EMSI has released an updated 1.2 version of his A2B Editor on the BI Forums. An useful tool for missions makers.
Description: Smart SQF editor especially designed for creating briefings in the game ArmA2.
- Entering of parameters and texts is designed with forms - Briefing code is displayed in a real time and it can be edited by hand - Few useful additional functions - Overview.html and Briefing.html generators - many improvements and tweaks in source code - extended included CHM Help file (It's indivisible and IMPORTANT PART of the A2B Editor !) - Application doesn't need any version of .NET Framework
Jonescrusher released his Real Mortars Mod. No tweaking or scripting required it is all self contained.
This mod is based off of my Mortar scripts. I added 4 charges of each ammo class for more control over the ballistics. Additionally I added a feature that allows you to open the map and click the map to verify target data.
I had planned on releasing it as part of a full artillery conversion pack but realised that I wanted to Do completely different user interfaces and options with the M119 and D30 So I decided to release this as a stand alone mod as the time it will require to finish my othe rprojects might be some time.
I haven't been able to test it on a dedicated server so there is the possibility of an issue. I doubt it, because I had none with the scripts but I am not 100% sure. So if you come across any MP issues let me know I and I will fix it ASAP.
There is the ability to over ride the default settings with the init.sqf I added a copy of the init.sqf in a demo mission. and copies of the text in the readme for how to over ride them.
Features: - High explosive 4 powder charges (High damage 10 meter blast area) - White phosphorus 4 powder charges (Low damage 20 meter blast area) - Target area data (While sitting in mortar open map and single click data will appear in top right of screen) - Registration fire, Returns gun data with impact data. - Ammo restrictions such as reload times and ammo truck proximity. - Default options over ride, Default setting can be changed via the mission "init.sqf" file - All displays are shown Milradians and meters
Soul_Assassin released a first version of his ArmA2 Modding Toolbox (for 3DS-Max) on the BIS Forums.
Hello there,
this is the first public release of a set of tools that I have designed for 3dsmax that are primarily built to help modding for ArmA2. There are LOADS of things. For those who are interested you can read the development thread here or the documentation for the fully described set of features but heres a short list:
- Automatically set up your project folder structures - Fast create blueprint cross - Easy unit scale sync with O2 simply 1:1 import - Fast and easy bake of Ambient Occlusion and diffuse colors - A super fast an efficient way of generating named selections, storing lists of named selections for re-use or exchange, sequential naming etc. - Create memory LODs straight in max and then easily assign mem points as rotation axis for objects to preview animations without ever exiting max. - Export your memory LODs to O2 with proper names - Link up you object and set up you bone structure - Generate complex model.cfg files based on your model straight in max within minutes!
Fer informed us about the first release of the F2 Mission Development Framwork for ArmA2
First release of the F2 Mission Development Framework. F2 is the successor to the popular BAS f mission development framework for ArmA (discussed in this BI Forums thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA 2, plus some new components which take advantage of the new game's special features.
For discussion on the official BI Forums please see the F2 thread.
Huge thanks to all team members and contributors to F2 (and BAS f), as well as the testers from Shack Tactical.
* A Russian-language version of the manual will be available soon. We're looking for a German translator, please PM Fer on the BI Forums if interested.
Gachopin released a long awaited FLIR Script for ArmA2 on the BIS Forums. Watch the Youtube video made by Eble (showing the FLIR which will also be added to his next OH-58 update).
How to use this script in your own Mission
1.In edit mode, put your vehicles(have turret) and naming.
2.Save your mission as "user mission".
3.Copy script folder into your mission folder and delete 2 lines at init.sqf. _vehicle = vehicle(player); <-unnessesary [_vehicle] execVM "script\FLIR_init.sqf"; <-unnessesary
A line add at init.sqf [name] execVM "script\FLIR_init.sqf";
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This script can use only 'gunner'. If you want to use it as driver or another turret gunner, rewrite(or delete) line 4 and line 59 at FLIR_main.sqf.
If you want to change it's key assign, rewrite under line 64 , "keyEventD function" at FLIR_function.sqf. 'case 19' means "R". Check this url. http://community.bistudio.com/wiki/DIK_KeyCodes
Tophe informed and send us an updated version v1.5 of his script to respawn a vehicle when it is destroyed or left empty in the battlefield. It works with any vehicle.
Changes in this version:
* Option to set the INIT of the respawned vehicle. * Vehicle now respawns with original name.
Spooner has informed the community on the BI Forums about the release of an updated 0.1.2 version of the Community Base Addons [CBA]. CBA v0.1.2
Key Changes
* FIXED: ALICE and SILVIE stop working when CBA is active * FIXED: Support for the "AnimStateChanged" event needed. * ADDED: JIP-persistent markers (CBA_fnc_setMarkerPersistent, CBA_fnc_getMarkerPersistent). * ADDED: Persistent player actions (CBA_fnc_addPlayerAction, CBA_fnc_removePlayerAction).
Full documentation is available at DevHeaven. The addons, manual, functions reference and complete sources are included in the release.
T_D just released on the BI Forums a new version v1.1 of his PAADecompressor tool.
Version 1.1 released that fixes crashes on certain textures.
This little tool is for people that can't or dont want to use PAA Plugin for Photoshop by Kegetys to view and edit A2 textures. It decompresses A2 textures back to the A1 format. This way you can easily use TexView2 for the textures.
zyco has released an ArmA2 Land Tex addon modifying Chernarus ground textures on Armed-Assault.de.
zyco has released his LandTex Addon of which modifying some textures on Chernarus on our forums. Apart from a revision of the entire coastal line and and the islands off the coast, he adjusted the remaining textures in order to make them look smoother.
Norrin has released a set of scripts using the attachTo command on the BI Forums.
Scripted Ride On APC : Practical uses of the attachTo command Part 1 Description Suite of scripts that allows up to 4 players to ride on the top of an APC. From there they can stand, crouch, turn around, shoot reload and disembark
Put Bike in pick-up : Practical uses of the attachTo command Part 2 revision 1 (080609) Description A script that allows you to put a bike on the back of a pick-up, drive it round then unmount the bike.
Put car in C-130 : Practical uses of the AttachTo command Part 3 Description A script that allows you to put a car or hummer etc in the cargo section of a C-130, fly it round then unmount the vehicle.
Move to helicopter door and fire : Practical uses of the AttachTo command Part 4 Description A script that allows you to move from the seat position within a UH-1 to the door way so that you can fire outside while the chopper is moving.
VFFPSS is an addon to be used on client machines (it will quit on servers). It is a logic object that can be placed in custom missions and it will be run once the mission starts. VFFPSS will take measures to dynamically adjust quality settings in order to squeeze out more FPS. Why is this a game logic and not a standard addon to be used in all missions / campaigns? It is in a POC state (proof of concept) and I need to put more work into this should this be found useful by more people then myself; and actually myself as well So, enter the editor and place a logic object "VFFPSS Logic" on your map and off you go.
Norrin has released a MP Compatible Fast Rope addon on the BI Forums.
Description 1. Allows an AI pilot to move to a waypoint and then AI in cargo and players automatically rappel to the ground once the fast ropes are deployed. 2. Allows player pilots to fast rope units in cargo at their whim.
Gaia has released an ArmA2Debug Console on the BI Forums. Hello, I improved my unofficial debug console from ArmA1 and ported it to ARMA 2. Since I'm not planning to continue working on it, feel free to improve it as you wish.