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  Dog Handler & Guard Dogs Addon release    
Clayman informed the community that he has released his Dog Handler & Guard Dogs on the BI Forums.

Description:
This all started while I was working on a mission where I needed some dogs guarding an enemy camp. There where already several dog-scripts out there, both for friendly and evil dogs. But none of them where exactly what I was looking for.

So I started to write my own scripts, but soon ran into several problems. Dogs, as being ambient life, have some build in routines that make it hard for them to follow orders. And createUnit'ed dogs simply talk way too much.^^ I decided to create this small addon to remove the default animal behaviour and add the quite nice attack animation, which was present in one of the .pbos but for some reason is not usable ingame.

- Dog Handler:
The Dog Handler has to be controlled by the player and lets him give orders to the dog (attack enemies, search for
explosives etc).

- Guard Dog:
Guard Dogs are AI controlled and can be placed anywhere on the map. They will attack any enemy unit (currently only
members of players group!) which are within a certain distance.


Keep in mind that this is an early Beta!
Not everything will work as intended and scripts and config still need a lot of work.
I decided to release this as is to get some feedback and new ideas.




Dog Handler unit is available for USMC, RU and GUER factions only and can be found under 'Men' class.
You can control the dog via Communication Menu (0-8).
Use the included userconfig to add dog-detectable explosives. (Default: PipeBomb, Mine)
Use the included userconfig to add vehicles to transport the dog. (Defaul: MTVR, Kamaz, Ural, V3S, Coyota (only unarmed variants))




Guard Dogs are available for USMC, RU and GUER factions and can be found under 'Men' class.
Guard Dogs will automatically attack any units of players group. The default distance for the dog to start attacking is 150m. This can be changed by adding this to the init line of the dog:

Code:
this setVariable ["CLAY_DogAttackDistance", *DISTANCE*];Where *DISTANCE* has to be a number and is the distance in meters how far any unit of players group has to be away for the dog to start attack




  November 27th, 2010 - 17:21 By Marko112   Comment (0)  

  Russian Federation Mechanized Infantry release by †SLAYER† Addon release    
†SLAYER† has released version 0.67 of his Russian Federation Mechanized Infantry addon (digital camo) and version 0.67 of his Russian Federation Mechanized Infantry in desert camo.

Changelog (both versions):
v 0.67
Fixed bug (flying) which appears instead of falling from heigts.
v 0.66
Fixed critical bug, allowing to pass thru walls and some objects, using action "jump over".
Added stringtable.








  November 27th, 2010 - 12:13 By Imutep   Comment (0)  

  TrueMods by Rg released Addon release    

Rg has released the TrueMods addons on the BI-Forums. TrueMods was designed for A2:CO (A2+OA) and it's compatible with ACE2.

TrueMods consists of two groups..
1. TrueUser - Personal client-side addons that are safe for MP.
2. TrueGameplay - Personal client-side addons that may be considered unsafe for MP. Idealy, this should be run by all players and server-side as well for fair MP since it alters gameplay (It can give the player both advantages and disadvantages depending on a persons opinion).


TrueMods is..
* Meant for A2:CO (A2+OA). If you don't own both, shame on you.
* Compatible with ACE2 as I use that mod exclusively.
* Was designed using "Very Small" GUI size, so it is strongly recommended to use that setting, but might work fine with others.


For the best CQB/MOUT experiance, use..
1. TrueUser_Fov
2. TrueGameplay_Animation_MovementSpeed
3. TrueGameplay_Animation_TransitionSpeed
4. ShackTac Movement addons





  November 27th, 2010 - 11:55 By Imutep   Comment (0)  

  Lingor Extras 1.0 WIP Screenshots    
IceBreakr released two new screenshots of his work in progress GALTroops (Government Army of Lingor) and ARL Rebel units (Armadas Revolucionarias de Lingor).



Source : BI Forums
  November 27th, 2010 - 09:02 By Marko112   Comment (0)  

  The Survivors easy version Mission release    

maxjoiner send us a new version of his The Survivors singleplayer mission.

