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  Private Military Contractors : woman & man PMC by waterhiro Addon release    
Waterhiro has sent us his Private Military Contractors units : woman & man PMC addon.

This addon is made for ArmA2-OA 1.54
This was tested in (1.54 ver) only.
Not fully tested in Multiplayer.

Please Enjoy.








  October 27th, 2010 - 17:49 By Old Bear   Comment (0)  

  Invasion 1944 Preview & Class-list Addon release    



Pac from Invasion 1944Mod has sent us a I44-Preview.

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.



Source : Invasion 1944
  October 26th, 2010 - 01:10 By Old Bear   Comments (3)  

  BD Tracer Lights v1.0 Addon release    
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.





  October 24th, 2010 - 15:17 By Imutep   Comment (1)  

  Finnish Coastal Jaegers by Nixo Addon release    
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.



Needed addons :
RH AKs Pack (v 1.2)


  October 21st, 2010 - 07:32 By Old Bear   Comment (0)  

  MBG Nam by Mondkalb Addon release    
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






  October 20th, 2010 - 15:20 By Old Bear   Comments (3)  

  ASR AI Rearming beta v0.96 by Robalo_AS Addon release    
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).



  October 19th, 2010 - 09:01 By Old Bear   Comment (0)  

  ASR AI Skills v 1.2 by Robalo_AS Addon release    
Robalo_AS has released an updated ASR AI Skills v1.2 addon on the BI Forums.

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.



  October 18th, 2010 - 17:35 By Old Bear   Comment (0)  

  The Unsung Vietnam War MOD - 1st Patch Addon release    

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.

Good luck out there, you'll need it.

The Unsung MOD



Source : ARMANAM
  October 16th, 2010 - 08:38 By Old Bear   Comment (0)  

  MaxxPro MRAP (v 1.9999 Beta) Addon release    
namman2 informed us about the newest version 1.9999beta of his MaxxPro MRAP addon on the BI-Forums.

ok here's v1.9999 of the MaxxPro
What's new:
- Topas textures
- no more errors in rpt
- add rhino variants
- optimized the lods





  October 15th, 2010 - 21:54 By Imutep   Comment (0)  

  US Navy SEAL and US SFOD 1 DELTA by massi Addon release    
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!








  October 15th, 2010 - 17:55 By Imutep   Comment (0)  

  British 3 Rifle Infantry MTP v1.3 by STALKERGB Addon release    
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.




  October 13th, 2010 - 10:35 By Old Bear   Comment (0)  

  US Infantry - 2005 by Binkowski Addon release    
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"






Source : Armaholic
  October 12th, 2010 - 13:27 By Old Bear   Comment (1)  

  Fallujah City v0.9 beta by shezan74 Addon release    
shezan74 has released a Fallujah City v0.9 beta terrain on the BI Forums.

Fallujah is an ArmA2 base island that requires ArmA2 vanilla verion or ArmA2 Combined Operations.

Support on forum, bugs here:
http://dev-heaven.net/projects/fallujah

Main features:

- 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)





Source : Armaholic
  October 11th, 2010 - 10:44 By Old Bear   Comments (2)  

  ASR AI Rearming beta v0.95 by Robalo_AS Addon release    
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.



  October 10th, 2010 - 01:09 By Old Bear   Comment (0)  

  GLT Taksi by Myke [CO] Addon release    
Myke has released a GLT Taksi addon on the BI Forums.

As Marschall300 requested in the "Addon request thread" (duh), here a small Taxi addon.
This addon requires Combined Operations.

Credits:
Model and original textures by BIS
Texture rework to Taxi colors by Marschall300
Minor additions to textures by myself aswell config.

Vehicles:
This adds 2 vehicles:
- M300 Taksi (Sedan)
- M300 Taksi (Lada)





  October 8th, 2010 - 17:39 By Old Bear   Comment (0)  

  ArmA II WarMod by Günter Severloh Addon release    
Günter Severloh has informed us on our Forums about the release of A2WarMod.

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


Full description of ArmA2 WarMod features on Armed Assault.info Forums

BI Forums thread for any questions, comments concerns : A2WarMod BIS Forums Release Thread







  October 8th, 2010 - 00:30 By Old Bear   Comment (1)  

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