TRACY released a rather interesting addon in the BI Forums. If you are tired of the white crosshair in ArmA, you can now replace it with several colors.
--Info-- This mod will change all the Crosshairs in game. Rilfes,Pistols,Air,Trucks,Target Locks,And a little more.
Install ---------
Just Move the .pbo color of your choosing to your addons folder
If anyone has any request please get a hold of me.
Finally i got round to finishing off these units after a short stay in hospital. Unfortunately in my hurry to finish them i saved over alot of the work i had done. The only real noticeable difference because of the accident is the loss of the Engineer class. (or at least i hope that is the only thing)
Differences to previous addons.
-Added 3 Para badge to arm. -Re-did all the models (some only slightly). -Reworked the Osprey body armour (completely independant from body). -Added a PLCE type load carrying system (not accurate to PLCE though). -New helmet texture (although very poor) -Machine Gunner class added. -Added radio with wires to headset. -Added Paraband.
Yesterday the well known zGuba released another fix for the SLX Mod. To find out what SLX Revision fixed please read the included readme.txt.
Changes and additions: VehicleEffects rev. 3: - autorotation script optimised - people abandon sinking choppers - pilots eject from Ka-50 when going down due to damaged rotors - EXPERIMENTAL: burning damage effect spawned locally on ALL units (however shouldn't damage remote units! to be tested) to save MP traffic - thanks to some Turkish guy who noticed it when I blew Balmopan up with GAU-8 once :)
EngineStart rev. 4 - now affects AI too, but does not make AI turn engine on and off all the time - script detects if player is using 1st camera view to declare whether to use proper technique of playing sound - thanks to Spooner! - new ignition sounds for cars, trucks and tanks (except of M1) - fixed errors from revision 3
ModCore rev. 2 beta - I don't remember what exactly was changed, compare gameplay with official addon and this one
ShotEffects rev. 2: - disabled SLX tracers by default. To enable them back set global variable SLX_TracersOn to true.
Peloton from the FFAA Mod has released some WIP screenshots of an upcoming Vamtac addon and of a M250 fuel truck on our Forums.
Good a few captures but of the new models of Vamtac and a M250 of fuel.
The Vamtac is altogether seven versions three with M2 armament, TOW and LAG 40, a version of load with a MG3, a version of line without armament a version Mercury vehicle of trasmisiones and a version Mistral battery.
MikkoFin from the FDF Mod informed us of the release of the FDF Mod 1.0 for Armed Assault on the BI Forums.
FDF Mod 1.0 for Armed Assault
- FDF Rapid Deployment Force Soldiers with several variations - FDF Special Jaegers with several variations - Sisu XA-360 (Patria AMV) - Landrover Defender - Completely new Podaga island - All Armed Assault sounds replaced - 8 new Finnish radio voice profiles - King's Gamble single-player campaign - Multi-player missions
Requires Arma v. 1.14 or higher and Queen's Gambit expansion. Please note you need to download and install both part I & II below!
Edit Dec. 21 2008 : Blake from the FDF Mod informed us of the release of a "subtitle fix" for the campaign on the BI Forums. There's FDF campaign fix non-english ArmA available Extract it to "YourArmaDir\FDFmod\Campaigns\" and overwrite existing fdf.pbo. Use latest winrar if file is claimed "corrupted".
Old OFP modder Desert-Rat is back again after a period of time and posted four early screenshots of his work in progress Tiger Tank on the BI Forums.
Well after long long time i started with modding again. I am already a bit better in making models , as i was to OFP times.
Well thats my first model i did its a own created Tank. But i still have to learn how to make UV Maps for Arma. Maybe someone can explain to me how to make UV Maps?
floosy from the [SAAF] Project informed us all on the BI Forums that they have released new screenshots and details of their Tatawin Island.
