DMarkwick has released his DMHide beta v0.3 on the BI Forums. This addon will spawn a viewblock object around you to hide inside, it's not instant hidding and firing will destroy your cover, read more in the Addons section.
This is a simple little idea - a place to hide. Now that more & more AI addons are having some sort of a "search" functionality I thought it would be nice to be actually able to hide. To this end, this addon will spawn a doughnut-shaped viewblock object around you to hide inside. The doughnut shape means that although you can be hidden from AI that are searching for you, if they get too close they can see "down" into it, and see you. They have to be quite close, and they have to also be looking in your direction. The doughnut-shape will spawn under the ground, and over the course of 50 seconds or so will rise up, gradually hiding you. No insta-hide I'm afraid :) Also, each time you fire or throw a weapon, the hide will drop by 25cm, equivalent to half it's height. It will then start to slowly rise up again. This is so that snipers can hide out & snipe reasonably safely, but not too often lest they give their position away.
ObmaR of the Bush War Conflict Mod team posted some informations about their PUMA A330 in our forums. He explained that he is now in the last stage of his work and a release could be expected in the first week of december. The first two pictures are showing the PUMA AS330L with side mounted FNMAG in the Fire Force/COIN configuration (2 crew, 1 gunner and 12 passangers). The third picture shows PUMA AS330C general utility CASAVAC/REARM configuration. This one I made with the special dust filters developed by South Africa and fitted on most PUMAs operating in SWA (Namibia) after 1982. The screens four and five are showing the Search and Rescue/General Utility Configuration, called ORYX (a South African Uprate of the PUMA AS330L with some minor alterations and dome radar utility). The team is still looking for someone who could help them with the winch:
I have included a winch and am hoping that someone can develope a script for us. Maybe we will become the first mod with something new and inovative like a proper working winch. So far I can get the winch to extend down to about 30 meters ingame. It is a model animation and am hoping that a proper script will make the simulation appear more realistic.
For further informations, please visit our forums.
Opteryx has released Sakakah Al Jawf v.1.0 map on the BI Forums. Now Queen's Gambit is required.
New Features * Rebuilt most of the city structure, more object density. * Added new satellite map and detail textures. * New height map. * Improvised Mosque (yeah it looks a bit strange, but it'll do for now). * Added QG content. * MehMan made me an AWESOME(! ) new building, this I specifically requested had no spec/normal map for highest performance. It looks awesome. * Airport, works okay, but could use some fine tuning. * Sort of proper roads. * Should work on a dedicated server now.
Issetea has released Sahrani Life, a RPG MP Mission by Issetea and Fewo, on the BI Forums. It's a role playing cops and robbers game featuring many many items and missions.
We (Fewo and me) started to script a mission called "Nogova Life" on 1st October 2006 for Operation Flashpoint in order to create an RPG mission with less bugs and more features than Crime City. Around two months later we converted the mission into Armed Assault calling it "Sahrani Life". Since then we've tried to discover better and/or easier scripting techniques, developing new methods to script Server/Clientside scripts and reducing the number of our script files. During the last few weeks we've tested the mission in Multiplayer and we want to thank Zion, Hulking Unicorn, Delta38 and Erik for their support.
The talented programer Yoma informed us about the release of the latest Yoma's Addon Synchroniser tool introducing similar features like OFPWatch for Operation Flashpoint. You can get more information about this very helpful tool on Yoma's Website !
Hi everybody, Yoma here.
As most of you may know I've been working on a little tool for the Arma community lately.
Main features of this tool are:
- Synchronize (download) addons from a webserver in an easy way. - Server admins can easily create packages that they can store on their servers. (So players can easily connect with the correct mods loaded) - Possibility to check extra info about the mods you are downloading via connection to ArmedAssault.info website. (If the mod is known here. If it isn't please report it in THIS Thread) - Add/remove/import/export server configuration files (So admins can send them to clanmembers for easy configuration) - Game launcher that automatically preselects mods from linked modserver. - Possibility to query gameservers via Gamespy query to check if server is playing/ who's playing on it before you connect. - Server monitor checks status with 30 seconds intervals and gives a warning when server state changes (good for non JIP games so you don't have to stay in lobby waiting for game to restart)
Today, Dr.Rebus has given some news about the Italian Army WIP on the BI Forums
- TEXTURES SOLDIERS (Rebus): Completed! - NORMAL MAPS (AimPoint): WIP...but almost done! - ITALIAN WEAPONS (Arremba San Zorzo): Completed...fixing some little bugs! - WEST WEAPONS (Robert Hammer): WIP...but almost finished!
