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  F2 v2-4-2 Released (for OA) Editing    

Fer has informed us about the release of F2 v2-4-2 for OA.F2 is a framework: an MP mission folder containing a library of scripts, functions and template filesl. The framework is designed to provide the mission designer, after minimal additional configuration, with a selection of pre-tested features and functionality intended to improve the overall quality and re-playability of his/her mission.

Highlights:

1. The F2 OA Folk build has been expanded to provide US Army and Takistani Army platoons, which means all 3 major sides are represented out of the box (with full support for loadouts, group markers etc.). Full details on the OA Folk Platoons page, and for more background you can read About the Folk Platoon concept.

2. All builds for ArmA2 have been frozen at v2-4-1.

From the ReadMe.txt file:

2-4-2 | 01 SEP 2010
Updated Kegetys Spectator Script component.
Updated Folk Platoons component (added US Army faction).
Updated Folk Platoons component (added TK Army faction).
Froze ArmA2 builds at v2-4-1.
Updated manual: Various changes (EN and RU versions).

Discuss at:
- BI Forums : http://forums.bistudio.com/showthread.php?t=81694
- OFPEC Forums : http://www.ofpec.com/forum/index.php?topic=33844.0




  September 4th, 2010 - 09:58 By Old Bear   Comment (0)  

  Squint - the sqf editor and error-checker updated Editing    
sbsmac has informed us about the release of an updated Squint - the sqf editor and error-checker v 1.0.0.100 on the BI Forums.

Hi guys, I have another tool to announce and one that I hope will make a huge difference to the world of arma scripting!
...
Squint is an editor and static-analyser (error-checker) for ArmA2 and Operation ArrowHead script files.

But no release is perfect and there have been a lot of great suggestions on how to improve squint. Based on those I've been working hard to add the following features....

* Line-numbers have been added to the code-window.
* Support for the following file-extensions: ext,sqm,cpp,hpp,rvmat,bin,cfg,pbl
* Search and replace have been added
* An 'undo' feature has been implemented
* A basic auto-indent has been implemented; you can auto-indent code as you go along or select a region and hit TAB to auto-indent.
* Auto-complete/intellisense has been implemented. When enabled, squint will monitor your typing and offer you a choice of possible completions in a pop-up dialog box. This really saves a lot of time and effort for those long BIS_fnc_.. names! Auto-complete can also offer you completion for local variable names that are in scope and can help you avoid 'bracket-fatigue' by offering completions for common control constructs, eg "for [{},{},{}] do {};" as a completion of "for".
* The colour scheme is more flexible than before. You can change the background colour and font used by the file-list and error-list and you get an immediate preview of your colour-changes for the code-window.
* You can import and export colour 'themes'; I hope to host some user-made themes on the squint website over the next week - please contact me via the BIS forums if you have a colour-scheme you'd like to share.
* BIS & ACE function names have been added to the dictionary as 'known' global variables.
* An external helper app allows shell-integration. Just right click on a file to open it in squint !
* Support for binarised files is now implemented. You can edit the contents of config.bin or any other binarised file, even those already inside pbo's.
* The error-detection phase is now much faster for large multi-file projects.
* The code-window now has much less flicker when jumping around within a file.
* As well as the new features, a significant number of bugs have been fixed including one that could cause squint to hang while idle.



Thanks to all who have provided feedback so far - please keep it coming to help me improve the tool.

As always, existing users should find that they are automatically updated to the latest version which is currently 1.0.0.95. If squint is not updating, you can force an update by re-running the setup file.




Source : Squint Homepage
  August 29th, 2010 - 18:55 By Old Bear   Comment (0)  

  Squint - the sqf editor and error-checker Editing    
sbsmac has informed us about the release of Squint - the sqf editor and error-checker on the BI Forums.

Hi guys, I have another tool to announce and one that I hope will make a huge difference to the world of arma scripting! Please feel free to edit the following as you think appropriate. I'll be happy to supply more details if you have questions.

Squint is an editor and static-analyser (error-checker) for ArmA2 and Operation ArrowHead script files. Amongst its features:

* It can work with .sqf, .sqm, .cpp and .ext files
* It can perform syntax colouring of your scripts as you work
* It can analyse your scripts for errors and warn you of them as you work
* It can suggest fixes for common mistakes
* It can work on files inside pbo'd missions or addons
* It can 'expand' included files and macros to help debug preprocessor-related problems

I don't know if you can embed iframes in news articles, but if you can, there are a couple of cool google-presentations I've put together to help explain the product...




The main page for squint is on my homepage: https://sites.google.com/site/macsarmatools/squint
and as usual there is a BIS forum dedicated to it:
...
Squint is still in development so I'd love to hear from people who have ideas about how it could be made even better.




