Skeiz has released a new set of Ka-52 armament addon on the BI Forums.
This modification changes the range of weapons and reconnaissance attack helicopter Ka-52. The purpose of this modification was adjustment of the balance in a network game. In standard configuration helicopter Ka-52 was too powerful, unparalleled helicopter which successfully fought the same way as with air and with ground targets.
Our modification eliminates the imbalance, bringing the characteristics of the weapons to be more realistic. In this case, the modification does not contain complex scripts and does not require any major adjustment.
Complex aircraft armament is divided between the two crew members. The operator - makes target acquisition using a laser marker, the pilot of launching ATGM "Vikhr" by laser designator.
Edit 16-07-2010 : v1.1 release. This release requires Arma 2 and OA.
ver.1.1 Added 1) Thermal Sight for operator 2) The exhaust system of flares 3) The system of warning of an attack by air defense
tpM from H.AR.C.P has informed us about the release of H.AR.C.P. Dynamic Sound System RC1 on the BI Forums.
Hungarian Arma Community Projects [HARCP] Team is pleased to announce you the release of the Dynamic Sound System v1.0.0 RC (Release Candidate) for Arma 2. Sadly, a few things didnt turn out as we planned, but at least we made it...
Without going into technical details, I can say that the system relies on pre-defined echo locations on islands. This means that we have to make the islands "echo map" first, to make it work support on an island. Currently it only supports Utes and Chernarus, but we'll add support for more islands in the future. You can place echo zones manually in your mission too, but then it will require the Mod to play.
Solus has released an updated SLX Mod v1.9997 on the BI Forums.
Changes: 1.9997: Fixed excessive suppression effects starts when under function lag. Less Mk19/AGL AI dispersion for less friendly fire. Fixed rare script errors in AI dodge and GL3 garrison. Added max instance limits to shot effects, AI dodge, trace effects, and blood drops to avoid script lag in large scale scenarios. Fixed critical wounding happening from light wounds. Optimization in GL3 and blood drops. Fixed probability so AI AH1s use missiles/rockets/guns reliably. Tweaked tank movement to try making tanks keep their hull armor pointed towards the enemy. Made GL3 garrison ignore groups waiting for a trigger. Optimizations to findcover. Runs faster/less stutters in game but puts out more text to arma2.rpt. Better tank and air sensors. More low skill cannon dispersion. Added more screaming. Tweaked AI accuracy. Kneel rifle raise/lower toggle fixed. Fixed RPK ROF. Possibly fixed healed enemies getting shot.
OA fixes: Impact dust. Shell casings. Screams. Combat shouts. Weapon holder error. Alpha team and group call signs. HUD compass in aircraft. Save game crash.
Dslyecxi has informed the community about the release of an updated ShackTac Fireteam HUD (STHUD) by zx64 on the BI Forums.
Once upon a time, we had an idea to make something that would alleviate some of the issues in ArmA with regards to situational awareness. Our ShackTac Fireteam HUD is the solution we came up with, and while it is not completely finalized feature-wise, we think it's more than ready to be used by those who share similar views regarding gameplay's relationship with realism.
Design Intent The ShackTac Fireteam HUD was designed to do the following:
* Provide situational awareness on where your fireteam members are and what their orientation is. This is intended to represent both peripheral vision, as well as the extended awareness one has in reality. You only see your fireteam members relative to you - no terrain, no other players/units. * Give you an always-visible way of seeing who your team members are
Zenger from SARMAT studio has released a Georgian army mod v0.9 on the BI Forums. This mod is featuring Infantry, Armour, Vehicles, Air, Support , Static and Signs.
The description: Georgian army (retexture standard models). Side - BlueFor.
BergHoff has released an updated African foliage for ArmA II v1.20 addon on the BI Forums.
This addon contains 34 usable models that can be used too create a vast desert, savanna or jungle.
The addon was previously released for ArmA in a un-finished state but now I have ported it over to ArmA II and completed all models that were in prior releases.
I want to thank Icebreakr for testing the foliage on his nice Isla Duala.
Our Team member, Blondak, has released a [C.S.E.C] CTF & DM maps v1.00 mission pack on the BI Forums.
Hi all, I made some CTF maps for ArmA 2 year ago but I didn't released them to the public. Sometimes they were played on the Czech servers, so maybe you can know them. Now I finished next new maps in Operation Arrowhead. The pack contains three maps on the Chernarus, they can be played on ArmA 2. Next four maps are in Operation Arrowhead terrain. The addition are two versions of very known map since OFP called DM Tequila. I removed time setting because JIP players had night.
