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  ACE for OA 1.5 Stable released! Addon release    

Sickboy has informed us about the ACE for OA 1.5 Stable release on ACE Dev-Heaven. @CBA_OA v0.6.0.2 is only for OA Standalone users, @ACEX_RU v1.5.1.6 and @ACEX_USNavy v1.5.1.7 are only for OA Combined Ops users.

This is the first ACE Stable Release for ArmA 2, Operation Arrowhead (Standalone, and Combined Ops).
Some background information available in Changes in ACE for OA.
A little later than we had planned, but the wait should definitely be worth it :)

Enjoy!

















  September 20th, 2010 - 21:02 By Old Bear   Comment (0)  

  More Thermal Scopes and Zeroing by Xeno426 Addon release    
Xeno426 has released updated TGW Thermal Scopes v1.2 and TGW Zeroing v1.2 addons on the BI Forums.

Fixed save game issues.
These two mods add more thermal scopes to the OPFOR side and add Zeroing to more ArmA2 weapons that should have it.

The Thermal Scopes mod isn't meant to be realistic, as it gives the thermal imaging to FN FAL with the PVS-4 scope and to the NSPU version of the SVD. It's purpose is simply to add thermal sights to more OPFOR weapons than just the AK-74 GOSHAWK.
This mod adds the Thermal scope to the FN FAL AN/PVS4, SVD NSPU, and rangefinder binoculars.

The Zeroing mod, however, is supposed to be a bit more realistic. Comments as to what weapons should really have a scope adjustment feature are welcome.
This mod adds the ability to zero in sights has been added to the following weapons: SVD (and variants), KSVK, VSS, XM8 weapon family, DMR, Mk12 SPR, AKS-74 PSO, AK-107 PSO, AK-107 GL PSO, M249 TWS, PKP, all Mk.16 variants without ACOG/RCO sights, all Mk.17 variants without ACOG/RCO sights, MP5, MP5SD, M4A1, M16A2, M16A2 GL, M16A4, M16A4 GL, M240, M249, M249 Des, FN FAL (and AV/PVS-4), Lee Enfield No.4, G36C (and variants), PP-19 Bizon (and SD), AK-74, AK-74 GL, AKS-74, AKS-74U, AKS-74 NSPU, AKS-74 GOSHAWK, RPK-74.
Weapons with RCO sights are now zeroed to 150 meters.
Weapons with ACOG sights are zeroed to 100 meters.

The binoculars no longer force you to use their "scope" when you select them. To look through the binoculars, tap right-click (the default key for bringing up iron sights).

Server keys are included in the files.








  September 20th, 2010 - 17:16 By Old Bear   Comment (0)  

  UNA Targets - Realistict target board script [CO] Addon release    
Walker001 has released an UNA Targets script on the BI Forums.

Description:
This script simulates a realistic 0 to 10 score target board. The target records your hits and calculates your score.

Features:

- Working 0 to 10 score target board. For example if you hit a 9 this score will be saved to the target board. The scores can be checked after your shooting session.
- No direct feedback. Like in real life you wont get an instant hint message about your score. After your shooting session you have to walk close to the target board itself in order to check your score. Alternatively a player close to the target can check the score for you.
- Works with all rifles and pistols.
- MP compatibility, with this script you will be able to compete at the target range with your friends online.
- This is a script not an addon. At the moment is only vanilla Arma 2 or OA required. (Thx to Bier AIG Razor)
- Easy installation and setup, launch the script with a single command
- Example mission included.





  September 19th, 2010 - 08:57 By Old Bear   Comment (0)  

  ASR AI Skills v1.0 by Robalo_AS Addon release    
Robalo_AS has released an ASR AI Skills v1.0 addon on the BI Forums.

Yet another AI skill mod. But instead of modifying the CfgAISkill class it uses scripting for assigning skills in a more complex way. The same method can be found in Group Link 4 where this was inspired from (thanks SNKMAN!).

Every unit, for every skill defined, has a base minimum skill level to which a small random level is added. The baselevel and the random value added depend on the unit type.
The goal was to make the AI better, more diverse and distinct by type. Some units will be better skilled than others.
For example, a leader type unit will usually be better than a regular grunt, a SF unit will have the highest skills, whilean armed villager will present the lowest threat.

