Snake Man from PCM Tactical informed us that they have released their PMC ArmA 2 WRP Demo v1.1 for ArmA 2! An terrain addon wich you can use for making maps for ArmA 2. You can check the online manual here.
Its an WRP technology demo including 51km x 51km desert terrain with many ruined cities. This is not really a "real" terrain addon in the sense, but surely some people will find it useful. It comes with 4 missions which give you some quick fun.
v1.1 included extra terrain without any buildings, as some users have requested this for multiplayer "clan" use.
There is four simple missions included to show some of the terrain here, two of them are boring flights around the the place and other two uses 5km viewdistance with large amounts of troops under players command using High Command. These also aren't real missions, just some quick fun.
We have included extra terrain without any buildings where players can build their cities / bases / etc where ever they want to.
Please make no mistake, this is not "real" terrain as you know of them, this is tech demo of large terrains and cities, there is very little details or work put to it (PMC is developing a real final terrain based on this tech demo, but thats offtopic).
Scruffy has released an updated -1.3- version of his AT GUI Pack on the BI Forums.
Here is version 1.3 of my GUI pack, now including:
* at_gui_chat Moves chat window from behind the text below it and no longer changes size, updated because of patch 1.02. * at_gui_compass Increases the size of the compass, now also on the map screen. For everyone with gui size ingame set to very small. * at_gui_cursor Removes most weapon cursors, so you can play without them even if the server has them activated. * at_gui_fov_aim Changes aimed FOV to standard FOV, so no more zoom when getting sights up. * at_gui_fov_vehicle Changes FOV in cars, less zoom now. * at_gui_peripheral Removes the blob friend/enemy markers and the ones on the edge of the screen so you can play on a server that has them activated without your screen blinking like a christmas tree. The whole packet is not even 7 KB big and you can choose which parts you want to use.
SmidgeDE has released Airfield Tank Assault a Single Player mission on the Bi Forums.
Hello everyone ...
after reading a lot of tutorials and trying stuff out in the ArmA 2 editor, here is my first ArmA 2 mission, "Airfield Tank Assault". I think ArmA 2 lacks good tank missions (even in the campaign), although the game engine is perfect for this. I hope that I can encourage other map makers to switch from MP only to making more SP missions, preferrably tank of course
Story: You are commanding three M1A2 and take on a special operation in Chernarus. The Russians have taken over an airfield 10km away and are flying in new forces regularly. Since 24 hrs, they are taking over towns one by another to spread their influence. Before they reach key cities, your mission is to patrol the area, see how far they got and drive them back as far as you can. You will receive new intel as you move forward.
DMarwick has released a YouTube video featuring his JTD Tracker Dog on the BI Forums.
A dog who can smell, and track individual units? We've come up with a solution for this, a player controllable dog who belongs to a handler, and who the player temporarily controls in order to use the special dog smell skill. Strange concept, so just watch the video. (Please excuse the poor FRAPS performance.)
BMD1P is next on the list but before I can dump it all on you , the public, I need to make the following announcement:
WANTED: a talented and innovative scripter or scripters for developing a complex cargo carrying script. Possible future project cooperation is guaranteed. Desperately need your help
NZDF CRASH has released an Operation North Star CC-130H addon on the BI Forums. Hi all This is Rocket's C-130H Hercules From Arma1 which i have ported over and painted in Canadian scheme for the mod Operation North Star. A few issues such as damage textures not showing when destroyed but that will soon be fixed.
* our main reason to release an updated 1.02 version is newly implemented full support for anti-aliasing in this build that we believe increases visual quality significantly without any major performance impact
* this patch is compatible with all previously released versions (1.00, 1.01 and 1.02)
* all versions 1.02 remain compatible in multiplayer and also savegames from various versions 1.02 are compatible so the transition process to this updated version 1.02, build 58134 should be as seamless as possible for all users
Change log for build 58134 from the previous patch 1.02:
* Fixed localVRAM detection on Vista x64 systems with 8 GB RAM and more * Enabled MSAA in Video options * Fixed possible crash in Radio target reporting for NULL target * Fixed DOF always enabled on game start. * Added safeguard againg frequent reset into RequestFlushMemory as well. * Improved Cannot create surface Rpt messages. * Relaxed reset recovery conditions to that "profylactic" reset happens less often. * HC command - enabled page selection * Commandline parameter -netlog available in retail version again * Editor fix: modules info serialization * Fix: weapon fire effects in MP
Thunderbird has ported to ArmA 2 the DSAI addon originally made by Wolfrug and Sickboy and released it on the BI Forums. Here is a little conversion for ArmA II of the famous and well-coded [DSAI or Chatter System] by Wolfrug and Sickboy done for ArmA I.
This Addon makes soldiers talk like in real life and according to the situations, they will shout in combat as well as they will talk calmly in IDLE situations.
It includes per default English voices to US Troops (The CDF will also probably shout in english as they belong to the same side than the US, haven't check that out yet). Whereas, russians will obviously get russian voices.
Thunderbird has informed us about the release of his AI Dispersion Increased addon on the BI Forums.
... here is the new version -1.0- :
- This time, the dispersion does affect All AI units, does't matter to which side you belong. - AI can spot you from far distances like in real life. - The dispersion values do no effect the weapons anymore but are related to the aiming skills.
[GLT]Myke has released a GLT Missilebox addon on the BI Forums.
This addon adds several missiles and bombs to ArmA 2. Addonmakers can make use of it to equip theyr planes. Then the Missilebox will become a required addon for this plane.
This addon is also IAWS compatible. IAWS is a system that allows pilots to change the weapon loadout midgame without the need of fancy scripting. The System will scan for IAWS compatible weapon systems in all active addons, no matter if they're placed/used by mission designer, and make them available to the pilots weapon loadout menu. So any IAWS weapon can be loaded onto any IAWS compatible plane without restrictions.
[GLT]Myke has released an updated -1.1- version of his F-16C addon based upon Footmunch/eddyD F-16 Fighting Falcon on the BI Forums.
Major changes: - The retex variant has been included into the main addon. Please delete glt_f16_retex.pbo and the related .bisign files. - Weapons has been outsourced so they can be used by other addons without the need of having the F-16C installed. - .rvmat files adapted to ArmA 2 style. Basically this should enable new shaders unless there is something special in the texture format itself. Will check as soon the tools are available and patch it if necessary.
ArmA 2 demo allows you to experience the unique gameplay featured in the full version of ArmA 2 including multiplayer, as well as samples of the vast amount of vehicles, weapons and units and realistic environment. The demo also contains a part of Chernarus terrain.
Soul_Assassin informed us all on the BI Forums that they are working getting the BMD1 pack into ArmA II.
We are still moving into ArmA2 with more great addons coming up! For now we have the overhaul of the BMD1 pack
This new version will feature these improvements: - cargo on the roof - beautiful interiors made by Manfred - new realistic optics for ALL crew members, including hull gunners and side facing cargo - possibly a passive IR night vision - balanced center of gravity providing very cool inertial rocking on acceleration and deceleration. - configs have been totally reworked to reflect ArmA2 changes: sounds, optic effects etc. - models are more optimised - materials and textures improved for ArmA2 including use of the "Super" shader.
For those who have not used it in ArmA1 here's a list of features of the previous versions:
- innovative cargo placement with periscope views - vehicle animations such as raising/lowering the water shields. - variable ground clearance - marking system - working hull MGs - working suspension - proper operation of the 9M135M1 launcher - custom damage textures - and many more...