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  Sixteenth release of A&S ProMode (2011-05-22) Mission release    

Kju has informed us about the Sixteenth release of A&S ProMode (2011-05-22)).

This batch provides several additional modsets for community MODs as well as random mode
for the two SFP MOD worlds. Finally two smaller fixes.

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

2011-05-22 changelog

# Added: HEXAgon modset.
# Added: FDF modset.
# Added: SFP modset.
# Added: FFAA modset.
# Added: BW modset.
# Added: JSDF modset.

# Added: random mode version for Fjardsag.
# Added: random mode version for Sturko.

# Fixed: Custom kill messages are shown after mission end.
# Fixed: Missing magazines for weapons in the KSK modset.

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.

You can review the list of changes in detail.

The A&S ProMode (2011-05-22) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


News submitted by kju.



Source : PvPscene
  May 22nd, 2011 - 15:11 By Old Bear   Comment (1)  

  Fifteenth release of A&S ProMode (2011-05-11) Mission release    

Kju has informed us about the Fifteenth release of A&S ProMode (2011-05-11).

After one non promoted release a few weeks ago, this updated turns out quite large again.

Most importantly you will modsets for AAW, I44 and VME PLA (needs the soon-to-be-released
MOD update) as well as a couple new worlds supported in the random mode:
DBO Deluxe Terrain, ElephantIsland, I44 Omaha and Qom.

Finally more options for the random mode and various AI improvements and fixes.


From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.
You can see the planned additions for the next release in the roadmap.
I am looking for people interested to submit new modsets for community mods,
like ACE2, FDF and others. It is a easy job - you only need to define the unit
class and its equipment: west side or east side.

2011-05-11 changelog

* Added: AAW modsets.
* Added: I44 modsets.
* Added: VME PLA modsets.
* Added: Make AI medic type units heal other friendly AI nearby.
* Added: parameter to show AI kills.
* Added: Make it possible to select the number of zones in the random mode.
* Added: parameter to limit the total amount of random vehicles.
* Added: parameter to set the zone size in random mode.
* Added: quickstart action to randomly generated planes.

* Changed: Add random mode version for DBO Deluxe Terrain.
* Changed: Add random mode version for ElephantIsland.
* Changed: Add random mode version for I44 Omaha.
* Changed: Add random mode version for Qom.
* Changed: Change intro text to show only the mission daytime.
* Changed: Hide vehicle summary in the notes section when random vehicles set are active.
* Changed: Improve system to determine vehicle type.
* Changed: Make AA/AT AI classes not use combat vehicles.
* Changed: Make AI choppers not spawn directly at the flag in X Ray.
* Changed: Make AI dead bodies stay until they respawn or get revived
* Changed: Make AI to react on the event of a zone getting decapped to zero.
* Changed: Make sure the complete zone area is not in water in the random mode.
* Changed: Make vehicleRespawn script use set/getVar and one loop to check all.
* Changed: Reduce smoke grenade use of AI on hit.
* Changed: Remove obsolete reload anim over network system.

* Fixed: TerrainGrid and viewdistance not reset, if you die inside a plane.
* Fixed: AI selection of AA/AT classes does not handle random vehicles.
* Fixed: Vehicle features are not getting initialized for dynamically created vehicles.
* Fixed: At mission start defenders do not spawn in the first zone they control, if more than one zone is contested.

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.

You can review the list of changes in detail.

The A&S ProMode (2011-05-11) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!




Source : PvPscene
  May 12th, 2011 - 05:44 By Old Bear   Comment (0)  

  Arma II: Namalsk Crisis campaign released Mission release    

sumrak has informed us about Namalsk Crisis Campaign along with [Nightstalkers] Shadow of Namalsk mod.

Hi everyone, after ~2 years, finally.. I want to share with you information about release - campaign called Namalsk Crisis along with [Nightstalkers] Shadow of Namalsk mod. Maybe you have already heard about this modification and maybe also you already tried some older version in ArmA 1 (but that was really only alpha release in compare to current version). Anyway, back to the campaign - with release of the version of Nightstalkers mod for the ArmA 1, I released also some kind of prologue for the campaign called Namalsk Crisis...

