Lennard released his RACS Mechanized Brigade Units he had floating around on his HDD for a while on the BIS Forums
Have had these units on my HD for quite some time now and I thought like finishing them today so I did. Now they're ready for release. They're intented to fit the RACS vehicles. And I think they came out quite nice.
TonyRanger has informed us about the release of his long awaited FFN MOD 0.82.
This version is a bug fixed and Reduced lag,all features in 0.81 are still there.beside there still some new features,the main changes are below.
Click to read more:
1.Combat Voice added AI will speak and use hand signal during the combat,the voices are depond on their sitluation,every word have it true meaning.every AI soldider have his own voice,so whatever he say,all using the same voice.They'll never speak in "stealth" mode and if a SpecOp lead a squad,he'll also make his soldiers silence.
2.Tank Support infantry added A tank in squad which most infantries inside will give infantry fire support and patrol around the squad.once infantry detect enemy infantry in building,the tank will destroy the building by cannon and crush the fences or walls around it.
3.Tactical Infantry Squad added <1> AI squad will keep advancing from cover to cover toward waypoint as quick as possible,so we won't need to worry they break our waypoint put in mission editor.If there is no cover near waypoint,they will still directly move to that open ground anyway.(So We'd better set some good waypoints for them in mission editor.) <2> AI squad will keep a "combat formation" when they seek cover,unlike ArmA's default "march formation",it's a "line" formation with 20M distance between each squad memeber for them taking cover in open ground and 10M distance in close combat.if there is a cover.(So We just need to give them some time to deploy.) <3> AI squad will spread 3 teams in this "combat formation",1 fire team and 2 assault teams.squad leader will assign the second and third squad memeber and himself to fire team,the rest of squad to assault team 1 and assault team 2. <4>.Fire team will stay foucs on waypoint and cover assault team when them advance.assault team will stay in cover while fire team moving,these teams cover each other in combat.when fire team suppressing enemy,both assault team might try to flank enemy. <5>.If AI squad have reach their last waypoint or they don't have any waypoint,they will set up a defense parameter.the Fire team will stay in the middle of parameter and assault will patrol around the parameter.they'll not engage enemy and leave the parameter. <6>.If this parameter is in city,AI squad memeber will automaticly enter nearby building of his "combat formation" position(if there is no building there,he will still try find cover somewhere else),AI act faster in close combat,which means they'll swich from cover to cover faster at that time. <7>.the speed of this AI squad advance is depond on how much enemy fire they have taken.which means suppressing fire can slow a squad down.
hint:AI will only take cover with enemy in 400M or detect an enemy sniper. hint:AI will now take cover with those woodfence or fence like objects which we put in mission editor. hint:AI will automaticly take dropped weapon from body when ammo low or better weapon in "FFN MP replacement".
I've adjust some setting and add some new weapons,for example crews now only jump out to repair tank when they think the area is clear or enemy is very far from them.many small fix like this,you can find rests in gameplay.
this version contain 2 XEH replacement one is called "SP",the other called "MP".SP one is contain all features,and MP one only contain AI enchantments.whatever it called,any of them work in both SP and MP missions
this version should work fine in SP,I've test it on some MP mission,but not sure if it totally work,need more test.
Update : At TonyRanger request FFN MOD Beta 0.82 has been updated with a new replacement file. Here is a new version, repacked with 7z archiver. If you have already downloaded FFN 0.82 just grab the HOTFIX HERE and replace the pbo's.
As it is Tony's birthday today, we'd like to take the time to say : Happy Birthday from the ArmedAssault.info Team Tony !
The Switzerland War Mod Team released a second version of their SWM Soundtrack on their website.
The soundtrack called Switzerland Mod Soundtrack #2 is released as an album in mp3-files. The new album includes only new songs and expands the soundlist in the SWM_Sound.pbo for the next version called Switzerland Mod 1.3.
