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  Tavor Version 3.1 veröffentlicht ! Addon veröffentlicht    
waterhiro hat uns das neueste Update für sein Addon geschickt, das israelische Tavor-21 Sturmgewehr!.

Ivan hat mir viele Fotos von der Tavor geschickt, und ich habe mein Addon diesen Bildern angleichen wollen.





  28 Januar 2009 - 17:59 Von pMASTER   Kommentar (0)  

  High Definition Tropic Island Objekte (überarbeitet) Addon veröffentlicht    
Pathetic_Berserker hat Linker Splits High Definition Tropic Island Objekte überarbeitet und als neues Addon in den BIS Foren veröffentlicht.

Wichtig: Dies ist kein Replacement Addon für Linker Splits HDT_obj.pbo und hat auch nichts mit seinen Addons zu tun. Dieses Addon ersetzt nur die fc_t.pbo.

Hier kommt endlich meine erste Veröffentlichung!

Es ist eine überarbeitete Version von Linker Splits "High Def Tropic Islands Object", ursprünglich für seine OFP-Insel erstellt und von ihm für ArmA konvertiert. Ich habe daran gearbeitet, weil die kommende "Australia Island" Insel tropischer Vegetation bedarf


Weitre Infos finden sich im entsprechenden BIS Foren-Thread.





  28 Januar 2009 - 17:58 Von pMASTER   Kommentar (0)  

  Fiktive US Special Forces Einheiten Addon veröffentlicht    
NJ91 hat sein Fictional US Special Forces Units Addon in unseren Foren veröffentlicht.

Es gibt da noch einige, störende Probleme, aber nichts, was das Gameplay beeinflussen würde. Viel Spaß damit!




  28 Januar 2009 - 17:58 Von pMASTER   Kommentar (0)  

  Burning Sands: Africa '42 Video    
MehMan informierte die Community in den BI-Foren darüber, dass er persönlich, bedingt durch Demotivation, die Arbeiten an der geplanten WW2 Mod Burning Sands: Africa '42 einstellen wird. Alle seine bisherigen Arbeiten an der Mod überlässt er nun den talentierten Jungs der FF Studios Faust und Frizzy, welche seine Arbeit nun fortführen werden. Als sogenanntes Abschiedsgeschenk veröffentlichte MehMan noch 2 kurze Videos, welche die überarbeiteten Models des Lee Enfield Gewehrs und des Thompson Gewehrs zeigen. Hoffen wir dass diese gut aussehende Arbeit auch fortgesetzt wird.





Quelle : BI-Foren
  27 Januar 2009 - 22:35 Von Imutep   Kommentar (0)  

  Group Link III v1.3 von SNKMAN veröffentlicht Addon veröffentlicht    
SNKMAN hat eine neue Update Version 1.31- seines Group Link III Scriptes in den BI Foren veröffentlicht. Die Göttin aller Scripte, welches die AI extrem aufwertet und besser auf Feindbeschuss und Kontakt reagieren lässt. Viele Einstellungsmöglichkeiten für eine "optimale" AI.



Group Link 3 Features:
• AI wird Unterstützung rufen.
• AI wird Luftunterstützung anfordern.
• AI verlässt automatisch Fahrzeuge und Helis am Konfliktpunkt.
• AI im Heli springt entweder per Fallschirm (Para drop) oder steigt am Konfliktpunkt aus.
• AI wird auch Rauchgranaten werfen während sie an der Konfliktzone aussteigen.
• AI am Boden wirft Rauchgranaten zur Deckung wenn eine gegnerische Einheit gesichtet wird.
• AI reagiert angemessen auf Beschuss.
• AI reagiert auf unterdrückten Feuerbeschuss.
• AI performed Häuser-Durchsuchung am Konfliktpunkt.


Weitere Infos:




Group Link 3 is a A.I. enhancement AddOn/Mod with different effect features.
The original Group Link script was written by Toadlife this is a heavily modified version
of his script and was tweaked and enhanced particular by KeyCat in OFP times.
Since ArmA i rewrote the complete Group Link 2 to .sqf and optimized many parts with high CPU/Engine load, into functions, all events which are called by the Event Handlers are also rewritten to functions to save CPU/Engine load.

The main/original function of Group Link 3 is to enhance the enemy A.I. that they may will call in reinforcement if they are overmatched by the enemy/target ( Player ).
Group Link 3 is a dynamically A.I. enhancement system, which means, that many values are random and the chance, that the same mission will proceeds/end the same way like it did the last time it was played is very low.