NOW, in Arma II, I'm releasing a full version of this campaign along with full version of [Nightstalkers] Shadow of Namalsk. Campaign featuring 22 missions with a unique atmosphere, situations, scenes and excellent music!
A part of this campaign is also reworked prologue from ArmA 1 version and if you were angry about how prologue ended in ArmA 1, don't worry, you are now able to find out more, what happened!


Counter on the official website just stopped and that means..
Tamika Maclemar just landed on Namalsk, trying find out, what happened! Join her and discover secrets of Namalsk!
Fight in unique world's superpowers co-operation against evil corporation NAC!



Installation instructions
Although I have tried to minimize differences and use only stuff from original Arma II, there are some things, which are different (UI) or nice features like female radio voice (from OA). So, I have decided to make a little patch.
This patch ([i]nc_v1.00_armaIIpatch.7z
) will be for NON CO (Combined Operations) users, (I'm assuming, that there are more players with CO).
Default release will be for CO users. Classic Arma II users can run even this version, but, with little problems, so, I'm recommending you to download Arma II classic patch.
Extract downloaded archive nc_v1.00_full.7z into your Arma II folder and run Arma II with -mod=@NC parameter (default folder name).
In case of Arma II classic patch, extract the content of nc_v1.00_armaIIpatch.7z into \@NC\Addons\ folder and confirm overwrite.[/i]






  May 9th, 2011 - 21:13 By Old Bear   Comment (1)  

  New Air Combat and Air Assault by ANZAC Steve and Ron Mission release    
ANZAC SAS Steve and Ron have informed us about the release of a Celle Combat Air Assault missions pack as well as two new Air Assault MP mission on Vostok and Vostok Winter on the BI Forums.

Celle Combat Air Assault missions
2 Missions, Day 1 and 2 versions included.
- Objectives :
3 Militia base Area's to Neutralize.


Air Assault over Vostok

- Objective :
There is 1 main airbase and surrounding area to neutralize in order to make way for an infantry special forces unit to raid in 18 hours time.
We must destroy all airborne aircraft at the same time as taking down all anti-aircraft weapon systems.Once air-superiority has been achieved there are tank units deployed close to the Airbase that must be destroyed before the infantry Assualt can proceed.Once most, if not all threats from the ground and the air have been neutralised there is fuel storage containers,hangers,a Radar Trailer,an HQ Buliding and parked aircraft to be destroyed for mission success.




  May 8th, 2011 - 13:25 By Old Bear   Comment (0)  

  Multi-Session Operations v3.4 released Mission release    

Wolffy.au has released an updated Multi-Session Operations v3.4 mission on the BI Forums.

What is an MSO?
The Multi-Session Operation (MSO) is a reality-based game mode: it is a persistent mission simulating real-life warfare to the best of our abilities with ARMA 2's capabilities. Unlike hour-long single-session missions that restart when the players disconnect, an MSO mission can persist for days, weeks even. When you disconnect, your location, health, weapons and ammunition are saved for when you reconnect. Up to 4,000 enemy units could be out there waiting for you 24 hours a day. Most of the components revolve around realism, although its up to the mission editor what their MSO consists of.

New features -v3.4- :
- Terrorist Cells,
- Shepherds,
- Civilian Emergency Services,
- Flocks of crows,
- Sandstorms and
- Tupolov's Air/Sea Traffic

Sample Missions
Mission: GUE/PMC vs RU/INS on Utes
Mission: BAF/USA vs TK_GUE on Takistan
Mission: AAW/ACE vs RU/INS on Chernarus
Mission: AAW/ACE vs TK_GUE on Takistan
Mission: BAF vs RU/INS on Chernarus
Mission: AAF's ACE/AAW on Takistan
Mission: ACE on Takistan
Mission: Terrorist Cells (US/CZ) on Zargabad

Required Add-Ons: CBA /ACE if needed.



  April 30th, 2011 - 15:26 By Old Bear   Comment (0)  

  Co20 Air-War Over Takistan v1.3 released Mission release    

ANZAC SAS Steve has released an updated Co20 Air-War Over Takistan v1.3 mission by ANZAC SAS Steve and Ron on the BI Forums.