By default, these skills are set: aimingAccuracy, aimingShake, aimingSpeed, spotDistance, spotTime, courage.
Users can configure the other skills and set their own levels by editing a userconfig file.
All Arma2, OA, BAF and ACE units are supported by this addon. Depending on how they're configured, units from other mods can also benefit from this.

This addon can be install on clients, servers or both. It will configure only the AI local to the machine where it is installed.



  September 15th, 2010 - 06:16 By Old Bear   Comment (0)  

  INKO Disposable 1.3 for CO Addon release    
Inkompetent has released an updated INKO Disposable v1.3 on the BI Forums.

This addon for ArmA2CO makes the M136, NLAW and RPG-18 man-portable anti-tank launchers disposable as they are in real life. After one shot the tube is spent and cannot be reused in any way.

Ammunition size has been removed for players. Or rather, the magazines are removed from the player unless the launcher is weaponed. This means you have to reload the launcher every time you weapon it, and it is there to simulate having to remove the safety and flipping up the sights.
Carry a disposable launcher and you know you'll have ammo, as will your AI buddies as long as they have a useable launcher.

The spent tube can be thrown away after firing simply by switching weapon (default key: F). AI throws it away automatically shortly after firing.
The addon has full Extended Eventhandler support.

v1.3 (20010-09-05, CO ONLY!):

- Added: NLAW launcher has been made disposable
- Added: M2A2 has got disposable launchers added to its cargo.
- Changed: All OA and BAF vehicles and ammo boxes has had their disposable launcher ammunition changed to actual launchers.
- Changed: Addon cfgPatches class name changed to inko_disposable_oa




  September 14th, 2010 - 05:35 By Old Bear   Comment (0)  

  Throwable Satchel v1.2 by Robalo_AS Addon release    
Robalo_AS has released an updated ASR Throwable Satchel v1.2 addon on the BI Forums.

This mod allows a demolition expert (usually engineers and special forces) to convert a regular satchel into a throwable one and back.
To convert, you must first select it (cycle weapons until the satchel is selected) then use the scroll menu action.
It can then be thrown over a very short range (max 10m) in the way grenades are used.
You can use it to blow stuff up when you can't get there and set it manually,
or like a last-resort AT weapon, for example to throw demo on top of a tank that's on the other side of the wall, or from a roof.
Use your imagination, be creative Once you throw it, quickly get away and cover yourself from the blast.
For simplicity, the fuse is very short, preset to burn in 10 seconds and it cannot be adjusted.
The explosive properties are unchanged from a regular satchel.

It is heavily recommended that this addon is installed on all machines in a multiplayer game for fairness and stability.




1.2 | 13 SEP 2010
Russian specops can handle explosives (and convert satchels) too.
.




  September 13th, 2010 - 09:33 By Old Bear   Comment (0)  

  Copy My Stance by Caxton Gibbet updated Addon release    
Caxton Gibbet has informed us about the updated Copy My Stance v4.0 addon release on the BI Forums.

This addon will make a players AI team copy the players stance.

It would seem that the "Keep Low" command is not entirely a "copy my stance" order as
indicated by the vocal command sometimes associated with a "Keep Low" order in game.
In fact when a 'keep low' order is issued to a unit parseing the 'Unitpos unit' command on that
unit returns the value "AUTO".
AI units will copy a prone or standing stance.I wanted them to also copy a crouch stance.

V.4.0

Fixed: Removed action menu addition which was causing the Issue with armoury mode.
Added: key detection to replace action menu addition.
Added: Ability to switch system on and off for idividual or groups of units.
Added: Ability to command units or groups of units to remain in their current stance.


Edit Sept 12
: GIB Copy Stance 4.0 FULL updated version released


  September 12th, 2010 - 11:16 By Old Bear   Comment (0)  

  RUG High Dispersion Addon V.1.5 by Wolfrug Addon release    
Wolfrug has released an updated RUG High Dispersion Addon V.1.5 addon on the BI Forums. With this addon release are coming 2 SP missions featuring the RUG HD addon, it comes bundled with both missions, so no need to DL it separately.