Q informed the community about the updated ACE Island Pack v1.10 release on the BI Forums. With the permission of each original author you find most popular community created islands of Operation Flashpoint as well the Operation Flashpoint: Cold War Crisis islands Everon, Malden, Kolgujev and Nogova of Operation Flashpoint: Resistance playable in Armed Assault, 32 islands featured in the pack. This update adds new _Sat texture and change so many things you will have to re-download the complete pack, have a look at the full changelog here. ACEIP v1.10 change log * Nordic SAT by Rg * Trava SAT by Rg * Snow SAT by the-f * Fixed: Forest vegetation now blocks tanks * OFP high terrain detail (HDT) version of each island
Note : read the ACEIP BIKI site first and report problems at the given page listed in the BIKI. If you want dev support or suggest changes/additions, head over to the ACEIP project site!
Two new addons have been released on Armaholic.com. The first addon was made by Conor1994 and Calm Terror and it is the Meko 200 and Meko A100 Corvette. The second addon is a realism one called PBDC500 which will add a new sniping reticule for ACE M24/40 & M110 (SD).
Meko 200 and 100 Corvette: This addon will be part of the Arma Naval Warfare Mod (ANWM).
ConnorSG1 and Calm Terror have been working a ship pack for Arma for some time now. We both have been working inside PRACS and still are but there is some stuff we have been working on personally. There are many ships and add-ons within this pack but the first will most likely be the smaller ships then moving onto the larger ships. I can almost guarantee that this mod will be expanding on the limits of the Arma engine in many ways most notable expanding on the number of turrets on one single add-on and the VLS abilities of the engine. PBDC500 : Major features:
1) Fast long range shoot 2) multiple shoot at various range with accuracy in one shoot session 3) easy range determination 4) allow to fast determine holdover for windage and mobile target.
The next to come will be about fast range determination for target. Next reticule to come : M107 PBDC1000.
Coldfuse published several new screenshots and video here of his Chevrolet Suburban 2002 vehicle on the BI Forums.
This is a 2002 suburban, the mods are nearly complete and have fully functional multiplayer compatible lights.The vehicle will not have all the functions as deltas does but will be fully compatible and have a bunch of animations.
the model was done by offroader23 Light-bar by gunner Animated lights by dachevs Scripts by armatec supervisor tool boxes and k9 cage by greg texture's and vehicle animation's by myself
Thank you for your time and Please leave ideas.
Edit 12/02/09:
I have plans to redo alot on it...but if you want to play around with the model your self you can download it here .... This mod is released open source and free to edit and better with the following stipulations - if you intend on releasing it you must leave it unbinarized or encrypted and open to the public to edit. - You must keep all the orginal credits for there work done. - The textures, model, and anything that comes with the model must not be converted to any other game and/or engine - the The model/addon is released free of charge - must not be used in a mod other then citylife with out written consent.
Dengibtsschon from the ECS Mod has released a new ECS Themis compatibility component 10102 addon on the BI Forums.
Our bridge addon Themis v1.0 or v1.0.1.01 does not work well together with the latest versions of the Extended Eventhandlers addon (released along with ACE v1.01 and ACE v1.02), if at all.
There have been player reports that ECS will work with ACE v1.01 by using the old Themis (v1.0), but this is not true. With this configuration almost none of the game events will reach ECS (only from vehicles of the type "LandVehicle" (Cars and Tanks)). To prove these players wrong: In the mission editor, put only yourself as soldier on the map and preview. ECS won't initialise then.
That's why we release a new version of Themis v1.0.1.02 which is compatible with all public versions of the Extended Eventhandlers addon (tested down to v1.4) and should stay compatible with future versions of it. The old versions 1.0 and 1.0.1.01 are obsolete from now on and shall be replaced with v1.0.1.02
CheyenneAh56 has sent us 3 new great looking aircrafts. The released aircraft are the EADS/MTA Airbus A3xxMPA (319 & 320), Grumman OV-1 Mohawk and the North American-Rockwell OV-10 Bronco . Airbus A319 MPA (Next Generation Marine Patrol Aircraft) FS version By Philip Taylor ArmA Version and scripts by CheyenneAH56
OV-10 Bronco: FS version By Tim Piglet Conrad & Luftwaffe Texture by Sebastian Hecker ArmA Version and scripts by CheyenneAH56
OV-1C Mohawk (US ARMY): FS version By Tim Piglet Conrad ArmA Version and scripts by CheyenneAH56
IMPORTANT : The permissions of editing the original model were granted by Email by the mentioned authors. All Addons are released, without exception, with the prealable agreement of the respective authors.
