kangoo has informed us that the AMT Modding Team has released the Dingo2A2 on the AMT forums.
The Dingo2A2 comes in four different Types of Camouflage, one in Winter Camo, one in the typical German Camouflage and two in desert Camouflage, one of them in the ISAF Style like it is used in Afghanistan. The AddOn is signed and brings an Server Key File with it.
Vulf and Kurt released updated version of their addon Ukranian Infantry on the arma.at.ua
The pack is composed of: - "Berkut" special forces of the MVD. - Infantry of Ukraine (retextured Russian infantry from BIS) - Airmobile troops of Ukraine (VDV)
Changes: - New camouflage - Instead CHSO models used model infantry RF - Fixed position of stripes - Fixed error in the stringtable
TeRp has informed us about the release of the BWMod v 1.7. The latest version includes most of our addons in NATO and desert camo, as well as ISAF markings and is now fully ACE-compatible.
We've just released version 1.7 of our mod, which now includes the Wiesel 2 Ozelot. The latest version includes most of our addons in NATO and desert camo, as well as ISAF markings and is now fully ACE-compatible. However Extended Eventhandlers are now required for the mod to work.
Show Infos:
There is also a bunch of missions by various authors included, check the readme for a full list of all missions and required addons.
Key Features: - includes various personal weapons in use with the German Bundeswehr - includes various character models: squadleader, rifleman, tank crew, ... - includes various wheeled vehicles: MAN 5t truck variants ,TPz Fuchs 1A6, Fuchs BAT, ... - includes various tracked vehicles: Wiesel 2 Ozelot (new), SPz Marder 1A5, Leopard 2A6, ... - includes UH-1D transport helicopter - includes most vehicles in NATO camo and desert camo and with ISAF markings - supports both XEH & ACE (beta) (new) - seperate ACE config available (new) - customizable tactical signs - customizable license plates - customizable rank patches - customizable tank ids - new script effects: screen shakes when high powered weapons are fired nearby - new script effects: unique vehicle smoke screen - new script effects: Panzerfaust 3 backblast - numerous missions, including coopevent missions used during the betaphase of our addons
Silola has released his Dynamic-AI-Creator (DAC) V3.0 on the BI-Forums.
Okay, what you will get today, is the following package: - DAC Version 3.0 (for ArmA II) - a 33 part demo (ger + eng) - a 60 page readme (ger + eng) - additional functions from MadRussian (thx my friend)
That's the main content of the release today.
Show Features:
# generate units and waypoints dynamically in AI-zones # highly dynamic game experience, because of AI-zones being generated at every mission start # dynamic decrease of unit number (infantry or vehicle groups) # freely chosen size and number of zones (modify directly in in-game editor) # every zone can be configured individually (modify directly in in-game editor) # up to four different unit-categories can be generated per zone # two zone types: unit-zones, waypoint-zones, can be combined # freely chosen number of unit-zones can be linked with each other # freely chosen number of waypoint-zones can be linked with unit-zones # freely chosen number of unit-configurations can be defined # freely chosen number of behaviour-configurations can be defined # freely chosen number of waypoint-configurations can be defined # movable zones (global troop movement) # size of a zone can be changed at every time # new behaviour-configuration can be loaded at every time # new unit-configuration can be loaded at every time # dynamic AI-respawn in camps generated dynamically (no respawn or camp limits) # freely chosen number of camp-configurations can be defined (by a maximum of six camp-upgrades) # camps can be linked to zones # AI-respawn also possible without camp # “Standby-mode” for zones, units are generated when needed # zones can be activated, deactivated as often as you want to # script, which can delete units (depending on time and/or distance) # user defined waypoints can be included # running on dedicated servers # dynamic weather script # control markers can be activated # freely chosen number of marker-configurations can be defined # new marker-configuration can be loaded at every time # radio messages and markers depending on chosen side can be activated # units placed in in-game editor can use DAC routines as well # AI conquers buildings # AI detects empty vehicles # AI uses empty static guns # AI uses smoke grenades # complete new routines for detecting the enemy # scripted artillery support for players and AI (static and mobile) # AI-(voice-) sounds can be defined on seven different situations (works with MP) # extended error handling (to avoid user input errors) # 6 configuration files for individual modifications # good MP performance # You can create AI zones "on-the-fly" # option to create mixed groups, for example 1 tank with 6 soldiers # Zones can now be rotated # Zones can now take the form of a circle or an ellipse # Zones can now have the form of an arbitrarily shaped polygon # Custom Waypoints can now be pre-defined everywhere on the map # Additional functions from MadRussian (especially in the area of custom waypoints) # New behaviour options # New "Config_Weapons" to define a custom weapon-layout foreach soldier type in every unit_config # The ability to generate objects in zones (with lots of options) # The ability to release DAC groups from the system in order to hand them over to another AI system # The option of integrating radio sounds for certain situations # Dynamic adjustment of the number of generated DAC-groups in MP games # Many other small features # and of course ... fixed some bugs
We from ArmedAssault.Info had the big honour already to begin with testing the Preview version of ArmA2:Operation Arrowhead extensively. A lot has been announced in already published Previews, that's why we want now to aim our Preview straight on novelties and improvements. And by now we venture the prediction: Arrowhead will offer a lot for what Arma2 fans hope from a successful extension.