Why a High Dispersion addon? In OFP, HD units were introduced with JAM, the Joint Ammo and Magazines project which created an amazing, uniform system of magazines which could, and were, used in hundreds of different addons. JAM in itself however is not important: what's important is the High Dispersion weapons that were distributed together with JAM. These weapons were copies of the regular OFP (and many addon) weapons, except for the fact their dispersion values were much higher. Although practically useless for players, in the hands of the AI they created an exciting and dangerous, but not quite as hair-trigger deadly, battlefield experience. They were put to excellent use in the legendary Tonali by BAS, where the AK-wielding natives fit the bill for this kind of weapon perfectly. This is what I wanted to recreate in Arma 2, and where my inspiration came from.

Changelog:
- fixed a typo for the HD weapon of RUG_HD_Ins_Woodlander3 -> he is now properly armed
- removed scope = entries from the unitscfg.h file -> no more units showing up that shouldn't (for instance bugged Men (RACS) man under Guerilla/HD CDF)
- very slightly increased the dispersion rating
- Tweaked dispersion ratings a bit more
- Added all vehicle weapons (although some still have no dispersion, e.g. missiles)
- Removed added HD units & factions & groups, replaced with Modules (F7) for Men and Vehicles
- (1.13) Readded HD units, but hidden, so as not to clutter the editor - can still be used with createUnit
- (1.13) Added script + modules for "permanent HD" and "permanent regular": these will either assure that a unit's weapons are always HD (if available) or always non-HD. More resource hungry than the standard switch script since it is in a constant loop.
- (1.14) Added compatibility with OA, and split the addon into an A2 and an OA pack, plus a Core pbo to allow for either pure A2, pure OA or CO.
- (1.15) Added British Forces DLC/Lite compatibility, simply add the new RUG_HD_BAF.pbo to the mix (might only work with OA - not sure?).
- (1.15) Signed all the files!





 


Source : OFPEC
  September 10th, 2010 - 04:59 By Old Bear   Comment (0)  

  [CO] Australians At War - Combined Ops updated Addon release    
Soldier_X from the Australians at War Team has informed us about the release of Australians At War - Combined Ops Version addon updates on the BI Forums.

First of all for those who arnt aware AAW is now releasing as a mod not individual addon packs. First release is the AAW infantry and weapons updated with OA functionality.
From here we will start updating the mod with vehicles and aircraft.
We have completely restructured the mod to make it more update friendly to coincide with our method of distribution.

To download @aaw_oa now you need yoma addon sync. http://www.yomatools.be/

For instructions on how to use yoma and the AAW repository go to help/clientside usage/adding a new server

The @aaw_oa auto config url is http://mirror.aef-hq.com.au/~aaw/aaw_oa.7z

Big thanks to AEF and Platform Networks for providing us with hosting for the mod.


Changes - V004
-New f89 Sound
-New Mag58 Sound
-Altered Recoils for F88 and Mag58 to adjust for new recoils system.
-Updated configs for Inkos disposable (inkos disposable included)

Changes - V003
-Added Auscam Alice Pack
-Fixed Unit calling out ammo low when changing hand grips

Changes - V002
-Fixed goggle interpenetration issues with helmets
-Fixed F88 sound and cfgs
-Fixed GLA red dot on F88Sa2 - Aimpoint
-Fixed issue with Ammunition replenshing when changing hand grips on weapons.




  September 9th, 2010 - 10:53 By Old Bear   Comment (0)  

  US Army Rangers for CO by Massi updated Addon release    
Massi has informed us on our Forums about the release of the updated US Army Rangers for CO v 1.01addon.

Description :
This addon is a retexture of Arma2 OA Delta Force, meant to represent US Army Rangers from the 75th Regiment in different camouflages, as following : :

- Ranger(ACU): Rangers in ACU uniforms, some of them wearing PCU jackets.
- Ranger(Multicam): for every environment.
- Ranger(Desert): desert and arid environment.
- Ranger(Woodland): for temperate and woodland environment.

The mayor features of this update are that all the units are now under bis US Army faction , the ACE config now hide standard Rangers units , removed rangers tab an scrolls, and few textures adjustments.
For further details please read the changelog and the readme included in the pack.
As always please report bugs and suggestions , hope you’ll enjoy the update.

Changelog.
v1.01 date 03/SEP/2010
- Units now are under Bis "US Army" faction.
- ACE config now hide standard Rangers units and groups (NO class name changes for mix makers!).
- Removed Ranger's scrolls and patches , and added custom ones in order to improve realism.
- Added Oackley boots.
- Few textures adjustments.