First three maps you can play with ArmA 2 only. Other maps are made with Combined Operations v1.52. Maps can't be played with Operation Arrowhead only. You need both games!
kju has informed us about the release of the second release of A&S ProMode on pvpscene.net.
The second release of A&S ProMode includes a few fixes and a couple of new features:
* Added: on-screen task hints to guide players. * Added: parameter to configure night vision availability. * Added: simple music player. * Changed: Move defenders out of the (most forward) zone to defend at mission start. * Changed: Add a parameter to change the capping speed. * Changed: Add transport vehicles to Sagram.
* Fixed: Civilians are missing the user action to get into spectator mode. * Fixed: Dead bodies of disconnected player are not cleaned up. * Fixed: East respawn zone is in the X-Ray zone in the mission Nur.
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.
Fer has informed us about the release of F2 v2-4-1 for ArmA and Operation Arrowhead.
With the release of F2 v2-4-1 come two major changes:
1. F2 is now available in a number of different builds. Each build contains components required to create missions for a particular group or mod combination (e.g. ShackTactical, ACE2 etc.).
2. F2 now supports ArmA2: Operation Arrowhead (via new build: F2 OA Folk).
From the ReadMe.txt file:
2-4-1 | 11 JUN 2010 Added OA Briefing component. Added OA Folk Platoons component. Added OA Folk Assign Gear component. Added OA Folk Group IDs component. Added OA Folk Group Markers component. Added OA Folk JIP Reinforcement Options component. Updated F2 ReadMe.txt to reflect addition of support for Operation Arrowhead. Updated manual: Various changes (EN and RU versions).
2-4-0 | Internal Changed the structure of F2 to the new Foundation + Builds approach. Updated manual: Various changes (EN and RU versions).
2-3-3 | Internal Added Folk Platoons component. Added Folk Assign Gear component. Added Folk Group IDs component. Added Folk Group Markers component. Added Folk JIP Reinforcement Options component. Updated manual: Various changes (EN and RU versions).
Defunkt has released an ANZINS Weapons addon for ArmA2 and Operation Arrowhead on the BI-Forums. This mod was created for use on our servers and retrofits guns from both A2 and OA with new OA features, in particular with some form of close-quarters sighting mode for several weapons with a magnifying optic.
I hate crosshairs but dislike being near-helpless inside 50m nearly as much. This mod was created for use on our servers and retrofits guns from both A2 and OA with new OA features, in particular with some form of close-quarters sighting mode for several weapons with a magnifying optic. In a few cases they've also had their correct TI shader added (or in one case losing the TI shader in order to achieve the CQB thing). I plan on doing a bit more but need some help adding/fixing lens effects and with some config work for the G36's which have defied my best efforts so far.
Val has released the Proper addons for Operation Arrowhead on the BI-Forums. kju made these addons compatible with Operation Arrowhead.
Kju made these addons compatible with Operation Arrowhead. Here is the information about the adoons.
Show full infos:
Kju made these addons compatible with Operation Arrowhead. Here is the information about the adoons.
ActualModelsOfWeaponMagazinesVisibleOnTheGround_by Andersson_Visuals_C_PROPER #================# Shows the correct model for the magazine dropped on the ground instead of the standard bag.
AdditionalGameTypes_MP_C_PROPER #================# Adds the follow game types to the MP lobby filter:
* AAS "Assault And Secure" * AD "Attack and Defend" * CH "Capture and Hold" * crCTI "crCTI" * Devastation "Devastation" * Domination "Capture The Island" * ESL "ESL Missions" * Evolution "Evolution" * TDM "Team Death Match"
The new types need to be added to the mission to be found.
BlackBackgroundForGearDialog_Visuals_C_PROPER #================# Black background in the gear dialog to avoid being distracted and make the dialog better readable.
BlockIconforRadarItemInTacticalDisplay_Visuals_C_P ROPER #================# Rectangular shape like in OFP and ArmA instead of round for better look and better to see.
CarsFasterOffroads_Gameplay_C_PROPER #================# Makes cars, trucks and wheeled move faster offroad.
DisableAirLockForVikhr_Gameplay_C_PROPER #================# Disables airlock for the Vikhr of the Ka52 and Ka50.
