McRuppert from the Star Wars Mod released several screenshots of his WIP Rebel Camo, and Battle Droid.
Ok i added some camo rebels now too...and no its not the endor rebel. I cant find my battlefront 2 cd to pick out some texture for him.. Ok i imported the battle droid, this is my old model made for OFP, i dont plan to make a better model for Arma2. I still have some problems with the arms
SiC-Disaster released a new coop Mission called Operation Indian on the BI Forums. Mission features, custom voice-acting, norrin's fastrope/revive script.
The backstory: The USMC have been taking over Podagorks slowly but steadily, but were halted at a river near Protvino. Heavy fighting ensued, and a few squads managed to break through. Soon after though the assault was crushed by the rebels, cutting off several squads deep within enemy territory, while the rest of the Army was pushed back to the river.
The squads who were suddenly cut off took over an old army base, and transformed it into what is now FOB Romeo Echo. They are slowly starving and are under continuous siege, and it is your job to help them out. You will be inserted by blackhawk using fastropes to find and destroy as many enemy encampments as you can to relieve the pressure of FOB Romeo Echo. With a little luck, food and ammo convoys can get through, and the rest of the army is able to link up with Romeo Echo.
V1.1 changelog: - Added hints reminding players to write down enemy intel. - Updated briefing, warning players to write down enemy intel. - Voice-over for southern enemy encampment changed. - Several voice-overs have got added radio static and background fire. - Motorcycle at Romeo Echo entrance removed. - HQ channel changed from command channel to side channel.
V1.2 changelog: - Set outpost triggers to trigger only once, preventing voice-over spam. - Added Norrin's revive script. - Added extra voice-overs for the Northern outpost.
Cole has released a new updated version v1.2a of his M-Family Weapons Replacement config for ArmA 2.
Changelog: ======== - 1.2a - Removed CfgAddons as kju suggested. Configs will not break savegames anymore
This is the latest build of M-Family Weapons Replacement config for ArmA II. These files are only configs, you will need "RH M4/M16 Pack ver 1.01 Rearmed" weapon pack by RobertHammer in order to use this replacement (see "Required files" for links).
Tom Anger has release a Capture & Hold (1 ZONE, Team King Of The Hill) Pack on the BI Forums.
These C&H layouts are infantry based and small-medium sized in nature so that there isn't alot of running around guessing where you need to go. Both teams start at opposite ends and the objective in this is to capture and keep 1 ZONE secured for as long as the round timer is set to (default is 30 minutes). They are designed for competitive gameplay for leagues and groups who enjoy relaxing C&H sessions with little to no confusion on what you have to do. Customize your session using the server sided parameters, choose your weapon, spread out and cover your points to see if you can be the victor over your opponent. ...
MISSION TITLES INCLUDED IN THIS PACK ARE
* BLACK ROCK BEACH (utes) * GHOST TOWN (utes) * TOWN BEACH (utes) * P.O.W. Camp (chernarus) * DEPOT STATION (chernarus) * EMBASSY (chernarus) * URBAN RESISTANCE (chernarus)
Mission overview: You are part of the Molation army and try to survive against US attacks. Your biggest income of money is from drug trafficking. Today you need to infiltrate enemy camp and retrieve stolen money so that you can buy weapons to your poor troops.
Protegimus from the CSM Team have released a new version v1.03 of their amazing Sound Mod 2.
Config improvements are implemented (thanks Robalo_AS), M242 fire mode changed to single fire and M4 gets a decent new sound.
If you don't like the weapon sounds just take out the following .pbo & .bisign files: CSM2_c_Weapons.pbo CSM2_c_Weapons.pbo.CSM2.bisign CSM2_s_Weapons.pbo CSM2_s_Weapons.pbo.CSM2.bisign
Same for anything else you don't like - take advantage of the modularity.
alleycat released a new update version v0.2 of his coop mission "Kato's Last Stand".
19 coop players vs 1 high command player
Mission Info:
USA 1. After paradropping north-west of kato's base, you have to assault it and kill Kato. Major Kato is currently hiding at the docks of a small town and is waiting for a rescue helicopter to get him off the island. You must prevent him from getting away.
OPFOR (Major Kato) 1. Hold out at the docks and delay the enemy long enough so that the rescue helicopter can get you of the island.
Mission Procedure: Asymetrical coop This map is a bit different from the normal coop. There is two sides:
Kato vs USA
The US team is made of two infantry squads. Kato is a single player who has the "high command" over 3 infantry squads, 3 specialist squads, two armored cars and one helicopter. Kato may not leave the marked mission area (0.5 km2 around the dock) The rescue helicopter will arrive around 20 minutes after mission start.
Gameplay should prove quite interesting. Will the US forces go for a direct strike against Kato in the docks? Or will they divert the enemy and have their sniper kill Kato with a well aimed shot from the distance? Or will a SMAW shot hit the rescue helicopter just when it takes off with kato? Other info:
- The complete mission is a handcrafted traditional coop, there are no quickly placed default squads standing around idly. - Runs well on weaker pcs, because I avoided placing the action in larger towns. - Has a working briefing and mission triggers. - Uses Norrin's reviving script (deactivated in this version) - Uses BIS medic system. - Quality placement of enemies. Every single unit is carefully placed by hand which provides challenging combat without resorting to overwhelming amounts.
UPDATED to v0.2 - Extended timelimit to 35 minutes - Divided paradrop areas into two - removed one infantry squad on Kato's side - moved paratrooper positions around to prevend forest landing