- Objective -
There is 1 main airbase and surrounding area to neutralize in order to make way for an infantry special forces unit to raid in 18 hours time.
We must destroy all airborne aircraft at the same time as taking down all anti-aircraft weapon systems.Once air-superiority has been achieved there are tank units deployed close to the Airbase that must be destroyed before the infantry Assault can proceed.Once most, if not all threats from the ground and the air have been neutralized there is fuel storage containers,hangers,a Radar Trailer,an HQ Buliding and parked aircraft to be destroyed for mission success.
Good luck airmen and women.

V1.3 Changelog-
- Spread some AA units out a little.
- Changed some infantry patrol routes and a few changes here and there.
- Optimised.





  April 30th, 2011 - 10:56 By Old Bear   Comment (0)  

  Folk Mission Pack #04 Mission release    


Fer has informed us about Folk Mission Pack #04 release.

To celebrate the opening-up of the Folk sessions (which were previously invitation-only), we're releasing a series of packs featuring missions from the first 6 months of Folk. If you and your community enjoy coop and adversarial missions crafted with care using the F2 mission development framework, and that require only vanilla Armed Assault: Combined Operations, these might be for you.

In this mission pack:

BEND
Up to a platoon of guerrillas must ambush an army convoy, destroying or disabling a set number of vehicles and inflicting a certain percentage of casualties before withdrawing. This is a remake of fkoa_co42_highway, with the action transplanted to mountain roads in the east.

CORDONBLEU
The Takistani Army traps elements of the Third International Fighting Brigade of Takistan in the name of Che Guevara inside a cordon of mechanised units, then sends in the Black Turbans to finish the job. This mission can also be played as a coop by using only independent slots.

CORDONBLEUFOR
The Takistani Army traps a US Army liaison unit inside a cordon of mechanised units, then sends in the Black Turbans to finish the job. This mission can also be played as a coop by using only US slots.

CINDERELLA
A US Army infantry platoon (with MARSOC loadouts), supported by a single tank, must hold a village south of Zargabad against an attack by Takistani Army motorised infantry. There are two slots for journalists.

FINALE
A tiny detachment of UN troops with AT weapons and a single BMP-2 join a platoon of poorly-armed militiamen, together mounting a desperate defence of a bridge on the main road into Zargabad's southern districts. There will be tanks.

COCKTAILS
Whilst UN officers and local politicians talk tractor factory deals and party at the villa, the Takistani Army officer cadets (class of '95) have decided to end the corruption once and for all. Everybody has pistols and a drink. Except the officer cadets; they don't get to drink (but they do have second lieutenant Azim's bong).




  April 29th, 2011 - 05:55 By Old Bear   Comment (0)  

  Coop Combat Air-Assault - updates Mission release    

ANZAC SAS Steve and Ron have informed us about the release of their updated CO64 Combat Air-Assault - U.S.Army v1.4 mission on the BI Forums.
UpdatedIsla Duala - Co30 Combat Air-Assault v1.4 andCo30 Combat Air Assault v1.4 -Tropica Island have been also released.

CO64 Combat Air-Assault - U.S.Army v1.4
New Updated Version 1.4!!
Chernarus, BAF, USMC ,Day 1 and Day 2 Versions added.


Isla Duala - Co30 Combat Air-Assault
Updated new V1.4!!!
Lots of fixes,Added some Molation Armour in the mission.


Co30 Combat Air Assault v1.4 -Tropica Island
New Updated Version and Day 1,2,3,4!!
Its now more like a coop campaign!!!








  April 9th, 2011 - 09:17 By Old Bear   Comment (0)  

  Thirteenth release of A&S ProMode (2011-04-05) Mission release    

Kju has informed us about the Thirteenth release of A&S ProMode (2011-04-05).

Quick update to amend improvements to the random mode, like the U and zigzag pattern, or random vehicle sets. You may also want to try the CSLA modset or the random mode for Vostok and its winter version by Old Bear.




From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods, like ACE2, FDF and others. It is a easy job - you only need to define the unit class and its equipment: west side or east side.

2011-04-05 changelog

* Added: parameter to use the random vehicle set also for players on any or both sides.
* Added: make it possible to set the vehicles types available for AI and their amount as parameters.
* Added: make AI able to revive human players when nearby.
* Added: CSLA modsets.

* Changed: Added zigzag pattern for random mode.
* Changed: Added U pattern for random mode.
* Changed: Adjust angle of random vehicles to the next target zone at mission start.
* Changed: Adjust angle of player to the next target zone at mission start in the random mode.
* Changed: Added random mode version for Vostok and its winter version.