Hi all, If you want more screens visit our Forums. We are making some missions on it and testing all the map for last verification. Tatawin coming in 01-2009
New & Updated Features Key changes since the last public release (v1-1) include:
- Added support for Schmalfelden - Added support for South Sahrani - Added support for Avgani - Added support for Uhao - Added support for LDDK training island (Isla de Pollo) - Added new ShackTac mission.sqm files for ACU, MARPAT D and Woodland - Added ShackTac f mission template folders for all supported islands - Updated ShackTac platoon loadouts - Updated Kegetys Spectator Script for ArmA component - Updated guidelines on mission naming in the manual
Binkowski has informed us of the release of his 173rd Airborne Brigade ACU Units addon on our Forums.
Yes this does include a replacement pack, and it is signed. I would love to update these units, but I am very new at this. Please, if you want to help in making future releases even better, PM Me. I'll be glad to listen! Also, please post constructive criticism. These aren't the best units and probably have many problems.
Catito14 from the Campaña de Malvinas informed us on Our Forums that they have released several new screenshots of their work in progress British Units.
The mapmaker Beton published several new screenshots of his Omaha Beach map, wich he will be contributing to the 31st NORMANDY MOD when the map is finished. You can see more screens HERE.
Well, as MK1 is working on pacific maps i´m trying to bring forward my Omaha Beach map which i will be contributing when its finished. In the last few days i tried to play around in Oxygen to build some more beach obstacles. As i am an absolut newbie i modified the original Bis Barbwire to have just the "Tschechenigel" without the modern Barbwire.
This kind of obstacle was to be widely used on the Atlantikwall. Also the Drachenzähne and the Rommelspargel wich you can fin on the pictures. Just to give you a little teaser... some screens.
This map has been in the works for a while now, I have intensley worked on this ....
The location of these islands are of the East Coast of New Hampshire in the US. They are detailed and the map looks identical. It is about 100mb so it is relativley small, it is 512km*512km. I really hope you guys like this map, as i think it could be one of my best so far.
Q has once again released an essential fix for Armed Assault. With the PROPER Misc and Buildings addons installed small obstacles won't slow down your tanks anymore.
= Features =
1. To run over smaller objects without resistance for heavy tanks (by setting overall geometry mass to 200) That makes driving tanks more fun again. Speed reduction still applied for smaller vehicles.
= Q&A = Q: Will there be updates. A1: Depends if people are interested and report more not working objects.
Please report them via screenshot and the model name. See Visitor 3 tutorial for all ArmA models with pictures and their name.
You can get the BIsigns and public Keys in the BIS Forum Topic
Note : While we are uploading the files to our FTP server you can download them from Q's webspace.
The script Guru Spooner released another very interesting script/addon in the OFPEC Forums.. This release allows you to display the battlefield on a holographic map. deanosbeano made a short YouTube video showing the addon version in action.
Overview HoloMap creates a 3D holographic representation of the game world, showing friendly (blue) and non-friendly (red) vehicles, as well as missiles fired, as blips. Alternatively, using the @DBO_miniatures addon (included), show vehicles using scale models!
Features * Creates a 3D holographic representation of the game world, showing friendly (blue) and non-friendly (red) vehicles, as well as missiles fired (white), as blips. * Friendly and/or enemy infantry can be shown on the map if required, assuming they have radios and GPS, rather than using radar to detect them. This can be limited to just showing roup leaders, to reduce clutter. * Automatically renders a 3D map of any island, including ground textures (grass, urban, rock, sand, etc). Higher ground is given a lighter shade, in order to improve terrain shape recognition. * Each HoloMap projector is associated with a nearby or remote sensor object (such as a radar tower or AWACS plane) and will show a HoloMap centred on that sensor's position, at least until the sensor is destroyed. * Any vehicle or object can be made into a jamming device, with a specific range of effect. If a HoloMap projector or sensor is inside a jamming zone, then the projector will not show anything. A jamming zone is clearly marked on any HoloMap that is outside the jamming zone, but it will hide all blips within the zone. Jammer vehicles only cause interference when their engine is turned on, but other jamming objects, such as towers, are always on until they are destroyed. * Any vehicle can be given a stealth factor, which reduces the range at which it can be detected. * 100% client-side scripts with no broadcasts, so absolutely no effect on network traffic or server load. * Optional: By installing Deanosbeano's DBO Miniatures addons, you will see tiny representations of vehicles, including missile trails and burning vehicle effects!