Kju has informed us about the Seventeenth release of A&S ProMode (2011-06-07).
The smaller update mainly adds the ability for the admin to adjust the zone positions in the briefing phase when playing the random mode. You can now easily adapt the zone positions before starting to play, if you are unhappy with the randomly generated result.
In the following video you can see how it is done:
From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z. This one has the AI mode active by default.
You can see the planned additions for the next release in the roadmap.
2011-06-07 changelog
# Added: Make it possible for the admin to adjust the zone positions during the briefing phase in the random mode.
# Changed: Make random vehicle generation for human players disabled by default. # Changed: Adjust angle of spawned AI vehicles to the next target zone. # Changed: Make AI pilots to selfkill when the eject in high heights. # Changed: Automatically remove obsolete ammo crates and mashes at X-Ray. # Changed: Add templates for Utes and Chernarus.
# Fixed: Random mode has issues when a new client JIPs. # Fixed: Mission time display at mission start is broken with dayTime 0 AM.
The optional AI mode can be used for enjoyment while waiting for the server to fill or as training. See the details in the features section of the wiki.
Ghost has submited his Macross - Robotech VF-1S addon to Armed Assault.info.
My addon is ready to be released. It's a port from ArmA. The 3D model have not been modified, but lot of improvements and corrections have been made.
Upgrades since ArmA : - 3 versions available (Red, Blue, Green). - New textures HD. - Modification of the shaders. - New Sounds. - Update of existing scripts. Addition of new one. - More information on the cockpit HUD. - Optimisation of the landing in battroid mode (Auto management of the landing gears). - Modification of the weight (Flaps needed to takeoff).
This addon was tested on ArmA2 CO and ArmA2 Arrowhead (standalone). No idea if it works on ArmA vanillia, but you can test it.
I hope that my addon will give you great moments of fun :)
No new have been posted for 10 days on Armed Assault.info. All of the site Team members are having real life problems and issues at the moment. I will add, that due to my own health state, I have been unable to post or host for a while. We will try to resume our activity ASAP. I am deeply sorry for the inconveniences. Old Bear for the Armed Assault.info Team
# Added: random mode version for Fjardsag. # Added: random mode version for Sturko.
# Fixed: Custom kill messages are shown after mission end. # Fixed: Missing magazines for weapons in the KSK modset.
The optional AI mode can be used for enjoyment while waiting for the server to fill or as training. See the details in the features section of the wiki.
WLD from Project RACS has released the long awaited Project RACS addons for ArmA2 on the BI Forums
Well it is finally here. The culmination of many hours, weeks, months, and yes years of work. This has been a long time coming and i appreciate you fans who have dilligently stuck with me thru all the time and pain.
This release is pretty much still beta because i am always working and trying to learn new things for improving the units. Now i have the order of battle complete and in a state i feel comfortable releasing to the public. Again this stuff is not perfect. What it does give you is a complete independant faction.
I cannot say thank you enough times to the community members of the SPAFF teamspeak and the task force lion forums. Thier efforts in helping me have improved my product immensly.
Special thank yous go out to: RKSL-Rock who i am constantly bugging and asking for things Sekra Thank you for hosting my files and your feedback. Thanks for the scripts as well buddy. Ballistic09 thanks for the hard work in testing. Darkhorse Thanks for setting up and runing TFL.
All the rest of the members of the Task Force Lion testing forum.
Please read the readme and respect it. Alot of people have been kind enough to donate materieals, models, textures and time tot he mod. i am very greatful to them and i want thier efforts to be known.
PacUK from Invasion 1944 Mod has informed us about Invasion 44 v2.51 release on the BI Forums. There are 2 releases in fact, one is the full Invasion 1944 2.51 mod, and the other being an Invasion 1944 patch from 2.5 to 2.51 only.