The files were only tested by CheyenneAH56, and if you find some bugs, missing files or else, send him a PM.
Binkowski has again updated his 173rd Airborne Brigade ACU Units addon, now to version 7.0 and released it on the BI Forums.
173rd Units V7.0 By Binkowski and suhsjake Change Log: - Improved model and texture quality. - Realism. - Compatibility with ACE - Fixed most crashes / RPT errors - Wound textures are finally working. Notes: There are three units (SL, TL, and Medic) which have names and two different patches. I made them especially for me, Koch, and Millette (suhsjake). Each bears a national guard patch from our home state, and the 173rd AIBCT. As well as our last names.
Edit February,10 : Here is the replacement pack that is compatible with version 7.0 of the units, enjoy.
About 3 weeks after the previous patch release, we are proud to present Patch 2 to you. Numerous bug fixes, feature adjustments and additions have made it into this Patch, see the Changelog link below. The Ruck System has been altered to workaround a few horrible problems, and optimize network load etc. More info at the Ruck Sys Wiki.
- Update - 591MB (already have A.C.E. installed) You can update your Mod by running the included Updater (Windows Start Menu, or @ACE\Tools folder), or by downloading from below mirrors (In case you update with the updater, if you get a message about sixarma-updater.exe being in use, please close the black dos window, and click Retry)
- Full Setup - 702MB (for new/re installers)
A.C.E. Mod v1.02update was released together with the XEH Extended Eventhandlers 1.92 Addon by Solus & Killswitch, the official release now mirrors the A.C.E Release. Enjoy!
Killswitch has released an updated version of the XEH Extended Eventhandlers Addon by Solus & Killswitch, now v1.92, on the BI Forums.
Hot on the heels of the recent A.C.E mod 1.02 release comes a new Extended Eventhandlers addon - version 1.92 This is the same version as the one XEH in ACE 1.02 and introduces a few new advanced features that have been cooking in the cauldrons of the deep dungeons of A.C.E. for some time. Please see the enclosed "readme" file for details of the new twins - PostInit and InitPost (*).
Credit for these two new features should go to Sickboy and the ACE team. Neat stuff, guys!
v1.3 : - Made addons ACE compatible. - Added American covert operations units (Afghanistan). - Added new AK-47 weapons pack which also includes an RPK-47 and a Lee-Enfield rifle. That way no dependency on 3rd party addons. - Added 80's era Mujahadin on Resistance side (equipping them with AK74's as well). - Added Vehicles and static weapons for Taliban and Mujahadin.
To find out how to use the Units with ACE click here and scroll down.
Bigmike has released 2 new PickUp MGs on our Forums. One is a "green" hilux with a .50 MG, the second one is a black pickup with a minigun. Here the two are packed in a single archive, you can download the two in a separate way following the link given in the Forums.
itim_tuko, CZM Modleader, has informed us of the release of the Infantry units from the Conflict Zone Mindanao Mod as a public Beta. This beta version features 35 different soldier models. The beta includes different branches of the Philippine Army: - The Marines - The Army Cause of lack of time, but on the other side I didnt want to exclude the army in the first release I made 3 soldiers of the 1st Tabak Division and one in the new Digital camo. - Philippine National Police (PNP)
I did also include one Pilot of the 206th Tactical Helicopter Squadron "Hornets"
Bigmike has released 2 Off Road HMMWV addons on our Forums. One of these models is featuring .50 MG. Here the 2 addons are packed on a single archive but you can download them separately following the link given in the Forums.
here is a new little toy for the west! its been tested in ace 1.1 and works great ... I got turrets too work!! will make Hilux with MG soon
A relatively small desert island. It is a post-apocalyptic landscape, the idea of which is that it used to be woodland before a drastic environmental collapse of some description turned it into a desert. A newly constructed town sits to the north-east with barricades set up connected to the rest of the island by crumbling road networks.