The president's daughter is kidnapped and conducted in the infested area.
Lieutenant Pierce was sent with his special unit to search for the daughter of the president.
But the staggering number of people infected eliminates Pierce's team. Pierce left alone continues his mission

The orders are:
- Finding the president's daughter somewhere in Zargadab -
- Evacuation before the nuclearization of the infected area -


Changelog for "The Survivors" at 2.0

Seen the many requests of help to find the president's daughter, I decided to do some change at my mission.
This version is easier, after few minutes appear some markers for objective and ammo.





  November 27th, 2010 - 00:20 By Old Bear   Comment (0)  

  PvPscene Tweaks Multiplayer    

kju has informed us about the release of a large bundle of PvPscene Tweaks on pvpscene.net.

Let me present you the xboxStyleAICommanding tweak.

Basically it changes the AI command menu to the (supposedly) OFP:Elite system very similar to the classic OFP system.
Here you can watch a simple video to give a you short introduction in motion:



Let me present you the TweakedInfantryCursors tweak:

* Replaces rifle cursor with the OFP style cursor.
* Replaces the sniper and MG cursor with a single dot cursor.
* Removes any cursor from infantry launcher weapons.
* As mortar gunner you get a small red aimdot to be able to aim.

Here you can watch a simple video to give a you short introduction in motion:
(please excuse the poor quality from the conversion)



Let me present you a set of tweaks others call 'Hardcore mode':

ReducedVehicleHUD (Gameplay)
Removes digital heading and speed display for all vehicles, the fuel display from all ground vehicles, the armor display from all but helicopters and finally the weapon display from all airplanes and non combat helicopters.
RemovedRadarAndCompassOfAirUnits (Gameplay)
Removes the compass of most air units that have instruments inbuilt. Removes the radar from all chopper pilots and only leaves it to combat chopper gunners. A10, Su25, L39 and all non combat planes no longer have a radar either.
RemovedRadarOfGroundUnits (Gameplay)
Removes the radar from all static weapons and ground vehicles except the Shilka and the Tunguska.
RemovedVehicleCursors (Gameplay)
Removes all vehicles cursors for driver/pilot/gunner/commander. Instead one has to use optics / weapon sights or tracers to aim.
Watch the ImageShack slideshow to see the changes in a before-after comparison for each vehicle type and position (single pictures).


More infos about PvPscene Tweaks on PvPscene.net



  November 26th, 2010 - 23:39 By Old Bear   Comment (1)  

  Acrostar BD-5J Micro jet - WIP Screenshots    
Bwph4273 released several new screenshots of his soon to be released Acrostar BD-5J Micro jet on the BI Forums.

This is an Acrostar BD-5J Micro jet I am going to release soon. The model is based on the real plane but the weapon systems are added just for the game play. The bd-5j is fun to fly but with the addition of weapons its much better.

Read More:

It has a working cockpit with day/night capability featuring the following gauges and features.

GAUGES:
Trims Indicators (Rudder/Aileron)
Fuel level
RPM
G-Force
Airspeed
Vertical Speed
Altimeter (AGL)
Radar Compass
Artificial horizon (with Roll indicator)
Clock (H/M)
Full HUD

WARNING / INDICATORS:

Low fuel.
Low fuel warning with sound.
Low ammo.
Gear up.
Gear up warning with sound.
Gear down.
Gear down warning with sound.
Engine stall with sound.
Damage with sound.
Stall with sound.
Enemy radar lock-on with sound.
Low altitude with sound.
High altitude with sound.
Weapons indicators (gun,missile,bomb).

Animated weapons bays
Full damage texture animation
Glass damage (including hud glass damage and some gauges have glass damage)
Weapons: (fictional because almost all the missile in the game are just about as long as the plane lol.)

4 x AIM-35 air to air missiles
4 x AT-57 air to ground missiles
3 x M25 50lb free fall bombs
1000 Rnd 50CAL Gatling gun

You can look at more photos at http://s1002.photobucket.com/albums/...bwph4273/BD5J/




  November 26th, 2010 - 23:10 By Marko112   Comment (0)  

  Armaversum Thanksgiving Sale‏ Official    

Michal Harangozó from Bohemia Interactive has informed us about the Arma Thanksgiving Sale

Bohemia Interactive invites gamers to enlarge their Arma collection!