Source : macsarmatools
  August 20th, 2010 - 08:56 By Old Bear   Comment (1)  

  World Tools 1.4 released Editing    
shezan74 has informed us about the release of his updated World Tools 1.4

New release of World Tools is available for download.
This tool can help you to create your own maps for Arma 2 and makes placing objects a lot easier by giving you acces to different placement and generating tools.

Major features:
1) include a complete Fence Generator system for placing fences, walls and a lot of other kind of object.

2) new scripting language for creating macros. Macros can be used to automatically generate farms, houses with gardens, compounds, castles and every other thing you will need.

3) new forest generator tool, with support up to 256 mask colors, multiple different object placement on the same color with user customizable probabilty of placement (useful for bush, rocks, different tree types on the same area).

4) a complete manual (available on about-help menu) with scripting samples, complete program logic and usage explanations and a full help for scripting language.

New features of this release:

Version 1.4

- New function: Remap vegetation objects from existing islandprojects: use the full power of World Tools also in your old projects.
- Support for ArmA2 Operation Arrowhead objects (not included by default yet)
- New support site for World Tools at Dev Heaven.
- Updated template image management. Template size on disk reduced by 90%.
- New values on item classification list.
- Included Berghoff objects for user convenience.
- Some enhancements on the object selection list for Forest Generator.

Bug and requests: http://dev-heaven.net/projects/world-tools


News submitted by shezan74.





  July 31st, 2010 - 11:12 By Old Bear   Comment (0)  

  Updated Ghillies for a change by Brainbug Editing    
Brainbug has released an updated Ghillies for a change texture pack for mission makers on the BI Forums.

Ever been annoyed that the sniper's camo doesn't fit into your mission's environment? Now you can do what every good sniper (and chameleon^^) does: Adapt to the environment as good as possible. Here you can find an assortment of textures (25 so far, until I (or you?) do even more) for the ghillie suit. Since BIS made the ghillie model with the feature of "hidden selections", it is really easy to give it a new look. As most of you probably know, you just need to write

this setObjectTexture [0,"\ghillies_for_a_change1.paa"];

(or 02.paa, 03.paa and so on) into the init field of a sniper unit in the editor (or you do the same in a script). That means you can have (theoretically) as many different snipers in one mission as you want. Works for all ghillies regardless which faction. Just try out which works best for the environment you are about to send your sniper into: Dark green woods, light grass, sandy and rocky deserts, brown leaves and twigs, urban ruins, even blue enamel decorated mosques.

Update: Now also with 5 more textures for winter maps.





  July 29th, 2010 - 08:58 By Old Bear   Comment (0)  

  Ghillies for a change by Brainbug Editing    
Brainbug has released a "Ghillies for a change" texture pack for mission makers on the BI Forums.

Ever been annoyed that the sniper's camo doesn't fit into your mission's environment? Now you can do what every good sniper (and chameleon^^) does: Adapt to the environment as good as possible. Here you can find an assortment of textures (25 so far, until I (or you?) do even more) for the ghillie suit. Since BIS made the ghillie model with the feature of "hidden selections", it is really easy to give it a new look. As most of you probably know, you just need to write

this setObjectTexture [0,"\ghillies_for_a_change1.paa"];

(or 02.paa, 03.paa and so on) into the init field of a sniper unit in the editor (or you do the same in a script). That means you can have (theoretically) as many different snipers in one mission as you want. Works for all ghillies regardless which faction. Just try out which works best for the environment you are about to send your sniper into: Dark green woods, light grass, sandy and rocky deserts, brown leaves and twigs, urban ruins, even blue enamel decorated mosques






  July 24th, 2010 - 10:52 By Old Bear   Comment (0)  

  F2 v2-4-1 Released (for ArmA2 and OA) Editing    

Fer has informed us about the release of F2 v2-4-1 for ArmA and Operation Arrowhead.

With the release of F2 v2-4-1 come two major changes:

1. F2 is now available in a number of different builds. Each build contains components required to create missions for a particular group or mod combination (e.g. ShackTactical, ACE2 etc.).

2. F2 now supports ArmA2: Operation Arrowhead (via new build: F2 OA Folk).

From the ReadMe.txt file:

2-4-1 | 11 JUN 2010
Added OA Briefing component.
Added OA Folk Platoons component.
Added OA Folk Assign Gear component.
Added OA Folk Group IDs component.
Added OA Folk Group Markers component.
Added OA Folk JIP Reinforcement Options component.
Updated F2 ReadMe.txt to reflect addition of support for Operation Arrowhead.
Updated manual: Various changes (EN and RU versions).

2-4-0 | Internal
Changed the structure of F2 to the new Foundation + Builds approach.
Updated manual: Various changes (EN and RU versions).

