sobzonia (Sobzonien). Trizonasia is a democratic state who is supported by America, Britain and France. Sobzonia is a socialist republic. The name Trizonasia comes from a german song in 1948 about the occupation time after WWII. The flag was one of the represental proposals between 1944 and 1948.
Trizonesia - Soldiers 1.0 (18-12-2011) (in woodland, desert, winter pattern) - Armored vehicles 1.0 (18-12-11) (M113, M109 in woodland, desert, winter pattern)
Sobzonia -Soldiers 1.0 (18-12-2011)
Trizonesian weapon pack 1.0 (18-12-11) (needed for the other mod parts) (G3,MG3,MG4,P99,P38,UZI,STG44,PPS43,SKS,PM63,TT33, RPD)
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sapper_PMS has released a beta version of his CDF Desert Units on the BI Forums. BAF needed.
Ground troops. Hips in dusty desert camo, in digital desert camo and in digital woodland camo. Landrovers in dusty desert camo, digital desert camo, olive green and desert camo.
Source : BI Forums |
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hcpookie has released a Signal Marker Panels v1.0 addon on the BI Forums.
This addon provides signal panel markers for ground-to-air communications. The intent of this addon is to help MP scenarios. SP scenarios can benefit too by using the editor settings listed below.
The use of signal panel markers in Real Life is used when radio comms are either undesired or impossible. The in-game signal panels are modelled on real-life signal markers. In-game communications between players in MP are enhanced by providing ground troops with an instant way to mark their position for overhead CAS units, resupply units, etc. and communicate basic game-relevant information.
The signal panels are available in red, yellow, and purple. There are 7 different signal panel arrangements in each color for a total of 21 different signal panel choices:
1. Triangle - Land Here 2. Directional Arrow 3. X - Unable/Negative 4. W - Require Mechanic 5. Chevron - Require Ammo 6. I - Require Medical Assistance 7. L - Require Fuel
The signal panels are available in an ammo crate found under Ammo > "Signal Panels - Crate" in the editor.
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Mike-USA has released a Camp Fallujah FOB mission/template on the BI Forums, Fallujah is needed.
Hello! I make a new FOB "Camp Fallujah" here it is. Requirements: Fallujah
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 Major_Shepard from [S.o.E] Team has released a LEA:Loadout Editor For ArmA 2 Combined Operations and ACE 2 utility on the BI Forums.
LEA is a standalone application with goal to simplify the customisation of player's loadout and mission edition. The software uses a full graphical interface and maximum automatised processes to help mission-makers and team players waste as less as possible time in editing loadouts. To do so, LEA has the capability to read and rewrite mission.sqm as well as generate SQF scripts into ArmA 2 mission. The software is provided with @LEA addon for players to make their loadout at mission start-up with LEA whatever the mission running on server. LEA can also help ArmA 2 team play thanks to its capability to easily share user profiles and missions through FTP.
LEA for Players: - Creation of an unlimited number of profiles see applicable ingame, at mission start. - Many Weapon Addons supported, included ACE 2, ACRE, all Robert Hammer's pack and more. - Possibility to share profiles by FTP, using LEA Client Interface.
LEA for mission makers: - Edition of all units (playables & AI), of all side. - Edition of vehicule cargos, ammunition boxes, and all objects having cargo in the mission. - Usable with any unit and vehicle addon. - Quick edition commands by using predefined profile or by quick creation. - Edition of Name and Descritpion units attributes. - Extraction and Compression *.pbo (Windows only). - Possibility to share missions by FTP, using LEA Client Interface.
LEA for ArmA 2 Teams: - FTP Auto config file generator, to easily share profiles and missions.
Downloads LEA has been developed in Java language, which allows software to be executed on most of the OS such as Windows or Linux, having graphic interface. LEA is usable by ArmA 2 OA/CO players under Windows as well as ArmA 2 OA/CO dedicated server with Windows Server see or Linux Debian see. Installation could be done manually or automatically (Windows users only). ... Requirements - LEA requires Java Runtime Environment 6 or 7. - LEA has been developed foremost to run with ACE 2 for OA/CO. However LEA can be used without ACE 2 (see FAQ). - @LEA addon requires @CBA.