And Arremba San Zorzo has released some pictures about this work in progress. As wrote my mate Rebus, Beretta's weapon are near to be completed. Below some picture with also the new Italian BDU (2000 age) soldier for the PedagneMOD. There is still a problem with the ammo: soldier in game says "Out of ammo", but fire never problem. someone knows how to solve this problem? Beretta weapons will equip the wonderful soldier of Rebus but will be released in many other variant with one test soldier and an ammo crate.
Hi, fellas i am pleased to give you guys my navy seals ,they are not up to date equipment as they are only bises models but have tried to make them look as good and different as posible. Plus also big massive thanks to ebuds for allowed me to use some of hes textures for these,& also for the usmc marines 2003 style, cheers buddy thank you for that & lovely work which saved me some time.
Q1184 has released an updated version (he signed it) of his Sharper recoils modification on the BI Forums.
Q11_Recoils As many of you may have noticed BIS recoils are a bit weird. Apart from being slow (BIS recoil starts after the shot) there is also some strange movement of the gun after the recoil itself. It quickly moves down and then up again, probably trying to simulate rezeroing. What I did was 1)Start the recoil the moment the shot starts, 2)Get rid of the barrel dive (almost to zero) and 3) Make the overall recoil cycle shorter. I liked the result and decided to share the stuff with the community. I would appreciate any constructive feedback to further improve this little mod.
Q11_RealROF: Realistic rates of fire for small arms.
bk1276 updated his UK + US camo and hangar nets addon and published the Release Candidat 2 (for the hangar nets) and RC 3 (for the camo nets) in the BI Forums.
This is a conversion of the OFP CAMO NETTING (US + UK STYLE) made by RKSL it is converted with permision from Rockape from the RKSL Studios.
rundll.exe surprised the community with very interesting video shwoing his Gravity Gun script in Armed Assault in the BI Forums.
Hi, I was fiddling a bit with the scripting commands and after playing HalfLife 2 ep.2 A thought stroke my mind it would be funny to have a gravity gun in ArmA. So I made one.
Well. its not finished yet but here is the progress and plan: working: -Possible to pick up an object where your gun is pointing by shooting at it. -The object is "glued"to your gun until you fire it. -A throw and drop mode, selectable as if you would toggle semi and auto fire. Throw will fire the object in the gun direction. Drop will just drop the object to the ground. -Specify a list of objects classes that are allowed to pick up. There arent that many objects in arma that allow physics simulation. (all vehciles do but you dont really want to throw a tank) -config of the "weapon", ammo and ammocrate
Todo -Make the pickup more precise. Sometimes nearby objects you cant see are picked. -Create a weapon model, now I just use the m16 -make the object be drawn to you instead of teleport.
JOHNsArT has released some very nice screenshots showcasing his Work in Progress Kingtiger (Königstiger) addon. For more informaton regarding this project, visit his topic over on the BI Forums.
Durg78 has released an amazing Vegetation Fix for ArmA trees and bushes on the BI Forums. This addon replaces most ArmA vegetation (trees and bushes) with the enhanced AI view blocking versions.
Not all (but most) vegetation have been fixed in this way, as some had a fairly decent View Geometry already. Grass has not been modified. Results : Performance : Amazingly, there is no noticable impact on performance. Gameplay : You can now use trees and bushes as cover without worrying if the AI can see you when they shouldn't be able to. Installation 1) Open the .rar file and copy the "@DurgsVegetationFix" folder to your ArmA directory. 2) Go to the ArmA\@DurgsVegetationFix\tools directory and run the Durgs_Vegetation_Fix.bat file. 3) Add -mod=@DurgsVegetationFix to your ArmA shortcut OR use the Kegetys ArmA Launcher. This procedure does NOT modify/replace your existing plants.pbo.