2-3-3 | Internal
Added Folk Platoons component.
Added Folk Assign Gear component.
Added Folk Group IDs component.
Added Folk Group Markers component.
Added Folk JIP Reinforcement Options component.
Updated manual: Various changes (EN and RU versions).

Discuss at:
- BI Forums
- OFPEC Forums




  July 12th, 2010 - 01:41 By Old Bear   Comment (0)  

  Clay Animation Viewer - A2 and OA update Editing    
Clayman informed us that he released 2 different versions of his great Animation Viewer. One version for ArmA2 only and the second version is for Operation Arrowhead.

Small update. I made two different versions for A2 and OA.

Needed addon
Community base addon
Note: CBA is not yet compatible with OA, but Sickboy and Killswitch are working on getting an improved CBA out.








  July 2nd, 2010 - 15:20 By Imutep   Comment (0)  

  Kegety's ArmA2 Tools (v 29062010) Editing    
Kegetys has released the new version of his Kegety's ArmA2 Tools (v 29062010) on his website. The new version fixes cpbo extraction issues with some PBOs.

Contains the following ArmA tools:
* cpbo v2.03 - PBO extractor/repacker
* unRap v1.05 - For decoding raP encoded files (such as config.bin)
* PAAplug v1.1 - PAA format plugin for Adobe Photoshop
* UE SQF Highlight - SQF/SQS Syntax highlighting for UltraEdit
Updates in 29.6.2010 release:
* fixed cpbo extraction issues with some PBOs





  July 1st, 2010 - 23:27 By Imutep   Comment (0)  

  ArmA2/OA - Animation Viewer 1.3 released Editing    
Clayman informed us about the release of his Clay Animation Viewer 1.3. This is a small demo mission to let you watch all the ingame unit animations (=moves). You can sort the moves via different filter options and copy the animation name to the clipboard for use in your own mission.

This is a combined version for ArmA2 and Operation Arrowhead.[/b]

[b]Changelog v1.3

* Added missing animations for ARMA2
* Added animations for A2:OA
* Added gestures
* New: Search function
* New: Stop button: ends currently played animation (if possible)
* Changed: Reset button now really resets animator (instead of only stop/overwrite anim)
* 'Stance' selection changes animators unitPos

Required:
This version of the Animation Viewer requires both ARMA2 and ARMA2: Operation Arrowhead.
CBA (Community Base Addons) is also required for the search function.





  June 30th, 2010 - 18:40 By Imutep   Comment (0)  

  World Tools (v 1.3) released Editing    
shezan74 has released the newest version 1.3 of his World Tools on the BI-Forums.

Changelog:

v1.3
- Forest generator now export forest placement mask images. You can use those images to update your satpics or operate color/texture modifications or as object distribution preview.
Function is available from the Forest Generator form and from the Main Form. [feature suggested by MikeBart]
- New function "Remove all objects" from the selected forest mask color.
- "Apply to nearest colors" in Forest Generator now set color percentage too.
- New function "Rescale percentage to 100%" to rescale object percentages under specified color to 100%. This function is also automatically performed on forest generation
- Fence generator zoom improved to keep the actual position on the screen center.
- Some automations has been refined to increase user productivity.
- New feature "Version check" on user request, to be sure to have the latest release of the program.
- Dozens of new template objects available on all categories.

Thx to Armaholic for the infos to the changelog!




  June 10th, 2010 - 16:10 By Imutep   Comment (0)  

  Yoma AddOnSync tool for LINUX Editing    
1longtime has released an Yoma AddOnSync tool for LINUX on the BI-Forums.

I've written a PHP script to sync a Linux based Arma2 server to a Yoma repository.
It downloads an AddOnSync "manifest" file (some .7z), parses it for mod files, checks if they've changed, and if so it will delete the stale file and re-download the new one. This is essentially what AddOnSync does. This is useful for repositories that do not allow anonymous FTP or do not have a proper "rsync" server for sync'ed updates.




  June 4th, 2010 - 20:02 By Imutep   Comment (0)  

  Dynamic-AI-Creator (DAC) V3.0 released Editing    
Silola has released his Dynamic-AI-Creator (DAC) V3.0 on the BI-Forums.

Okay, what you will get today, is the following package:
- DAC Version 3.0 (for ArmA II)
- a 33 part demo (ger + eng)
- a 60 page readme (ger + eng)
- additional functions from MadRussian (thx my friend)

That's the main content of the release today.