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Someguywho has released an updated North Koreans v1.2 addon on the BI Forums.
Version 1.2: Fixes groups and invisible hind Changes weapons to AK74
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Jakerod has released an updated Moschnyi Island v1.1 on the BI Forums. Requirements: ArmA II and Operation Arrowhead.
Moschnyi is the southern most Chernarussian territory. It is an island located east of Novigrad and south of Primorsk. The southern coast has been pummeled by wind and rough seas for centuries leaving a slowly receeding cliff face lining the coast. The grounds above the cliffs contain only bushes and grass due to the brutal winds from the south. There are no trees until one reaches the northern side of the island where the slow descent to the northern coast shields trees from the wind. There are few crops that grow on the grounds of Moschnyi but the open fields are commonly grazed by domesticated animals including, sheep, cows, and goat ...
v1.1 Includes: Minor adjustments to Sat and Mask Added Emergency Airfield and Small Militia Garrison Added more fences and walls around fields Removed some problematic objects from problematic places New Menu Image by CameronMcDonald
Airfield Information: Runs East to West Aircraft capable of landing: All ArmA II and OA aircraft Aircraft capable of taking off: All except A-10 C-130 hits the beach after the runway but manages to make it into the air. Su-25 barely makes it L-39Z makes it just a bit better than the Su-25
Edit 19:25 Jakerod has informed us he had released a wong file for Moschnyi Island v1.1 and submited new version. Now we are hosting the updated version, far all having dowloaded this file before, please download it again.
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 W0lle from the Cold War Rearmed Mod has released the Cold War Rearmed² Demo - Patch² on the BI Forums.
After 6 months of hard work we're happy to present you the long expected Patch 2 for Cold War Rearmed² Demo.
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 currently in use on Everon * All Weapon/Vehicle sounds have been replaced with the excellent JSRS sounds * Winter Kolgujev and Units can now be used together with the Demo
This release is dedicated to James 'Planck' McNicoll. You will be missed and we're sure you would be happy with what we achieved.
Important if you have the previously released Demo and/or standalone Islands: Please make sure you have removed all previously installed CWR² Mod folders! All of the previously released files are no more required or outdated. Everything you need to play is in this patch, including the Winter Island and units.
Please note: Both ArmA2 and Operation Arrowhead (Combined Operations) are required!
Please see the included readme in the CWR² Documentation folder for install instructions. The readme also contains important informations for mission designers.
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Rydygier has released a "Fire at Will" v1.1 addon on the BI Forums. CBA needed, tested only in Single Player missions
Purpose of the "Fire At Will" addon is to give in simplest way possible fully functional AI artillery to battlefield for those, who can't or simply refuse to learn script language but still want functional AI artillery in his Arma 2 missions. It was created because in my opinion it is illogical to force a player to learn script language and to study BIS_ARTY Module commands and variables even if he wants just to set up some AI artillery in his missions, while such knowledge is not required for any other types of AI combat units, which are fully functional without any scripting. In summary: The aim of this small addon is simplifying as far as possible use of artillery led by AI in missions maded in editor Addon supports all generic Arma 2 artillery units (howitzers: M119, D30; mortars: M252, 2B14; rocket systems: GRAD and MRLS). Tested on singleplayer missions for Arma 2 1.10. Addon requires Community Base Addon.
Version 1.1 Changelog - Added an optional possibility to activate and deactivate script by defining and un-defining a global variable; - added an optional possibility to selectively disable script control for up to 12 pieces of artillery; - projectiles dispersion and salvos drift again adjusted; - improved tracking of moving targets; - fixed bug: AI did not take amendment for prevent "friendly fire" in "FO mode"; - fixed other minor bugs.
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