* Fixed: The player spawns in/on-top of the base create in X-Ray.
* Fixed: AI units have no NVGoggles despite NightvisionForAI mission parameter setting.
* Fixed: AAS_Params_ReviveAbility mission parameter also disables healing ability of medics.

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.

You can review the list of changes in detail.

The A&S ProMode (2011-04-05) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!




Source : PvPscene
  April 6th, 2011 - 09:08 By Old Bear   Comment (0)  

  Co30 Combat Air-Assault - Fallujah Mission release    

ANZAC SAS Steve has released an new Co30 Combat Air-Assault - Fallujah mission by ANZAC SAS Steve and Ron on the BI Forums.

Game Required
- ARMA2 OA
Addons Required
- Fallujah
Factions
- U.S.Army. Vs Insurgents.
Features
- Base Respawn.
- Recruit Ai Team Members.
- Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base.
- Drag And Carry Module.
- First Aid Module.
- Increase or Decrease your viewdistance and Terrain Detail During Mission.
- Vehicles Respawn in 3 mins when Destroyed or in 2 mins when abandoned.
- Support Vehicles Respawn in 120 seconds when Destroyed or 20 Minutes when abandoned.



Needed addons :
Fallujah (v 1.2)
  April 4th, 2011 - 17:16 By Old Bear   Comment (0)  

  Twelfth release of A&S ProMode (2011-04-01) Mission release    

Kju has informed us about the Twelfth release of A&S ProMode (2011-03-23).

This update adds the new random mode. This will create dynamically a different
mission area on each run. It is mainly to easily test community worlds with AnS.
The pack contains 59 worlds to choose from!

The picture shows the search for suitable locations visible in the debug mode:



From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,
like ACE2, FDF and others. It is a easy job - you only need to define the unit
class and its equipment: west side or east side.

2011-04-01 changelog

* Added: random mission mode.
* Changed: Make the X Ray crate generated by script directly at the flag position.
* Changed: Automatically create a fire in X-Ray for night missions when the player side has no nightvision googles.
* Fixed: Float values do not work for mission parameter values.

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.

The A&S ProMode (2011-04-01) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!




Source : PvPscene
  April 2nd, 2011 - 15:48 By Old Bear   Comment (0)  

  Co20 Air-War Over Takistan updated Mission release    

ANZAC SAS Steve has released an updated Co20 Air-War Over Takistan v1.1 mission as well as a new v1.1 version with SA-6 by ANZAC SAS Steve and Ron on the BI Forums.

- Objective -
There is 1 main airbase and surrounding area to neutralize in order to make way for an infantry special forces unit to raid in 18 hours time.
We must destroy all airborne aircraft at the same time as taking down all anti-aircraft weapon systems.Once air-superiority has been achieved there are tank units deployed close to the Airbase that must be destroyed before the infantry Assualt can proceed.Once most, if not all threats from the ground and the air have been neutralised there is fuel storage containers,hangers,a Radar Trailer,an HQ Buliding and parked aircraft to be destroyed for mission success.
Good luck airmen and women.







Needed addons :
SCAR SA-6 (v final)


  March 31st, 2011 - 18:03 By Old Bear   Comment (0)  

  Co30 Combat Air Assault v1 -Tropica Island Mission release    

A Co30 Combat Air Assault v1 -Tropica Island MP mission by ANZAC SAS Steve and Ron has been released by ANZACSAS Steve on the BI Forums. ArmA2:CO and [ADO] Tropica needed.

*Factions
- U.S.Army. Vs Insurgents.

*Features
- Base Respawn.
- Recruit Ai Team Members.
- Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base.
- Drag And Carry Module.
- First Aid Module.
- Increase or Decrease your viewdistance and Terrain Detail During Mission.
- Vehicles Respawn in 3 mins when Destroyed or in 2 mins when abandoned.
- Support Vehicles Respawn in 120 seconds when Destroyed or 20 Minutes when abandoned.

*Intel
- Estimated Enemy Strength is Strong.Heavy machine gun emplacements,Light Vehicles and Infantry Units in Defences.
- Also Light Patrols are expected in the stronghold area's.