IceBreakr has released his JadeWars TVT/COOP/SP mission on the BI-Forums.
IceBreakr presents... with association of PeterGrozni & Maj Z: JADE=*=WARS: War for Fuel Mission that can be played in singleplayer (SP), cooperatively (CoOp) or team vs team (TvT). Tribute to Interstate '76 game and MadMax movies. Players: 14 (7 per each side) Required addons: ACE2 1.1+, MFP Raiders v0.99+
Stiltman released an updated Sti UH-60L v1.1 helicopter addon for vanilla ArmA2 as well as ACE2 on the BI Forums.
Since ACE2 added the Blackhawk variant UH60M ive always wanted one with miniguns, so i started to look at the A1 sample models and found that it had miniguns, then it kind of went a bit more than just miniguns Using the ESSS "External Stores Support System" with its four pylons to support everything from External fuel tanks, FFAR pods to Hellfire's.
v1.1 -Totaly reworked the config making it vanilla as standard and added a ACE2 config pbo for people using ACE2.
Sumrak has informed us about the Namalsk island, v1.10 release. This updated version is hosting the long awaited 4th floor in AII factory as well as a large number of enhancements.
What is Namalsk? Namalsk is fictional island, located in Bering Strait. It is island with hard conditions for life, island is covered by needle-leaved trees, with high mountains covered by perma snow blanket. On Namalsk are located lot of different objects, for example there is high transmitter Seraja in mountains, underground in object AII, big town Vorkuta and two harbors Tara and Lubjansk.
Detailed description of Namalsk: - Very detailed island - Covered almost by new objects (buildings and smaller misc objects from Nightstalkers: Shadow of Namalsk modification) - You can found on Namalsk big town Vorkuta, old hospital, small factories and villages, yard,2 harbors, mountains covered by snow, big agricultural object Jalovisko, UNDEGROUND object AII (since 1.10 patch new part!!), train tracks, deep forests and more and more - Find more about Namalsk by screenshots - screenshots section. Details about 1.10 update.. New big patch for Namalsk island. Finally, after months of working on my mod i get some time also for island. Included couple of changes (particullary based on reports by community). For more details, please, see changelog below.. New patch also changing appearance of underground, which have now also next floor. Mission makers are able to use module, which can spawn approximately 100 misc objects into underground. For details about modules, included in this version, you can find more in MODULES section.
YOU DON'T NEED ANY PREVIOUS VERSION, PLEASE, DO CLEAN INSTALL (DELETE OLD INSTALLATION AND THEN EXTRACT THIS NEW VERSION)
Edit 28/05/10 : Namalsk island Version 1.10 hotfix released
Changelog *Fixed: Namalsk ambients sounds are now played only on Namalsk (local settings)
Thomsonb has informed us about the release of his ArmA2 [SP] Flashpoint: Sahrani mission on the BI Forums.
Hello there I have just released a Sahrani version of my "Flashpoint" mission.
Some of you may be familliar with my Flashpoint: Chernarus and Flashpoint: Utes missions already, well this is a version of the same mission, now on the Sahrani island.
Goeth from the FDF Mod has released an updated FDF Podagorsk 1.1 island on the BI Forums. * 1.1 - Bridge leading to hotel works now with AI, also raised up the bridge several meters. (AI driving HMMWV or UAZ don´t seem to cross the bridge for some reason) - Added few heliports to east base. - Removed few bushes from roads. - Removed hovering tree above Kirsanov. - Removed hole from the swamp. - Added some invisible roads to runway and changed roughness values. - Removed cinemaborder from intro. - Ambient civilian module now works. - Due several requests i added landmass between airport and main land.
Sgt.Elias has informed us about the Eliassound2 update 03 release.
hi all, here the 3. update of eliassound2 soundmod for ArmA2. changelog:
- eliassound2_s_ammo: add some new sounds for arty shell, tank shell, tow rockets, hellfire rockets, he grenades and handgrenades. - eliassound2_c_ammo: change config, add missing TOW sounds. - eliassound2_c_Helicopters: change loudness of helikopter outside sounds. (a little bit lower).
ARMACast is an Arma 2 PodcastA podcast dedicated to Bohemia Interactive's military simulation game ARMA 2.
Episode 3 – Grand Theft Tractor By Keenan Weaver | Published: May 25, 2010
Not all things are perfect—we talk about what’s wrong with ARMA 2. Also communication in the game, a look at the Huey, and the Special Assignment.
Discussion 00:00-00:55 – Introduction 00:56-10:56 – Communication in ARMA 2 10:57-27:15 – The flaws of ARMA 2 27:16-34:24 – “The Armory” – Huey 34:25-54:35 – “Special Assignment” 54:36-55:45 – Ending
Show Notes Special Assignment: Crooks – Panthera Edition
* FPS Helper addon to help performance. o Check out the threads at the Bohemia forums for more tips. o Keenan highly recommends the PROPER visual tweaks for performance boost: Vegetation – Buildings * Want better AI? Check out Zeus AI.
This script simulates an AC-130 in ARMA2. Since v.0.3 it's MP compatible (as far as we've tested it). Remember that the camera could shake in MP due to connection problems, hardware...