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SNKMAN has released an updated -v1.31- version of his Group Link III addon on the BI Forums.
Group Link 3 is a A.I. enhancement AddOn/Mod with different effect features. The original Group Link script was written by Toadlife this is a heavily modified version of his script and was tweaked and enhanced particular by KeyCat in OFP times. Since ArmA i rewrote the complete Group Link 2 to .sqf and optimized many parts with high CPU/Engine load, into functions, all events which are called by the Event Handlers are also rewritten to functions to save CPU/Engine load.
The main/original function of Group Link 3 is to enhance the enemy A.I. that they may will call in reinforcement if they are overmatched by the enemy/target ( Player ). Group Link 3 is a dynamically A.I. enhancement system, which means, that many values are random and the chance, that the same mission will proceeds/end the same way like it did the last time it was played is very low.
Group Link III v1.3 changes
Example and Feature Missions:In the folder “Example_Missions” you can find 3 totally new Example Missions, showing some of the new features and a new overworked Group Link 3 Core Example mission.
Enhancement and New Features: - Destruction Detection: This feature let enemy A.I. detect, the destruction and/or explosion of several objects ( Car, Helicopter, Tank, Ship )If enemy A.I. detects a explosion, then they may will walk ( if not in a vehicle ) to the position, where the explosion came from and check the erea for a specific amount of time.Units/Groups in vehicles which discoverd the explosion will drive to the position of the explosion unmount the vehicle check the area for a specific amount of time, remount the vehicle and move their way on to the next waypoint. ( If any ) Many thanks to Legislator, who requested this feature. - Helicopter Insertion/Extraction: Helicopters which was already called in as reinforcement and where the crew already is unmounted/ejected will try to get other reinforcement groups faster to the conflict point, by Insertion and Extraction. The Helicopters will fly to groups which do not have a vehicle and which are far away from the conflict point, to pick them up and transport them to the conflict point. Requested by Lightman, becouse Helicopters did always stand still in the air, after reaching the conflict point. Idea enhanced by =\SNKMAN/= - Enhanced Markers: Artillery: Added a artillery marker, which can be used to show the artillery vehicle position at the map. Note: You need to add the Artillery vehicle class name ( “D30”,”M119” ) to the marker list array to enable this feature. Example: GL3_Public set [23, ["D30"]]; Garrison:Added a Garrison marker, to the Enhanced marker script, to show which units/groups do garrison buildings. - Suppressed Fire: Enemy ( A.I. ) units/groups, which are under suppressed fire now also do lay down suppressed fire target/player group. - Take Cover:Made some very very big improvements with the Take Cover script. Now looks like everything works like it should. If the group, which is trying to take cover got more then 1 unit, then one unit of the group will stay at his position to give fire cover, while the rest of the group is trying to get to the cover positions. - House Search: Rrewrote of the House Search feature to cover all avalible buildings in a specific range to the House Searcher. - Take Captive/Surrender:Reactivation of the Take Captive/Surrender Feature. Also greatly improvemed and enhanced the Take Captive/Surrender system. - Human A.I.: Human A.I. General: The Human A.I. now is split up into 3 part’s. 1. Human A.I. Idle: Static Groups now will randomly sit down, talk to other units of their own group and/or go patroling for some time. At night thouse groups also will make a fireplace, and sit around it. Note: A fireplace only will be created by the group, if they are not in close range to a village or town. 2. Human A.I. Garrison: Units/Groups nearby a building and without moving waypoints may will garrison buildings nearby their position for cover. 3. Human A.I. Static Weapon Mount: Units/Groups nearby a empty static weapon ( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle ) Since GL3 v.1.3 the Human A.I. features will be called by the Human A.I. core caller script, which do allow to add units/groups to the Human A.I. feature which first had a waypoint but after some time reached the unmount or stop waypoint. Note: Human A.I. Garrison and Human A.I.Idle is only used by units/groups which do not move. - Garrison: Enemy A.I. units/Groups nearby a empty building and without moving waypoints may will garrison buildings nearby their position for cover. - Static Weapon Moun: Enemy A.I. units/Groups nearby a empty static weapon ( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle ) Note: If the static weapon ( vehicle ) is a artillery vehicle, then this vehicle will be added to the GL3 Artillery array and gives enemy A.I. more artillery support. - Multiple Sides: GL3 do now support multiple Enemy and Friendly sides. This means missions with EAST vs RESISTANCE and WEST or WEST vs RESISTANCE and EAST are not a problem any longer. - Spawn Units/Groups: GL3 do now can spawn units/groups. A example mission in where to see, how to use the spawn feature can be found in the “Example_Missions” folder. Note: This feature is beta stage and need to be enhanced and improved in some parts. Requested by: warpuppy
Added: - Global Variables, to switch the GL3 FX Effects on and off ( True/False ) - Global Variables, to switch distance of the GL3 FX Effects. This meanes that the GL3 FX ( Explosion FX, Fire FX, Dustwave ) are only used ( Triggered ) when a player is inside this range. To prevent CPU use due Effects, the player/s can’t see, becouse he/they are too far away from the object which use the FX. - Global Variables, to change the reinforcement call cycle time. Requested by deslok
Tweaked: - Church Chor volume -20 db. - Grenade Impact volume: - 20 db. - Spark Sound volume: -20 db. - Increase of the Weather Change and interval time. Weather Interval: From: 300/600 To: 900/1200 Weather Change Time: From 124/124 To 300/600
-Added a rotate effect to explosion debris. -Added the Public Variable Event Handlers to scripts with a huge “waitUntil” cycle.