Group Link III v1.3 changes

Example and Feature Missions:In the folder “Example_Missions” you can find 3 totally new Example Missions, showing some of the new features and a new overworked Group Link 3 Core Example mission.

Enhancement and New Features:
- Destruction Detection: This feature let enemy A.I. detect, the destruction and/or explosion of several objects ( Car, Helicopter, Tank, Ship )If enemy A.I. detects a explosion, then they may will walk ( if not in a vehicle ) to the position, where the explosion came from and check the erea for a specific amount of time.Units/Groups in vehicles which discoverd the explosion will drive to the position of the explosion unmount the vehicle check the area for a specific amount of time, remount the vehicle and move their way on to the next waypoint. ( If any ) Many thanks to Legislator, who requested this feature.
- Helicopter Insertion/Extraction:
Helicopters which was already called in as reinforcement and where the crew already is unmounted/ejected will try to get other reinforcement groups faster to the conflict point, by Insertion and Extraction. The Helicopters will fly to groups which do not have a vehicle and which are far away from the conflict point, to pick them up and transport them to the conflict point.
Requested by Lightman, becouse Helicopters did always stand still in the air, after reaching the conflict point. Idea enhanced by =\SNKMAN/=
- Enhanced Markers: Artillery: Added a artillery marker, which can be used to show the artillery vehicle position at the map.
Note: You need to add the Artillery vehicle class name ( “D30”,”M119” ) to the marker list array to enable this feature.
Example: GL3_Public set [23, ["D30"]];
Garrison:Added a Garrison marker, to the Enhanced marker script, to show which units/groups do garrison buildings.
- Suppressed Fire: Enemy ( A.I. ) units/groups, which are under suppressed fire now also do lay down suppressed fire target/player group.
- Take Cover:Made some very very big improvements with the Take Cover script.
Now looks like everything works like it should.
If the group, which is trying to take cover got more then 1 unit, then one unit of the group will stay at his position to give fire cover, while the rest of the group is trying to get to the cover positions.
- House Search: Rrewrote of the House Search feature to cover all avalible buildings in a specific range to the House Searcher.
- Take Captive/Surrender:Reactivation of the Take Captive/Surrender Feature.
Also greatly improvemed and enhanced the Take Captive/Surrender system.
- Human A.I.:
Human A.I. General: The Human A.I. now is split up into 3 part’s.
1. Human A.I. Idle: Static Groups now will randomly sit down, talk to other units of their own group and/or go patroling for some time.
At night thouse groups also will make a fireplace, and sit around it.
Note: A fireplace only will be created by the group, if they are not in close range to a village or town.
2. Human A.I. Garrison: Units/Groups nearby a building and without moving waypoints may will garrison buildings nearby their position for cover.
3. Human A.I. Static Weapon Mount: Units/Groups nearby a empty static weapon
( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle )
Since GL3 v.1.3 the Human A.I. features will be called by the Human A.I. core caller script, which do allow to add units/groups to the Human A.I. feature which first had a waypoint but after some time reached the unmount or stop waypoint.
Note:
Human A.I. Garrison and Human A.I.Idle is only used by units/groups which do not move.
- Garrison: Enemy A.I. units/Groups nearby a empty building and without moving waypoints may will garrison buildings nearby their position for cover.
- Static Weapon Moun:
Enemy A.I. units/Groups nearby a empty static weapon ( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle )
Note: If the static weapon ( vehicle ) is a artillery vehicle, then this vehicle will be added to the GL3 Artillery array and gives enemy A.I. more artillery support.
- Multiple Sides: GL3 do now support multiple Enemy and Friendly sides.
This means missions with EAST vs RESISTANCE and WEST or WEST vs RESISTANCE and EAST are not a problem any longer.
- Spawn Units/Groups: GL3 do now can spawn units/groups.
A example mission in where to see, how to use the spawn feature can be found in
the “Example_Missions” folder.
Note: This feature is beta stage and need to be enhanced and improved in some parts.
Requested by: warpuppy

Added:
- Global Variables, to switch the GL3 FX Effects on and off ( True/False )
- Global Variables, to switch distance of the GL3 FX Effects.
This meanes that the GL3 FX ( Explosion FX, Fire FX, Dustwave ) are only used ( Triggered ) when a player is inside this range.
To prevent CPU use due Effects, the player/s can’t see, becouse he/they are too far away from the object which use the FX.
- Global Variables, to change the reinforcement call cycle time. Requested by deslok

Tweaked:
- Church Chor volume -20 db.
- Grenade Impact volume: - 20 db.
- Spark Sound volume: -20 db.
- Increase of the Weather Change and interval time.
Weather Interval: From: 300/600 To: 900/1200
Weather Change Time: From 124/124 To 300/600

-Added a rotate effect to explosion debris.
-Added the Public Variable Event Handlers to scripts with a huge “waitUntil” cycle.