DisableBallisticsComputer_Gameplay_C_PROPER #================# Disables the ballistic computer for any vehicle.
DisableBasicConversationsForAnyUnit_Gameplay_C_PRO PER #================# Disables the basic conversations for any unit.
Requires CBA.
DisableButtonClickSound_UI_C_PROPER #================# Replaces the button click sound with a far better one.
DisableCenterHandIcon_Visuals_C_PROPER #================# Removes the ugly looking hand cursor in the center of the screen.
DisableDeflectingGrenades_Gameplay_C_PROPER #================# Makes grenades of all types no longer jump on ground impact.
DisabledRocketSmoke_Gameplay_C_PROPER #================# Removes the smoke trail from all missiles and rockets. This allows one to see the rocket fly and therefore steer manually, if available. Also the impact can be seen that way much better.
DisableForcedOpticsForBinocular_Gameplay_C_PROPER #================# Disables auto switch to optics for binocular. The tweak allows you to look above the binocular and look through it only when necessary by pressing the optics key. In addition you can walk with a binocular without the annoying auto switch to optics.
DisableMainMenuIntrosTakistanZargabadDesert_E_Spee dUp_C_PROPER #================# Replaces the intro scene for Takistan, Zargabad and Desert_E with a very simple static camera scene. This way if you return to the main menu, it will will load instantly, instead of the long load of the standard intro.
DisableOAStockMPMissions_C_PROPER #================# Disables the stock MP missions supplied by BI. Only needs to be available server side to disable the missions on a server.
DisableOnDamageSoundForHelicopters_Sound_C_Gamepla y #================# Disables the warning sound on damage for helicopters.
DisableOnDamageSoundForPlanes_Sound_C_Gameplay #================# Disables the warning sound on damage for planes.
DisableOnDamageSoundForTanks_Sound_C_Gameplay #================# Disables the warning sound on damage for tanks.
DisablePeripheralVisionBloodTexture_Visuals_C_PROP ER #================# Removes the blood texture in 1st person view when hit as infantry. Way too arcady..
DisablePeripheralVisionCueTexture_Visuals_C_PROPER #================# Removes the spheres at the edge of the screen. Only confuses people and not a good try to simulate peripheral vision.
DisablePeripheralVisionEnemy_Visuals_C_PROPER #================# Removes the red spheres indicating hostile units or vehicles. Only confuses people and not a good try to simulate peripheral vision.
DisablePeripheralVisionFriendly_Visuals_C_PROPER #================# Removes the green spheres indicating friendly units or vehicles. Only confuses people and not a good try to simulate peripheral vision.
DisablePeripheralVisionNeutral_Visuals_C_PROPER #================# Removes the white spheres indicating neutral units, animals or empty vehicles. Only confuses people and not a good try to simulate peripheral vision.
DisablePPEffectsForVehicles_Performance_C_PROPER #================# Disables all post processing effects for vehicle gunner and commander optics. Both way better FPS and less HDR issues with the tweak active.
DisablePPEffectsForWeapons_Performance_C_PROPER #================# Disables all post processing effects for infantry weapon optics. Both way better FPS and less HDR issues with the tweak active.
DisableBasicConversations_Gameplay_C_PROPER #================# Disables the basic conversations with any unit.
Requires CBA.
DisableSecondaryExplosionEffectOfVehicles_Visuals_ C_PROPER #================# Disables the secondary explosion FX.
Requires CBA.
DisableStartEngineOnTurretMovementForTanks_Gamepla y_C_PROPER #================# Turning the turret no longer turns the engine on for tanks.
DisableTalkTopics_Gameplay_C_PROPER #================# Disables the random talk/chatter feature. Not meaningful anyway.
DisableVehicleBurningEffect_Visuals_C_PROPER #================# Disables the effect of vehicles burning. The flames look too weird.
Requires CBA.
DoubleGetInRadius_Gameplay_C_PROPER #================# Doubles the getIn distance for vehicles.
DoubleSupplyRadius_Gameplay_C_PROPER #================# Doubles the distance to make use of a support vehicle (repair, fuel, ammo).
EasyFly script by Celery SQF conversion by i0n0s Tweaked by rocko
Simplify fixed wing flight model.
Requires CBA.
EnableHDRInVideoOptions_Visuals_C_PROPER #================# Adds a listbox in video options to set the HDR value ingame.