-Helicopter Unmount: Now helicopters will land ( While Unmounting ) more far away from the conflict point, bevore they sometimes did land directly in very close range to the target group.
-Group Link 3 Core Script: Added a variable, which controles the speed of how fast the selection of the nearest reinforcements group will take. In very big missions with 50 – 80 groups, it may sometimes could happend that Group Link had needed 10 – 20 sec. till it had identified the nearest possible reinforcement group. In missions with over 30 groups, this variable now will increase the speed of how fast the reinforcement groups are checked and selected.
Syntax: Enhanced the Human A.I. syntax. Replaced the left “execVM” with call comiple. Enhanced and optimized the Marker script. Rewrote of the Human A.I. Idle feature syntax. Rewrote of the Church Chor syntax.
Bug Fix: Fixed a bug in the Rearm and Body Remove script. Fixed a bug in the Remount Cycle. ( After an alert was cancelled ) Fixed a bug in the player inizialize. ( May this had caused some problems in bigger missions ) Fixed the E.E.H. ( Extendet Event Handlers ) config bug, which had resized the fonts/letters in ArmA and the editor.
Reworked and Overworked Features: Fixed, Tweaked and overworked 60% of the GL3 features. Dead Body Detect. Take Cover. Unmount. Remount. Group Link 3 Core. Rewrote of the GL3 vehicle array system: Now every vehicle of the base class: Car, Air, Tank and Ship are supported by GL3.
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waterhiro has sent us his latest weapons, the Israeli Tavor Rifle (Tar-21) and the Imperial Japanese Army Pack. Both addons are not fully tested + the Japanese Army pack does also include the M9 sub-machinegun (beside the WW2 weapons/units).
Edit 27_01_09 : Waterhiro has updated his TAR-21 today and send a new "last" version. Downloadable now !
I received many Photos of Tar-21 from Ivan Sark So I remake a My Tar-21 for Ivan Sark :-)
News submitted by waterhiro.
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January 26th, 2009 - 14:41 By Deadeye |
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EddyD has released a Soft shelters 2, aircraft soft shelters addon, by eddyD and Deanosbeano on the BI Forums. Hey all I have make a soft shelters pack with animation doors and open shelters 4 skins: desert,racs,snow and woodland... have fun eddyD p.s. remove the old soft shelter and place with this pack
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Schnapsdrossel has released his Desert mercenaries pack 0.9 on the BI Forums. He has also released a mercenary faces pack and desert mercenaries replacements.
... Until then, you can download the desert mercs with the old and ugly BIS west’s here:
I recommend to use my updated mercenary face pack with this addon (24 faces in total): download mercenary faces pack
And here's the replacement for the QG mercs (there are 2 versions with the 2 different snipers to choose from)and the west and independent soldiers ...
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Southy has released as an addon, a McDonnell Douglas F-4E Phantom II by Footmunch, converted to Arma featuring a F-4E Phantom II - 'Wild Weasel' on the BI Forums.
addon includes: - special FX scripts by Lethal/Gnat (modified by me) - after burner sound (known issue cuts out after 8 secs) - sonic boom sound > 850 speed - normal/spec maps - Camo texture and Grey Texture thanks to eddyD - animated canopy (glass only hoping to fix in next version) - multi weapon load outs - Cluster bomb script care of Franze - modified flight model - (modified and fixed sounds by ANZACSAS Steve) - XEH (extended event handlers compatable) - Tested and flown in ACE Mod - F-4E features fully operational gunners position with aiming optics. - adjusted HUD brightness, should be visable against light backgrounds - exhaust smoke
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TeRpEnTiN from the BW Mod has released a v0.4 of the BWMod on the BI Forums
Hey everyone.
