Soldier_X vom Australians at War Team hat die neue Beta 2 Version seies Infantry Weapons Pack in den BI Foren veröffentlicht.
Additions:
* NZ IW steyr variants and ammo box * Deployable bipods on LMGs - uses the H key * Tracers for F89 and F88 * Full tracer mags for all AAW weapons and 1 in 5 tracer mags for LMGs * ACE tac light functionality for the F88s and IW Steyrs in the ACE version (L key) * Two new variables that can be added to the init.sqf to switch off (default is on) the frontgrips/bipods or CQB sight functionality, set AAW_noGripOrBipod = true; //remove front grip/bipod functionality AAW_noCQBsights = true; //remove CQB sight functionality
in the init.sqf to switch off both. * removed the desert carlGs from standard anti-armour crate and added them to a separate desert anti-armour crate
Changes: * Front handgrips on the F88s now use H key to be deployed * Hints now use hintSilent * Improved front hand grip animation for the F88s
Fixes: * "Invisible weapons" bug that occurred when spamming the function keys * ACE version is now compatible with the ACE grenades * Players who are equipped with an AAW weapon at mission start will now have the grip and CQB functionality without having to drop and pick up the weapon again * Fuzzy textures in pilot lod of carlGs * Carbine barrels shortened to correct length
Gnat hat uns über die Veröffentlichung seiner "Footmunch Friday" Su33 informiert. Diese Sukhoi Su33 Flanker-D Beta 2 ist ein Import von Footmunchs OFP Addon, mit überarbeiteten Texturen von eddyD.
Features: - 3 colour schemes - Multi source textures into merged format - Optimized sqf scripts - Afterburner and vapour FX - Keyboard for FX not required - "Tidy" action menu system - "Manual" landing gear for carrier operations - 3 axis animated undercarriage - 7 mixed loadouts - Cockpit and landing lights - Cockpit instruments - Random unit numbers - Clan logos - Customisable markings - Damage model and Textures
Southy veröffentlichte ein F14 Beta V1.0 Addon in den BI Foren, von OFP IkaR's F14 portiert.
Addon features. Fully integrated gunners position Spec/normal maps/supershader Modified flight model Binarized PBO CBA compatible 3 x custom textures thanks to EddyD 1 x USN colour scheme 2 x Iranian colour schemes templates for creating your own textures, again thanks to EddyD Weapon scrips work thanks to namman2 thanks to Eddie of PRACS mod for shadows help.
Multi weapon loadouts - CAS – 38 FFAR, cannon, 2 x AIM9 and 4 x AGM65 CAP - 6 x AIM 54, 2 x Aim9, Cannon Strike – 5 x GBU12 (LANTIRN system), 2 x Aim9, Cannon (Bombcat)
Rellikki hat sein Sandy skies Addon in den BI Foren veröffentlicht. Dieses Addon ersetzt den normalen Horizont durch einen sandigen Wüsten Horizont.
This addon adds a sandy haze to the horizon. Its purpose is to increase immersion and atmosphere in desert maps, which it hopefully does.
You can also easily create a sandstorm with this addOn by simply increasing the level of fog, as the fog colour has been replaced by this addOn.
Sadly, this addOn replaces the sky textures permanently, so you'll have sand even in non-desert maps and that doesn't look cool. But you can easily disable this addOn by using mod folders and a mod launcher, whenever you're not going to play on desert maps.
This addOn also removes the hills from the horizon.
Stormy skies are untouched, only the clear skies have been given a layer of sand.
Monsada veröffentlichte sein UPSMON 5.0.2 Script in den offziellen Foren. Eine Script, welches auf Kronzkys UPS Script basiert. Dieses Script vereinfacht das Editing nochmals und sogar die KI arbeitet und kommuniziert mit anderen Patroullien.
Changes in version: Added - KRON_UPS_useStatics, enables AI to use Static weapons. - KRON_UPS_useMines, enables AI to put mines when enemy armored vehicles near - Now vehicles can be used for patrol, not only with target. Modified: - Fixed Bug that do not sent reinforcement if parameter "reinforcement" - Fixed bug with random 1 ocasiolly has been returned more than 1. - Fixed bug that eventually do not change dead leader
Mondkalb veröffentlichte ein Caterpillar D7 Series Addon in den BI Foren. This little neat addon adds five (5) new Bulldozers to ArmA2. Three of them are the CAT D7H in different paintings and two of them are the CAT D7G Uparmored Version in two different paintings. The caterpillars are actually capable of moving large objects like wrecks, cars and non-static stuff. Additionally the bulldozer-blade can be raised and lowered for better working with stuff.
Schancky informierte uns in den BI Foren über den Release des British 3 Para Addons, konvertiert vom ArmA "3 Para" Mod von STALKERGB. British 3 Para converted by Schancky with permission from STALKERGB UKF Weapons are required for this mod to work Fully compatible with ACE2
v0.8b Differences to previous addons. - Converted ArmAI textures to ArmAII "RMC 2001" Units
D@VŁ veröffentlichte in unseren Foren sein HSO ArmA2 SLA pack in der R2_prelim Version.
This is preliminary release! While everything is working, there are a few minor issues that are proving difficult to solve, or I simply can't find time to fix. That said, it's tidier than a lot of "finished" addons. But, if you demand a absolute perfection, wait until the final release.