-Helicopter Unmount:
Now helicopters will land ( While Unmounting ) more far away from the conflict point, bevore they sometimes did land directly in very close range to the target group.

-Group Link 3 Core Script:
Added a variable, which controles the speed of how fast the selection of the nearest reinforcements group will take. In very big missions with 50 – 80 groups, it may sometimes could happend that Group Link had needed 10 – 20 sec. till it had identified the nearest possible reinforcement group.
In missions with over 30 groups, this variable now will increase the speed of how fast the reinforcement groups are checked and selected.

Syntax:
Enhanced the Human A.I. syntax.
Replaced the left “execVM” with call comiple.
Enhanced and optimized the Marker script.
Rewrote of the Human A.I. Idle feature syntax.
Rewrote of the Church Chor syntax.

Bug Fix:
Fixed a bug in the Rearm and Body Remove script.
Fixed a bug in the Remount Cycle. ( After an alert was cancelled )
Fixed a bug in the player inizialize. ( May this had caused some problems in bigger missions )
Fixed the E.E.H. ( Extendet Event Handlers ) config bug, which had resized the fonts/letters in ArmA and the editor.

Reworked and Overworked Features:
Fixed, Tweaked and overworked 60% of the GL3 features.
Dead Body Detect.
Take Cover.
Unmount.
Remount.
Group Link 3 Core.
Rewrote of the GL3 vehicle array system:
Now every vehicle of the base class: Car, Air, Tank and Ship are supported by GL3.






  27 Januar 2009 - 19:07 Von Imutep   Kommentar (0)  

  Neue Videos der kommenden FFN MOD 0.82 Video    
TonyRanger von der FFN Mod hat uns über den Release von 2 YouTube Videos informiert, welche neue Features des AI-Verhaltens in offenem Gelände, im Angriff und CQB von der kommenden v0.82 der Mod zeigen.


FFN MOD 0.82 beinhaltet einige Bug Fixes sowie neue Features wie Combat Voices.

Neue AI im Angriff



News eingesendet von TonyRanger.



  27 Januar 2009 - 18:59 Von Imutep   Kommentar (0)  

  RACS 45th Infantry Air Assault Regiment - WIP Screenshots    
NJ91 hat wieder neue WIP-Bilder seiner Arbeit an dem RACS 45th Infantry Air Assault Regiment in unseren Foren präsentiert.

Hier sind neue Bilder meiner überarbeiteten Wüsten-Version der 45th Infantry Air Assault Regiment. Ich veränderte das Wüstencamo damit sie in der Gegend um Süd-Sahrani besser getarnt aussehen.




  26 Januar 2009 - 20:00 Von Imutep   Kommentar (0)  

  Waffen aus Israel und Japan veröffentlicht Addon veröffentlicht    
waterhiro hat uns sein neuestes Waffen-Addon zugeschickt, das israelische Gewehr Tavor Rifle (Tar-21) und das Japanische Army Pack. Beide Addons wurden jedoch noch nicht voll getestet. Das japanische Army Jack beinhaltet ebenfalls das M9 Maschinengewehr.

News eingesendet von waterhiro.







  26 Januar 2009 - 19:55 Von Imutep   Kommentar (0)  

  Aircraft Soft Shelters 2 von eddyD Addon veröffentlicht    
EddyD hat eine neue Version des Aircraft Soft Shelters Addons in den BI Foren veröffentlicht, welches zusammen mit Deanosbeano erstellt wurde. Neben animierten Türen stehen euch hier 4 verschiedene Camo-Versionen zur Verfügung.

Hey all, I have make a soft shelters pack with animation doors and open shelters

Camo Versionen:
- Wüste
- RACS
- Schnee
- Woodland




  26 Januar 2009 - 19:49 Von Imutep   Kommentar (0)  

  Black Death video Video    
NEO vom MOR Clan hat sein zweites Video für ArmA auf deren Clanwebsite veröffentlicht. Man kann es nur empfehlen es sich anzuschauen!

Nun ist mein zweites Video für ArmA fertig. Das Video ist 14 Minuten und 36 Sekunden lang und ist 387 MB gross.
Bitte schreibt Kommentare, will ein nächstes Video machen und gerne eure Meinungen lesen.




  26 Januar 2009 - 19:48 Von Imutep   Kommentar (0)  

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