Schancky has informed us about the release of a British 3 Para addon, converted from ArmA "3 Para" Mod by STALKERGB, on the BI Forums. British 3 Para converted by Schancky with permission from STALKERGB UKF Weapons are required for this mod to work Fully compatible with ACE2
v0.8b Differences to previous addons. - Converted ArmAI textures to ArmAII "RMC 2001" Units
D@VŁ has released his HSO ArmA2 SLA pack in a R2_prelim version on our Forums.
This is preliminary release! While everything is working, there are a few minor issues that are proving difficult to solve, or I simply can't find time to fix. That said, it's tidier than a lot of "finished" addons. But, if you demand a absolute perfection, wait until the final release.
Contains: ArmA 2 weapons pack, SLA Infantry pack*
(*This has vehicles in it, the reasons it's called "Infantry Pack" is because it's only got Infantry Models in it, the vehicles are just reskins of BIS vehicles, there was originally going to be a vehicle pack, containing new vehicles, but it never really got off the ground... more accurately, it exploded in the hanger.)
Mr Burns has released a new -v010-version of his [co14] Gunclub - Welcome to the jungle MP mission on the BI Forums.
Story: none / ran away Required addons: Isla Duala v1.31 (+ BWMod / only for BWMod Version) Intro/Outro: no Used BI Modules: none Features: Revive (v0.42); some surprises, Enemy strenght varies with each start
Changelog: v010 - updated mission.sqm for compatibility with Isla Duala Update
McArcher has informed us about the release of his MCTI R8 40vs40 mission on the BI Forums. Changelog :R8 - Fixed: Income bug; - Fixed: AI Commander building when MHQ was destroyed or Commander was dead; - Fixed: Bug with crates after JIP; - Fixed: End of game bug when no players playing for a side; - Fixed: Positions of structures and vehicles at game start and built by AI Commander; - Fixed: Heavy and Aircraft Factories used wrong production times for vehicles; - Fixed: US side AI units respawned with weapons; - Fixed: Mobile Field Hospital could be deployed when helicopter was in the air; - Fixed: Factories can be used only by owner's side.
Beton has released an updated Hürtgenwald 1.0 map on the BI Forums. Addons needed: Betons addons v1.45.
Hürtgenwald: My main Project atm. Western front in Germany in November 1944, dark forests in the valleys... plateaus with little cover and some small villages. The winter came early so the upper parts are covered with snow. At this time Americans tried to push the Germans back to the Rhine. Choosing the Hurtgen Forest was not the best decision because the US soldiers encountert Germans that had dug themsevles in deeply in the dark forests. Because of the bad weather there was nearly no airsupport possible. Also nice with modern units as long as there are no ww2 units available. ... The map has reached it´s final status. This does not mean that no changes or bugfixing will be made in the future. I am always open for suggestions especially from missiondesigners because i don´t know how to make missions.
Features: - The map covers an area of 10x10 km roughly based on realworld data if possible - The map features the area between Hürtgen and Schmidt in November 1944 but does not claim to be 100% historically correct - roads and bridges should be used properly by AI - there are many dense german style forrests and also wide plains - You will find many custom buildings, bunkers and of course trees and bushes - Some bunkers and other stuff is already placed on the map but there ist still more than enough room to place your objects available from my addons or other addons according to your own requirements - many of the buildings are open to give the possibility of interesting fights in the villages - on the map you may find some trees that can be climbed on, to give places for snipers (usable also by AI)
The second annual Bohemia Interactive Community Awards 2009 winner announcement has been released on the official ArmA2 website. The Armed Assault.info team thanks to everyone who voted for our site to be nominated. Our congrats to all the Community Awards winners for 2009.
The final stage of this year’s annual “Bohemia Interactive Community Awards” is over. We received many, many votes and very positive feedback, not only from our dedicated community, but also from the public as a whole.
The second annual Bohemia Interactive Community Awards was a huge success with 500 nomination votes and a total of nearly 5,000 votes through all categories. So without further ado, here are the winners!
A.C.E - Advanced Combat Environment for ARMA / ARMA 2 : Best Mod / Addon Of The Year 2009 Other finalists: An-2 pack, BW - Bundeswehr MOD, CAA1 Project, Project RACS
Campaign СВОБОДА (Svoboda) by SARMAT Studio for ARMA 2 (SP) : Best Mission / Campaign Of The Year 2009 Other finalists: Cipher, DominationA2!, First War, Warfare BE
ARMA 2: Black Hawk Down by Richiepeed13 : Best User Created Movie Of The Year 2009 Other finalists: Wings of Russia, Quesh Kibrul, The Crate II, Red Dawn: Endgame
Armaholic.com : Best Community Website Of The Year 2009 Other finalists: ARMA.at.ua, ArmedAssault.info, Dev-Heaven.net, OFPEC.com
Sickboy : Best Community Member Of The Year 2009 Other finalists: Benny, Foxhound, Kju (Q), СМЕРШ (Smersh) Congratulations to all winners!
We'd like to take this opportunity to thank everyone who took part, from those who nominated and voted, to those fantastic people who were named as finalists in each of the categories, you guys and gals are the reason this community is as special as it is and we greatly appreciate all the hard work and talent everyone puts in to being part of it. Thank you all!
Madbull from the [R3F] Team has informed us about the release of an updated -v1.2- version of his [R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script) on the BI Forums.
The [R3F] Artillery and Logistic is a mission-script system which revolutionizes the way to play about the logistic and artillery. This system permits to play in a realistic manner and fills a lack in ArmA 2.
The logistic part of the system permits to transport and to position any equipment type (ammo, static weapon, MASH, sandbag, ...) by different methods (lift, tow, load in cargo).
The artillery part of the system offers the possibility to the leader of an artillery battery to compute fire solutions (gun orientation, ...) according to the forward observer indications. Then the leader of an artillery battery can transmit the fire orders to the gunners. The gunners orient their guns (or mortars) according to the angles of the fire order.
The two systems (artillery and logistic) are released together because they are complementary and it requires only one installation. However it is possible to disable the artillery features and keep only the logistic ones.
Version :v1.2 - Fix the displayed value for elevation when the artillery piece is in slope - Adjust the cost capacity of the containers which were equals to their own capacity - Optimization of the ballistic calculations (speed and precision) - The longitude/latitude coordinates format are now in a 4 digits notation - The fire adjustments is now in a "Add, Drop, Left, Right + Dir. to target" notation - Add the possibility to close/open the interface in an artillery piece
Gonzahas informed us about the release of an updated VTS 3.5 beta4 mission creator on the BI Forums. VTS allow a Game master to create multiplayer cooperative missions in real time (players connected) with a lot of short cuts to make it quickly.
Current version : Beta 4
-Compatible vanilla ARMA 2 -Compatible ACE II (by autodetection) -Support up to 105 players -All Arma II side are now playable (West,East,Guer,Civ) -New mission parameters to setup side's alliances (West allied with East etc...) -Moveable respawn for each side -Support Players versus Players operations -Improved GM interface -Added support for factions configs (it'is now intuitive and quick to add units vehicles group or new faction to each side) -Various Optimizations -Many bugfix -And much more...
Next stop Chernogorsk! Gachopin has released his gac train v0.8 addon with script sample on the BI-Forums. How it works and how it looks ingame, you can see on the video below.
I released train addon with script sample. This is still beta version. Player can't operate this(means script control only). I'll update operatable one someday.
Trains will stop when arrived last station. gac_train.pbo isn't binalized. So you can make original train by remodel this. *attension, train_invisible.p3d don't have geometry lod because this uses attachto function.
I've not tested multiplay.(I think init.sqf need exec by local)