EnableShadingDetailInVideoOptions_Visuals_C_PROPER #================# Adds a listbox in video options to set the shader detaild value ingame.
EnableTacticalDisplayCursor_Visuals_C_PROPER #================# Makes the cursor in the top radar larger and yellow to become better readable.
EnableTurnOutForM1A2Driver_Gameplay_C_PROPER #================# Enables turn out for M1A2 driver.
EnableTurnOutForT72Driver_Gameplay_C_PROPER #================# Enables turn out for T72 driver.
EnableZoomForBinocularAndLaserdesignator_Gameplay_ C_PROPER #================# Adds zoom for binocular and laserdesignator.
EnhancedWeaponSway_Gameplay_C_PROPER #================# Doubles weapon sway to be combined with reduced movement fatigue.
FasterHandGrenadeThrowAnimation_Gameplay_C_PROPER #================# Makes throwing handgrenades twice as fast and therefore more useful and not as long stuck in the animation just waiting to get shoot.
FasterStepOverAnimation_Gameplay_C_PROPER #================# Makes the stepping over twice as fast and therefore more useful and not as long stuck in the animation just waiting to get shoot.
FixedLockedSlotsColorsInMPMissionLobby_Visuals_C_P ROPER #================# Fixes the colors of locked players in slots to the respective side color.
HideActionsAvailableViaKeyShortcuts_Controls_C_PRO PER #================# Hides the following key actions from the action menu:
Make sure to assign the key shortcuts in controls instead.
HideRadarTacticalDisplay_Visuals_C_PROPER #================# Hides the green transparent box of vehicles with radar that isn't indicating the scan / view range anyway.
ImproveCompassSize_Visuals_C_PROPER #================# Increases the compass size to make it better readable.
ImprovedExtCameraPositionForTanks_Gameplay_C_PROPE R #================# Makes the third person camera positioned bit higher and more far away. The default is too close for most models and therefore the camera does have issues when looking around.
JavelinTweak_by_McHide_Gameplay_C_PROPER #================# Config tweak by McHide to make the Javelin fly more smoothly with realistic values. Adds the correct 4x optic fixed zoom.
KeepCommanderViewOnTarget_Gameplay_C_PROPER #================# Issuing a target that unit command as commander keeps the commander optics on the target. It no longer turns with the gunner.
KeyshortcutsForTheGameMenus_Controls_C_PROPER #================# Makes every ingame menu, like main menu, ESC dialog, editor, etc, to be controlled by the following keys based on their element numbers counted from top left:
* 1,2,3,4,5,6,7,8,9 * Q,W,E,A,S,D,Y,X,C * Left ALT / left CTRL with the characters.
LongMissionSelectionListInEditorLoadMission_Visual s_C_PROPER #================# Moves the mission selection dialog in the editor to the top center and displays a lot more mission entries at the same time.
MadeGearDialogNonMovable_Controls_C_PROPER #================# Makes the gear dialog non movable to avoid moving it by mistake.
MoreWideChatInputDialog_Visuals_C_PROPER #================# Makes the chat input box broader to see more text input while typing.
MoveActionIconTextPositionToActionMenu_Visuals_C_P ROPER #================# Moves the action icon text just above the action menu. Should be combined with the addon to remove action icons (text only).
MoveChatInputDialogToTheBottom_Visuals_C_PROPER #================# Moves the chat input box to the bottom to avoid clutter the main screen.
NoLongerShowEmptyFakeWeapon_Visuals_C_PROPER #================# More clean HUD for a few commander slots by not showing the empty fake weapon.
UnlimitedTransportOfWeaponsAndMagazinesInVehiclesT oAvoidAmmoSpillingBug_Fix_C_PROPER #================# Workaround to avoid the ammo spilling bug in MP.
OFPlikeRadarSideColors_Visuals_C_PROPER #================# More vivid colors for radar targets like in OFP.
OFPLookForCompassBar_Visuals_C_PROPER #================# Replaces the top center compass bar with the OFP one.
OFPMarkers_Visuals_C_PROPER #================# Changes some markers to OFP marker style.
OFPStylePlayerIcon_Visuals_C_PROPER #================# Better looking player slot icon in the editor.
OFPTreeHit_Sound_C_PROPER #================# Changes the falling tree when knocked over by a tank, APC, car or truck, to the original OFP sound. The a2 ones just sound horrible.