W0lle from Cold War Rearmed² released two teaser screenshots of their latest work on the BI Forums. Cold War Rearmed² is a community project that brings back the original OFP islands, content and campaigns to ArmA II.
granQ released a new video of his upcoming Epic Battlefield System (EBS Module).
My friend wanted me to help him with the "Ambient_Combat_Manager" to work with our addons.. it didn't seem to work. So I had a look and it seems its hardcoded to work only with bis factions.. :/
So i decided to do my own.. and now its late but I got the first things rolling as I wanted.. for now the video will do the introduction and I will add more.
Release will be stand alone.. probably next week sometime, this is just too great to "try" some new mods and addons
Franze has released a Su-17M4 and Su-22M4 "FITTER-K" v 0.1 alpha addon for ARMA2:CO on the BI Forums.
This release is relatively limited; I haven't found the time to convert all of the supporting addons from ArmA1, although some folks have offered help with doing that. I'll convert and release those as time goes on, but for now this initial release contains only the Su-17/22 and the two low-detail supporting aircraft, MiG-23MLD and An-12. I've included some basic missions in the package to at least give a feel for things; lacking a large enough map however, things are limited.
Not much in terms of functionality has changed from the ArmA1 version; the Su-17/22M4 manual still applies except for the supporting units.
So far there are many issues and bugs associated with it, enough that trying to condense them into a 'known issues' list here would take more time than I have. The big ones regard the cockpit and the damage model which have both been significant issues. The gunsight for example is not corrected for head motion and ergo the sight modes are highly inaccurate. Despite these issues, it works and can be used to blow your enemies to their component atoms.
Martin has informed us about the release of Taviana Island WIP screenshots on the BI Forums.
Hello everyone, its time for the next Taviana update.
One of the things that I've always missed in ArmA 2, and in fact most other FPS games are schools, so I decided to make one my self, after all, what is a country without schools?
Please visit my BIS Forums thread and leave your thoughts =).
konyo has informed us about A320 & A320 v1.2 release on the BI Forums.
This new v1.2 Release of the A319 & A320 fixes many little small niggles & also adds some new sounds. Massive thanks to ANZACSAS Steve because without him, there would be no v1.2 release Thanks buddy.
Version 1.2 Changelog Added: Quite a few cfg entries that were not present to make the a319 more unique from Base Class Plane. Added: BIS contermeasures and radar warning system. Added: 2/ and 4rnd mags so wep/mag combo's can be used with the a319 weps/mags Fixed: Armour values and added damageresistance values. Fixed: Destruction model lock up (added class planewreck cfg entries) Fixed: Units entires. Fixed: Viewpilot adjusted. Fixed: Required Addons entries. Fixed: Boat and para boat scripts. (empty vehicles are needed in mission to not cause lag). Fixed: Model cfg error(class defualt not defined). Fixed: Wheel turning speeds and direction. Front small whell turns faster. Big rear wheels turn slower. Fixed: 50% Fixed ECM Radar Jammer script. This an error stopping the ai from being created and/or moving them into driver. Adjusted: Flight model to suit and added lift values based around c130 values. Adjusted: Ammo and weps to suit longrange attacks.(thrust/time) Removed: Custom Countermeaseure scripts. Removed: Cfg entrys that werent needed.
W0lle released an updated version v1.03 of his Elephant Island on the BI Forums.
I fixed a few smaller issues on that little map:
• Streetlights now fall over when destroyed • Removed plants and trees from buildings • Glowing part from the powerline poles removed • Minor fixes I can't remember
Shezan74 informed the community on the BI Forums that he has released a new version v1.2 of his Fallujah map
v1.2 • Fixed support for ArmA2 Vanilla (no OA) • Fixed (hopefully) the problem with Fallujah bridge (bridge hopping) • Changed the format of map grid (now with 4 digits) • Added support for ambient civilians (Takistan) (ALICE MODULE) • Fixed runway headings textures • Updated config to provide better coordinates with GPS and ACE DAGR • Some other small enhancements