After a lot of work we've finished yet another load of addons, this time it's the Wiesel MK20 as well as the UH-1D (transport and SAR variant). Helifreak's Wiesel MK20 should be a nice addition to the Wiesel 2 Ozelot and OPK's UH1D should provide the necessary transport means for our troops which had to move on foot until now. Also there've been quite a few bugfixes, and the BWMod_UI.pbo is now optional. If you don't like it, just trash it. :) We'd like to thank Sgt.Ace (Project '85) for adding working instruments to the UH1D and especially RockofSL for allowing us to use his Dynamic Rotor System and helping me implementing it into the UH-1D.
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waterhiro who recently showed us some impressive videos of his WW2 japanese rifles has informed us about the release of his Walther WA2000 sniper rifle on his blogsite.
This addon is not fully tested for multiplayer.
News submitted by waterhiro.
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January 21st, 2009 - 10:38 By Deadeye |
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NJ91 has released his first addon, the RACS 45th Infantry Air Assault Regiment on our Forums.
Hello! I have finally accomplished to create a WORKING addon
This addon contains units from RACS 45th Infantry Air Assault Regiment. They come in Woodland and Desert camo. Note that this is only BETA!!!!! I have already improved them a bit. So please do not complain if it looks NOOOOOBISh
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January 21st, 2009 - 10:34 By Deadeye |
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Delta Hawk has released his Ford Crown Victoria P71 Police Interceptors addon on the BI Forums.
This addon contains multiple versions of the 2005 Ford Crown Victoria P71 Police Interceptors and P72 including the GPD P71s and a LAPD P71. It also contains SWAT-guy's updated LAPD and GPD police officers. There's just too many features to list but maybe now would be a good time for someone to make a serious U.S. map for these officers and cars... Enjoy
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AtStWalker from the ArmAmod.org website informed us that addonmaker Centerbe released a beta version 1.0 of his German pak40.
This is the beta of the German 7.5cm pak40 artillery, i hope it will be improved. As we had anticipated it's a GNU-like free addon. It or parts of it does not require any permission for using, remodeling, reworking, retexturing ecc ecc. It or part of it can be used, reworked and redistributed single or included in other mods or addons, but however remain GNU-Like free.
This addon features : - 3 crew members; a gunner and two cargo or 1 cargo and a commander is a possibility too. - 3 different 75mm ammo; PzGr.40 (AT tunghesten core - high velocity), PzGr.39 (capped ballistic capped,piercing with explosive action) and PzGr.39HL (no piercing but high explosive action, low velocity). - Recoil animation, recoil have a proper animation with traslating gun movement on a rail (see video). - detailed optics reticule of Zeiss ZF3x8 (work in progress).
Source : ArmAmod.org |
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Blazer01 released his Battlestar Galactica ship on the BI Forums.
Ship one is Battlestar Galactica ship. Two is a Cylon Basestar models and textures by Coxxon inported to the game by me and a big thanks to Coxxon for leting me use his work, as i lost my stuff some time ago
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YO from the spanish Clan GIR has released his SLA units & SLA weapons Pack on the Clan GIR web site.
Finally after a long working time and dedication in this project, my soldiers SLA are ready to come to the light. It's my first addon, nevertheless I have tried to do an accurate work, without proposing me goals beyond my capacities or knowledge, but doing the best I can.
The idea of this addon arose from playing Team Coops, on the Russian side, with the frustrating real sensation of being inferior to the rival. That's why I created these elite units. They are a part of the SLA, recognized by them like so, but nevertheless every one can see better preparation and equipement, which would help to create the sensation of equality in battles.
Aside from fixing units SLA, I have created a pack of AKM rifles with variants like silencer, scopes and grenade launcher, with the new ammunition of 7.62x39mm and smoke grenades for GP-25 launcher, which would help a little to bring both side into balance on assault riffle point. Are also included the default vehicles for the SLA with crew and their customised load.
You notice that you can use weapon addon alone, but not units, for they required those weapons
Old Bear note : this is a translation of the post from GIR Forums with some help from Babel Fish, I hope it's ok.
News submitted by Benamaina.
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Scars09 has released a sc9_ships1 addon featuring RACS, SLA an a civilian ships and sailors crew on the BI Forums.
This addon contains 3 ships for Independent (RACS), one ship for OPFOR, a civilian freightship as real ship and as static object. This addon also contains 2 retextured BIS Units (officerE and officerG) to fit as crew for the ships and a static object to be used as naval contact mine.
The Ships are intended and pre-configured to use mando missiles addon (recommended but not needed). Placement of the mando missiles gamelogic is enough to activate the system.