* Objectives
- 2 Militia base Area's to Neutralize.
- Day1 and Day 2 version included.


  March 28th, 2011 - 13:27 By Old Bear   Comment (0)  

  Eleventh release of A&S ProMode (2011-03-23) Mission release    

Kju has informed us about Eleventh release of A&S ProMode (2011-03-23).

This smaller update makes AI again more player like along with some fixes for recent additions.

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,
like ACE2, FDF and others. It is an easy job - you only need to define the unit
class and its equipment: west side or east side.

2011-03-23 changelog

* Added: Make AI medic type units heal players nearby.
* Added: Make AI to respawn at a closer zone when too far away.

* Changed: Give the east AT Specialist the MetisLauncher instead of the M47Launcher.
* Changed: Make AI vehicles have no commander to have the gunner act quicker.
* Changed: Make AI only use AA/AT classes when there are air / landvehicles as a threat.
* Changed: Make AI units flank not too far if already close to the target.
* Changed: Make the AI position counter reset also on AI weapon use.
* Changed: Make AI in motorbikes/jeeps eject and move on as infantry when entering a zone.

* Fixed: Revive is buggy when being in the observer mode.
* Fixed: After a while AI vehicles fall from the sky in X Ray.
* Fixed: After a while AI no longer uses limited classes.
* Fixed: Equipment pics not visible after respawn.
* Fixed: Unarmed vehicle handling is broken after a minute.
* Fixed: AI zone protection is off in match mode.


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.

You can review the list of changes in detail.

The A&S ProMode (2011-03-23) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!


On the A&S ProMode filebase you could find the A&S ProMode (2011-03-23) pack but also Templates and Test Missions.





Source : PvPscene
  March 27th, 2011 - 11:51 By Old Bear   Comment (0)  

  Co30 Combat Air-Assault - Isla Duala - Mission release    

An Isla Duala - Co30 Combat Air-Assault MP mission by ANZAC SAS Steve and Ron has been released by ANZACSAS Steve on the BI Forums.

*Game Required :
- ARMA2 Combined Operations
*Addons Required :
- Isla Duala- full
*Factions :
- U.S.Army. Vs Molation Army.
- U.S.Marines. Vs Molation Army.
*Features :
- Base Respawn.
- Recruit Ai Team Members.
- Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base.
- Drag And Carry Module.
- First Aid Module.
- Increase or Decrease your viewdistance and Terrain Detail During Mission.
- Vehicles Respawn in 3 mins when Destroyed or in 2 mins when abandoned.
- Support Vehicles Respawn in 120 seconds when Destroyed or 20 Minutes when abandoned.
*Intel :
- Estimated Enemy Strength is Strong.Heavy machine gun emplacements,Light Vehicles and Infantry Units in Defences.
- Also Light Patrols are expected in the stronghold area's.
*Objectives :
- 5 Militia base Area's to Neutralize.






  March 21st, 2011 - 15:42 By Old Bear   Comment (0)  

  CO30 combat air assault updated Mission release    

ANZAC SAS Steve has informed us about CO30 combat air assault by ANZAC SAS Steve and Ron updated v1.3 release on the BI Forums.

Intel
- Estimated Enemy Strength is Strong.Heavy machine gun emplacements,Light Vehicles and Infantry Units in Defences.
- Also Light Patrols are expected in the stronghold area's.

Objectives
- 3 Militia base Area's to Neutralize.

Who And Why We Are Fighting

After the Takistani War, there were several faction leader's that were restricted from participating in the rebuilding of the Takistani Political System due to being responsible for violent criminal acts whilst involved with the former regime.Ensuing negotiations between those factions failed leading to an all out war in the streets of Takistan.This inturn led to an all out insurgency that some reports have stated is modelled around the Iraq insurgency of 2005.After much bloodshed, twelve months later only one Faction remained.Known simply as the Takistani Militia.
This last well trained, moderately equipped group of highly motivated,hardened radicalist's are now the only hurdle in the way of a Free and Democratic Takistan.We,the U.S.Army, have been asked for assistance to put the final nail in the coffin to the insurgency.

- Takistan Zargabad version included.
New !! - USMC version included.
New !! - British Armed Forces (BAF) version added.
New !! - Day 2 Versions included.








  March 19th, 2011 - 19:05 By Old Bear   Comment (0)  

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