ReducedWeaponWeight_Gameplay_C_PROPER #================# Reduced weapon weight to reduce weapon movement lag in the vertical sphere. Recommended for CQB play.
ReduceFatigue_Gameplay_C_PROPER #================# Halved exhaustion from movement and doubled recovery rate if not. Recommended for CQB and infantry play to promote movement.
SeparateEditorButtons_Controls_C_PROPER #================# Separated 'continue' from 'preview' and 'exit' to avoid click the first by mistake.
ShowTextInsteadOfActionIcons_Visuals_C_PROPER #================# Shows action text instead action icons. Recommended to combine with PROPER tweak to move the text to the left side just above the action menu (to reduce cluttering the interface).
SolidBackgroundForChat_Visuals_C_PROPER #================# Makes the chat list background color solid to have the text better readable.
StaticsVisibleAtDistance_Visuals_C_PROPER #================# Makes static objects, like houses and structures, visible way beyond the standard drawing distance limit. In addition they no longer pop into view. Instead they have a very nice seamless transition.
StrippedActionText_Gameplay_C_PROPER #================# Made a few vehicle interaction texts shorter to reduce interface clutter.
ToughChopperRotor_Gameplay_C_PROPER #================# Makes a broken rotor far less likely by balancing the inflicted damage to the whole chopper.
Requires CBA.
TweakedDebriefing_Visuals_C_PROPER #================# Makes the scoreboard in the debriefing view better readable by moving some UI elements away from the center.
TweakedExternalSoundVolumeInVehicles_insideSoundCo ef_Sound_C_PROPER #================# Makes you hear every outside sound even inside vehicles as loud or at all.
TweakedExternalSoundVolumeInVehicles_obstructSound s_Sound_C_PROPER #================# Disables the effect of sound obstruction simulation when being inside a vehicle.
TweakedExternalSoundVolumeInVehicles_occludeSounds _Sound_C_PROPER #================# Disables the effect of sound occlusion simulation when being inside a vehicle.
TweakedGearFilters_Controls_C_PROPER #================# Tweaked gear filters to the new system:
* First only primary weapons (rifles, MGs, snipers). * Second only secondary weapons (MGs, snipers, launchers). * Third only ammo for primary and secondary weapons, as well as handgrenades. * Fourth only pistol weapons and magazines, as well as rifle grenades. * Fifth is everything.
TweakedInfantryCursors_Gameplay_C_PROPER #================# Replaces rifle cursor with the OFP style cursor. Replaces the sniper and MG cursor with a single dot cursor. Adds the OFP style cursor while running and sprinting.
Duke 49th (red aimdot texture)Removes almost all vehicles cursors for driver/pilot/gunner/commander. Instead one has to use optics / weapon sights or tracers to aim.
For the Su34, choppers gunners or pilot with manual fire active or mortar you get a small red aimdot to be able to target.
VehiclesVisibleAtDistance_Visuals_C_PROPER #================# Makes vehicles and units visible way beyond the standard drawing distance limit. In addition they no longer pop into view. Instead they have a very nice seamless transition.
WhiteWeaponCursor_Visuals_C_PROPER #================# Makes all weapon and interaction cursor white for best contrast and look.
RKSL-Rock from the RKSL Studios has release a RKSL RAF Eurofighter Typhoon FGR4 beta1.0 addon on the BI Forums.
This addon is intended to represent the Royal Air Force's EuroFighter Typhoon FGR4 only. No other national version is included at this time.
A word about "Realism" It includes some features and capabilities that current serving aircraft have not been given yet. We've taken the liberty of trying to represent a fully capable aircraft that can support the widest possible range of weapons and roles. For the RAF's FGR4 at least this level of capability should only be 2-3 years away according to media sources.
Wiggum has released a Simple Action v1.1 SP/COOP mission on the BI Forums.
This is a simple instant action mission. There are 3 different tasks, you will get one assigned randomly. Each task has 3 possible locations. The enemy force in the village and the enemy reinforcements are a bit random too. Choose your gear during briefing, remember to take some Pipeboms with you !
Features: - No Addons needed ! - Delta Force against local insurgents - 3 different tasks (Kill the Warlord / Destroy the BRDM-2 / Retrieve the satellite phone) - Each task has 3 possible locations - Choose your gear during briefing - Choose between Night and Day (MP only) - Less enemys if played in SP