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SNKMAN released his ArmA Group Link script version 3 on the BI Forums. AI is now much more smarter then ever before! Demo mission, and Readme are included.
The Group Link History:
• The original Group Link script was written by Toadlife. • KeyCat continued toadlife's work and heavily modified the original Group Link script and tweaked and enhanced it. • From now on Group Link was avalible and known as Group Link 2. • Since ArmA was out i converted Group Link 2, added some new features and called it Group Link 2 Plus!
Group Link 3
• Group Link 3 is still based on the work of Toadlife and KeyCat but it's way more enhanced and optimized then ever bevore! • Group Link 3 is a AddOn based AI Enhancement script, which is doing a lot of configuration's and setting's by it's own. • So it's not necessary to inizialize every group by putting "ge1=group this", "ge2=group this" and so on in the inizializing field of each group. • Group Link 3 is detecting every unit, group, object, which is used in a mission by it self. • Basically Group Link was a AI Enhancement script only, but i simply could not take off my hands from some very nice Effect features, which i missed so much from OFP.
Group Link 3 NEW FX Features:
• Church Chor. ( Sound ) • Church Light. ( FX ) • Random Weather • Bullet Whiz By. ( Sound ) • Shell Fly By. ( Sound ) • Grenade impact Simulation. ( FX ) • Explosion FX. ( Debris, Dust Wave, Hot Ground ) • Fire, Ashes and Sparks
Source : BI Forums |
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Vilas has informed us on our Forums about the new Vilas_MilBonus addon, a pack of vehicles of Law Enforcement of both North and South update and about Vilas_P85 - pack of infantry of SLA and RACS. A new version of theweapon holder addon, bonus SLA/FIA/RACS infantry addon is also released. Updated German infantry addon, Swedish infantry addon , Polish infantry and vehicles addon, American and Eastern weapons addons are released.
first what i must say - i found source of bug in all my previous units, causing that in NV Goggles units faces were shining and very shining when dead so i fixed my infantry addons and i made other updates:
- fixed infantry addons: *German infantry addon *Swedish infantry addon *Polish infantry and vehicles are updated too changed bug in faces materials and i added few new vehicles for Police (on screens above), realistic reticles by RHS ... - new addons: * Vilas_MilBonus is pack of vehicles of Law Enforcement of both North and South includes vehicles listed above and if you wanna drive it with crew - crew is in bonus infantry pack, if you don't want crew - use it "empty" in editor to avoid c.t.d. note : Volga texture is alpha, i know it has wrong dashboard ;] * Vilas_P85 - pack of infantry of SLA and RACS some models of RACS 85 were released already in my addon "weapon holders and Project'85 teasers" (this addon will soon be updated too as weapon holding units, but no sense to use units of upcoming mod) but this pack is pack SLA vs. RACS (including Police and Militia) this pack uses my weapons packs: East weapons are used by SLA (AKM, AKMS, APS) RACS uses more - European weapons (FAL, MINIMI are main rifles of RACS) commando grenadier uses HK G3 HK79 (TGS) so it is in german pack (if you don't want, don't use in editor Grenadier) Policeman uses Revolver and M1911 , which are in the American pack ... - new version of weapon holder is ready too: this is addon of weapon holders, bonus infantry, it is not addon of SLA/FIA/RACS to compete with any other mods, it is just weapon holders , if someone can do replacement is welcome. sorry for no screens a.t.m. but : - RACS wear BDU/PASGT in 2 types of camo - SLA has many models of soldiers including some kind of SWAT - FIA has 9 models - Militia and Police like in SLA/RACS-85 addon (no matter what addon is used, Militia and Police are the same and compatible) soon i will prepare few SP missions for it ... also bugs in American and Eastern weapons fixed.
Old Bear 10/01/2009 edit, about Swedish infantry, from our Forums : - Swedish issue : weapon pack is vilas_svw, Swedish infantry is vil_swe infantry was released to the public for the first time, before that it was given to Swedish mod and Swedish community in MLODs and multilayer textures now it was published as "weapon holder for Swedish weapons"
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MechaStalin has released his BTR-70 Pack beta addon on the BI Forums.
This is a release of my BTR-70 pack finally in an AS IS state, anybody is welcome to clean it up and finish it and use it in their mod work etc, just give me a heads up.
Versions Included: BTR-70 - Standard version BTR-70 (BPPU) - Version with improved BPPU turret mounting 2A42 gun.
There is a version of the standard BTR-70 with a beat up and rusty texture set for the independent side, it is crashing the game for whatever reason and is probably an easy fix, but I just can't be bother right now. Its not included in the pack but if you have fixed the other versions and would like to finish it as well I can send it to you.
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