  September 7th, 2010 - 09:06 By Old Bear   Comment (0)  

  [CO] RHS BMD-2 pack v 1.6 released Addon release    

NSX from the Red Hammer Studios has released an updated RHS BMD-2 pack v 1.6 for ArmA2:CO on the BI Forums.

The RHS BMD-2 pack has been updated to version 1.6 for ArmA2: Combined Operations (is not compatible with ArmA2 or Operation Arrowhead by themselves). The following things have been fixed and added:

- Gunner sticking out from the bottom of the vehicle fixed.
- Added thermal maps
- Added night vision optics
- Added PZU-8 sight
- Added weapon zeroing

The sights/NVG can be switched using NUM+/-.

Also the license agreement has been changed. Please refer to the readme for further details. Enjoy




Source : Armaholic.com
  September 6th, 2010 - 00:37 By Old Bear   Comment (0)  

  Russian Federation Mechanized Infantry in desert camo Addon release    
†SLAYER† has released a Russian Federation Mechanized Infantry in desert camo addon on the BI Forums. ArmA 2:Combined Operations (ArmA 2 with integrated addon Operation Arrowhead) needed.

This addon adds RF mechanized infantry in digital desert camo of the CSTO.

There are two configs for use this new units with default ingame weapon or with weapons from Vilas pack. In case, you want to use soldiers equiped with Vilas's, you'll need install his weapon pack.

You must use only one config-file at time.

Also, there is two replacement files, which provide replace default RF units with this in digital camo.
First file provide replacement of units and nothing more.
Second - replaces units and change their equipment to Vilas's one.

With replacements works the same rules as with config-files.
You must use only one config-file at time.

Complete instructions on how to use addon are placed in archive and have russian and english language versions.

If you want to use Vilas' weapons versions, you'll need to install Vilas' russian/soviet weapon pack.






  September 4th, 2010 - 21:54 By Old Bear   Comment (0)  

  ACRE - Version: 1.0.10 released Addon release    

NouberNou from the ACRE Team has released an updated ACRE - Advanced Combat Radio Environment - Version: 1.0.10 addon on the BI Forums.

We would like to introduce to you the ACRE mod, in production by various members of the A2 community. The ACRE mod links ArmA2 and Teamspeak3 to create a more immersive environment in which we play in, including positional audio, real radio communications and complete compatibility with the ACE2 ArmA2 project.

We intend to create the most realistic and immersive radio system within the current gaming world; based off of real life experience and knowledge, as well as the use of physical terrain obscuration, radio loss, distortion, and all other considers a real radio operator must make on a daily basis.


-- 1.0.10 --
* Fixed issue where dropping your last radio wouldnt stop you from opening the dialog
* Fixed performance framework issue of taking up too much scheduler time
* Multiple TS3 crash/hang fixes
* Vehicle attenuation really works now (promise)
* Vehicle intercom systems are now simulated via vehicle attenuation
- If you are a crew member, you'll hear crew members more clearly than passangers
* Fixed errors in API functions: attachRxmtToObj, setDefaultChannels/Powers
* Fixed many scoping issues that should support reliability
* Remotely used radios, or "buddy radios" is now turned on.
- However, radio information (changes to the radio) does not always propigate back to the owner correctly
* The 148 does not show on the player yet, but dropped it does have the correct model now


More infos about ACRE from our Addons section ...



  September 4th, 2010 - 21:31 By Old Bear   Comment (0)  

  RHS BTR-70 by Manfred Addon release    

NSX from Red Hammer Studios has released a RHS BTR-70 v1.0 addon on the BI Forums. This pack comes with more than 20 camo versions and a lot of enhanced features such as ability to change tyres.

So, here we go again. Tonight's yummy is BTR-70. This addon has a long history of developement - it was originally made by Manfred from flashpoint.ru and then the progress got stuck because of the lack of people, who could finish the finalizing stages of this designing. Long story short - one day it finally came into the talented hands of our guys, where it was finally made operational and largely pimped up in both look and diversity (and our thanks goes to topas here), as well as in features and possibilities.