Show Features:




# generate units and waypoints dynamically in AI-zones
# highly dynamic game experience, because of AI-zones being generated at every mission start
# dynamic decrease of unit number (infantry or vehicle groups)
# freely chosen size and number of zones (modify directly in in-game editor)
# every zone can be configured individually (modify directly in in-game editor)
# up to four different unit-categories can be generated per zone
# two zone types: unit-zones, waypoint-zones, can be combined
# freely chosen number of unit-zones can be linked with each other
# freely chosen number of waypoint-zones can be linked with unit-zones
# freely chosen number of unit-configurations can be defined
# freely chosen number of behaviour-configurations can be defined
# freely chosen number of waypoint-configurations can be defined
# movable zones (global troop movement)
# size of a zone can be changed at every time
# new behaviour-configuration can be loaded at every time
# new unit-configuration can be loaded at every time
# dynamic AI-respawn in camps generated dynamically (no respawn or camp limits)
# freely chosen number of camp-configurations can be defined (by a maximum of six camp-upgrades)
# camps can be linked to zones
# AI-respawn also possible without camp
# “Standby-mode” for zones, units are generated when needed
# zones can be activated, deactivated as often as you want to
# script, which can delete units (depending on time and/or distance)
# user defined waypoints can be included
# running on dedicated servers
# dynamic weather script
# control markers can be activated
# freely chosen number of marker-configurations can be defined
# new marker-configuration can be loaded at every time
# radio messages and markers depending on chosen side can be activated
# units placed in in-game editor can use DAC routines as well
# AI conquers buildings
# AI detects empty vehicles
# AI uses empty static guns
# AI uses smoke grenades
# complete new routines for detecting the enemy
# scripted artillery support for players and AI (static and mobile)
# AI-(voice-) sounds can be defined on seven different situations (works with MP)
# extended error handling (to avoid user input errors)
# 6 configuration files for individual modifications
# good MP performance
# You can create AI zones "on-the-fly"
# option to create mixed groups, for example 1 tank with 6 soldiers
# Zones can now be rotated
# Zones can now take the form of a circle or an ellipse
# Zones can now have the form of an arbitrarily shaped polygon
# Custom Waypoints can now be pre-defined everywhere on the map
# Additional functions from MadRussian (especially in the area of custom waypoints)
# New behaviour options
# New "Config_Weapons" to define a custom weapon-layout foreach soldier type in every unit_config
# The ability to generate objects in zones (with lots of options)
# The ability to release DAC groups from the system in order to hand them over to another AI system
# The option of integrating radio sounds for certain situations
# Dynamic adjustment of the number of generated DAC-groups in MP games
# Many other small features
# and of course ... fixed some bugs






  May 30th, 2010 - 17:11 By Imutep   Comments (3)  

  AC-130 script v.0.3 released Editing    
LurchiDerLurch has released his updated AC130 script v.0.3 on the BI-Forums.

This script simulates an AC-130 in ARMA2. Since v.0.3 it's MP compatible (as far as we've tested it). Remember that the camera could shake in MP due to connection problems, hardware...



More about AC-130 script ...




  May 26th, 2010 - 12:13 By Imutep   Comments (7)  

  World Tools (v 1.2) by shezan74 Editing    
shezan74 has released released an updated version of his great World Tools (v 1.2). This tool helps you with creating your own map for ArmA 2.

This version is much bigger due the availability of a lot of walls, fences and other objects pre-loaded on it (with images).

What's new:
- Forest placement percentages rescaled to include decimal values, for a more accurate placement of sparse objects. Now it is possible to have a 0.1% probability of placement for an object.
- Some optimizations in forest calculations.
- Added a new summary output page with support for separate (smaller) object files.
- Number of forest generated objects are now shown on per-type basis on result page, to allow user to fine tuning projects.
- Small optimizations on error management.
- Random placed forests are not saved on the project file anymore (much smaller project file size). (my project changed from 70 to 18 mb)
- Greatly increased number of template objects available.
- Help now covers the Visitor3 import function.





Source : Armaholic
  May 24th, 2010 - 18:15 By Imutep   Comment (0)  

  Chernarus Electrical Grid WIP video Editing    
Loyalguard release some infos and a video about his work on Chernarus Electrical Grid on the BI-Forum

The Chernarus Electrical Grid (CEG) for Arma2 is the succesor to Sahrani Electrical Grids (SEG) for ArmA. All of the functionality of SEG has been ported to CEG plus much more! All scripts have been completely re-written to take advantage of scripting features unavailable at the time of SEG's release for A1 and now available in A2.

The scope of the project is to simulate a working electrical grid for Chernarus modeled on existing map objects (no new objects/models). The simulation consists of two power plants that transmit power to various electrical substations throughout South Zagoria. The substations in turn distribute power locally to nearby cities, towns, and other areas.

The simulation's core function is to monitor the integrity (damage and connections) of electrical grid components (power plants and substations) and interrupt "power" to affected areas when integrity is lost or diminished. Power interruptions cause street lamps to turn off (other light sources are unaffected).




Source : BI-Forum
  May 20th, 2010 - 11:09 By Nembo   Comment (1)  

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