Contains: ArmA 2 weapons pack, SLA Infantry pack*
(*This has vehicles in it, the reasons it's called "Infantry Pack" is because it's only got Infantry Models in it, the vehicles are just reskins of BIS vehicles, there was originally going to be a vehicle pack, containing new vehicles, but it never really got off the ground... more accurately, it exploded in the hanger.)
Beton hat die neue Version seiner Hürtgenwald 1.0 Insel in den BI Foren veröffentlicht. Ebenfalls wurden auch die benötigten Beton Addons v1.45 einem Update unterzogen.
Hürtgenwald: My main Project atm. Western front in Germany in November 1944, dark forests in the valleys... plateaus with little cover and some small villages. The winter came early so the upper parts are covered with snow. At this time Americans tried to push the Germans back to the Rhine. Choosing the Hurtgen Forest was not the best decision because the US soldiers encountert Germans that had dug themsevles in deeply in the dark forests. Because of the bad weather there was nearly no airsupport possible. Also nice with modern units as long as there are no ww2 units available. ... The map has reached it´s final status. This does not mean that no changes or bugfixing will be made in the future. I am always open for suggestions especially from missiondesigners because i don´t know how to make missions.
Features: - The map covers an area of 10x10 km roughly based on realworld data if possible - The map features the area between Hürtgen and Schmidt in November 1944 but does not claim to be 100% historically correct - roads and bridges should be used properly by AI - there are many dense german style forrests and also wide plains - You will find many custom buildings, bunkers and of course trees and bushes - Some bunkers and other stuff is already placed on the map but there ist still more than enough room to place your objects available from my addons or other addons according to your own requirements - many of the buildings are open to give the possibility of interesting fights in the villages - on the map you may find some trees that can be climbed on, to give places for snipers (usable also by AI)
Nächster Halt Chernogorsk! Gachopin veröffentlichte in den BI-Foren sein gac Train v0.8 Addon, mit Script Beispiel. Wie das ganze ingame aussieht könnt ihr am Vorführvideo bewundern.
I released train addon with script sample. This is still beta version. Player can't operate this(means script control only). I'll update operatable one someday.
Trains will stop when arrived last station. gac_train.pbo isn't binalized. So you can make original train by remodel this. *attension, train_invisible.p3d don't have geometry lod because this uses attachto function.
I've not tested multiplay.(I think init.sqf need exec by local)
Solus informierte die Community, dass er v1.9 seiner SLX Mod veröffentlicht hat.
Changes:
- Made death anims use prone collision box to try and avoid clipping. - Fixed SLX_Groups not being syncronized in MP. - Made near ally helper script use allGroups to search instead of SLX_Groups so GL3 is not required. - Possibly fixed bug where the BIS AIS handledamage was not being overwritten. - Fixed some script error in take weapon script. - Possibly fixed rare static MG error. - Made M249 have moving reload. - Made AIs possibly stop suppressive fire after an enemy group is wiped out. - Added time limit to AI dragging. - Possibly made AIs wait to get important things from dead people if the enemy can still see the body. - Changed some things to try to fix AI warping when doing evasive moves. - Made AIs only stop to shoot if they can see the enemy and the enemy cannot see them, and the target is a land vehicle or person. - Fixed unneccessary checks for launcher prone animations. - Added more range to voice pitch variation. - Tweaked bounding for effectiveness. Canceling suppressive fire when appropriate, no extra suppressive target call outs, canceling attack when morale drops. - Fixed rare script error in divert move. - Optimized turn move check and fixed falling off buildings. - Fixed falling off buildings in evasive AI. - Made GL3 player garrison more effective. Players group should garrison the building that the player is in when in Vee formation. 0-0-1 to say ready to end. - Made garrison more effective. - Optimized findcover to not run repeatedly under lag.
More changes are shown by pressing on the comment section!
Nebenbei wurden wir auch informiert, dass SWAT.TR seine Turkish Special Forces in den BI Foren veröffentlicht hat.
General information
For the symbol of airborne forces, see Maroon beret The Maroon Berets (Bordo Bereliler in Turkish) are the special operations forces organization of the Turkish Army. The unit was created to counter any interior or foreign attacks on Turkey and they are the best trained special operations forces in the world.
MB officers receive extensive training and are expected to survive in all environmental conditions that makes them a perfect strike force. Today the force is under the command of the Special Forces flank (old Special Warfare Unit). They also work along with Attack Search & Rescue Teams (ASR) and Underwater Attack Teams (UWA) (Marine Search Teams).
Credits: A Big Thx. to Switzerland Mod for Cooperation of the Work, (HD_Laeppli). Thx. to Philibuster's for the great Aug A3 Model. Thx. to Twinke Masta for the great Acog Model. Thx. to TheLama for the great EoTech Model. Thx. to all ohter Poples for the ground Textures. Thx. to HD_Laeppli for the Scope Textures. Thx. to Norrin from Australians At War Addon Team for the Great Hand-Anim. Thx. to RobertHammer for the Sound. Thx. to HD_Laeppli, RobertHammer, Syncing, modEmMaik, Norrin, and all other, to help my whit Addon Editing. Thx. to Bohemia Interactive for the best Game 4ever.