The addon itself comes bundled with updated decals pack (which itself was enlarged a lot since the last revision) and the cargo system - a brand new invention of our scripters. While you're familiar with the first thing, the second is something new. This system allows you to ride ontop the armor of diffirent vehicles + it features possibilities to turn on, turn off and manage the options this system gives to you on the run.
Notice, that it's only in the beginning of the developement, so the only supported vehicle is BTR-70 so far. But we're already working on the updated builds, which aim to provide support of this system for most of the vehicles you can see in vanilla A2/OA - furthermore, every vehicle will have its own customized riding animations.

And as a sweet dessert we prepared a special gift - 3 high quality MP missions from Our Army team (english-speaking users may know these guys because of their previously well-recognized Our Weapons department famous for their finest addons for OFP) - one of the most distinguished russian-speaking MP teams, which reinacts the tactics of Soviet Army.


Edit 15:45 - Hosting hotfixed RHS Cargo System thanks to [HA]badger.





  September 4th, 2010 - 13:54 By Old Bear   Comment (0)  

  Russian Federation Motorised Infantry in digital camo updated ... Addon release    
†SLAYER† has released an updated Russian Federation Motorised Infantry in digital camo v0.65 addon on the BI Forums. ArmA 2:Combined Operations needed.

v 0.65
Fixes:
-Fixed and reworked boots texture.

New:
- Ability to use OA backpacks.
- New units:
*assistant machingunner
*assistant RPG-7 soldier
*engineer
- Reworked helmet normal map texture.
-Added dust/mud elements to textures.
- New model of officers' cap.

There are two configs for use this new units with default ingame weapon or with weapons from Vilas pack. In case, you want to use soldiers equiped with Vilas's, you'll need install his weapon pack.

You must use only one config-file at time.





  September 4th, 2010 - 10:16 By Old Bear   Comment (0)  

  Mando Missile ArmA 2.4Beta9 released Addon release    
Mandoble has released a Mando Missile ArmA 2.4Beta9 pack on the BI Forums.

Fire and configure missiles, create missile launchers for AI or players using any existing vehicle, plane, ship, chopper or thing, add automatic or manual chaff and flares dispensers to your vehicles, replace all vanilla ArmA missiles by mando ones, etc.

Changes in v2.4b9

* Improved TV systems performance, now they are better suited for areas with many targets and heavy loaded missions.
* Improved greatly guidance for ATGMs.
* Fixed TV system affecting the shift-click on map to add personal waypoints.
* New global mando_last_onmapsclick. Store there any action you want to be restored after MMA usage of map.
* Improved HUD system timed lock on, less chances to lose the lock when many targets are in front of you.
* Improved mando gun interception logics, now it will work better against fast targets moving side to side of the gun.
* Added a new internal variable "mando_gun_extrah" for mando guns placed over roof surfaces, set it to the height of the surface.
* Changed Kuznetsov setup, if Jackass888 Russian CIWS is present, it will be used instead of default mando turrets.
* Fixed the setups of several C-130 classes, now the systems will come up correctly if you are in these planes.
* Added MMA systems for LoBo Irak Mod Mig23, Mig27, Su22 and choppers.
* Added MMA systems for more Iranian Mod units.
* Added Gigan nuclear warhead for the SCUD launcher (also available as warhead for anyother system you want to setup).
* Added E. Echo/Mando nuclear warhead for the SCUD launcher (also available as warhead for anyother system you want to setup).
* Added a new internal variable "mando_scud_type" to set the type of SCUD missile per vehicle: 0 - conventional, 1 - Nuclear Giga, 2 - Nuclear E. Echo/Mando.
* Fixed a bug with SCUD targeting dialog that were affected if you use any other MMA system before of it.
* Added "mando_missiles\units\mando_ai_scud.sqf" script to make AI fire SCUD missiles
* New test mission mma_test_nuke_addon.Takistan to test nuclear warheads
* Added "mando_missiles\units\mando_im_active_radar.sq f" to mark non specific MMA systems as radar emitters.
* New test mission mma_test_sead_addon.Chernarus to test mando_im_active_radar.sqf
* Readjusted flight profile of anti-radar missiles for AV8B
* Re-adjusted flight parameters for Myke's JSOW and JDAM, they are more maneouverable and have longer range.
* Added systems for BAF units (Included with OA patch 1.54)







  August 31st, 2010 - 14:34 By Old Bear   Comment (0)  

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