Prague, Czech Republic 26th November - Bohemia Interactive, the award winning Czech independent development studio, is pleased to announce a half price sale on all Arma and Arma 2 games starting this Friday.
Buy Arma: Gold, Arma: Queen´s Gambit, Arma 2, Arma 2: Operation Arrowhead and Arma: Combined Operations on store.bistudio.com and get 50% off.

This event lasts until Monday 29th November 23:59pm PCT.
For more information about Arma project please visit the homepage at www.bistudio.com.



  November 26th, 2010 - 18:19 By Old Bear   Comment (0)  

  ArmA 2:OA beta patch 76067 Official    

TonyGrunt informed the community on the BI Forums that Bohemia Interactive Studios has released on the Official ArmA2.com site a new beta patch 76067 for ArmA 2:OA.

[76047] Fixed: No more LOD blending issues (esp. with vegetation).
[75744] Fixed: Ignored collision with some vehicles.




  November 25th, 2010 - 23:48 By Marko112   Comment (0)  

  Fields of War: Normandy 1.00 - WIP Screenshots    
Fields of War (FoW) formerly known as 31st Normandy mod released three screenshots of their latest work.

Hi all,

From the Fields of War ( FoW ) community based mod group. Formerly known as 31st Normandy mod. We've changed our name as Normandy does not apply to all in which this mod encompasses. This mod has grown beyond the bounds of Normandy. It's huge! It's gained the attention of not just our community, but as you will see soon, many outside entities.

Besides our upcoming release "Fields of War: Normandy 1.00", we plan to have subsequent releases that cover the entirety of World War Two, from the first shots fired to Fatman falling on Nagasaki. This means based on Arma2's current game engine in it's vanilla state, there will be many releases, Fields of War: Normandy 1.00 being our next.

The Normandy 1.00 release features a tremendous amount of content that is completely independant of other mods released by the ArmA community including professionally recorded sounds, highly quality textures, Most likely Armed Assault's largest gaming theater with additional maps, a ton of WW2 equipment, customized foilage, terrain, a ton of scripting, the list goes on and on.

It nearly replaces everything with it's own custom effects, etc. So my pre-apologies for a very large download.
We don't want to isolate ourselves by indicating our independance from relying upon other already developed featured this community has presented. What's done is done, why make everything the same? Otherwise it would be the same old boring thing everytime a mod came out.



Read More:



This means our classes will not be affected by other mods and we will not go out of our way to make them compatible them. Were not being snooty about it, we just done have the time as everything in our mod was given by our mod team members valuable personal time. Our models have their own damage system. We use a completely independant penetration calculation table that includes data based on specification of their real world counterparts. We tried to make those factors as real as possible given ArmA2 game engine limitation.

Our infantry will not work with stock ArmA2, other weapons from other mods. We have our own ammo, magazine, throw classes, and tracers. We have our own explosion effects and optics. Most of our Armor has interiors.

The release of "FoW : Normandy 1.00" will be soon. Don't bother asking when, as it comes when it's done. Online multiplayer testing will be completed by various groups that stepped forward to donate their time to volunteer to help work out most of the bugs prior to the release to prevent a multitude of "Oh crap! We forgot that patches." That hamper other mods in this community that turn off our player base. We plan to take our time and be thorough.

The status of our mod group continues to expand with multi-theater coverage. Pretty soon will will open up a public website with links to our privately held development forums. We communicate daily, come out with new content daily for upcoming releases. So work is very much in progress every day
You can see our Pacific Theater is very much involved in the WIP state.

This new forum thread we've opened mainly highlights our name change and upcoming releases. We hope we gain community input as we love to cater to everyone and involve you - the player base. Our mod is not a competition for the best mod out there. We are well aware of all mods out there. We choose to follow our own path. We will not brag we are the best, or stay hidden from the public for vast amounts of time because we feel our work is superior to others.

BUT...I will say our mod group has done a fantastic job!

From our mod group Fields of War, Happy Thanksgiving! We give thanks to our families which allow us time and have great patience to create fun for everyone.

Thank you!
Rip31st




Source : BI Forums
  November 25th, 2010 - 23:29 By Marko112   Comments (5)  

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