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  F2 v2-7-2 Released (for CO) Editing    

Fer has informed us about F2 v2-7-2 Released (for CO) release.

From the ReadMe.txt file:
2-7-2 | 23 JUN 2013
Updated ORBAT Notes component (group names are now clickable and zoom map to group marker).
Updated CO Folk ARPS JIP Reinforcement Options component (JIP group does not follow player).
Updated CO Folk ARPS JIP Reinforcement Options component (JIP option more visible).
Updated ACRE Support component (automatically splits frequencies per side).
Updated ACRE Support component (added spectator chat).
Fixed F2 Common Local Variables component (prevented double-counts of vehicle crew).

Download from:
- http://www.ferstaberinde.com/f2/en/ (English version) (PLEASE DO NOT MIRROR)

Discuss at:
- BI Forums (http://forums.bistudio.com/showthread.php?t=81694)
- Folk ARPS Forums (http://www.ferstaberinde.com/folk/forum/viewforum.php?f=13)

Huge thanks to current contributors: Wolfenswan | Cam




  June 23rd, 2013 - 17:38 By Old Bear   Comment (0)  

  Team Killer Lock system Editing    
Murcielago has submitted us his "Team Killer Lock System" tool for ArmA II.

The TKL system is a tiny solution that fix a big problem... team killers or people destroying vital gaming elements. TKL system is easy to use and in addition is an autonomous system, so it does not need a admin or votes.

TKL system punishes team killers by freezing their avatar (10sec, 90sec, 5min...) letting they know that they did something wrong but when they reach the maximum number of friendly kills their games will be locked automatically until the server restart or mission is changed.

Every 5min the list with all the game ID from team killers will be copied so everyone can has access to this information. This games ID can be introduced into the TKL system to ban automatically those users.

Now you do not need to waste your time to have any type of server protected from team killers.






  March 4th, 2013 - 16:03 By Andi31   Comment (0)  

  F2 v2-7-1 for CO released Editing    


Fer has submitted us the new F2 version 2-7-1 that has been released for ArmA2:CO at the BIS Forums

The F2 Mission Development Framework is the successor to the popular BAS f mission development framework for ArmA. The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features.

Changelog:
-Added Mission Observers component.
-Changed default setting for Backpacks mission parameter to "off".
-Changed Preplaced Game Logics component: synchronizing medic modules with every single unit is no
longer required.
-Changed ACRE Support component: 148s restricted to element leaders.
-Changed Casualties Cap component to add more options (by side, by faction).
-Fixed incorrect unit names in Takistani Locals platoon.
-Fixed incorrect classnames for pilots and crew in CDF platoon.
-Fixed F2 Common Local Variables so it no longer includes the F2_Precompile_East and
F2_Precompile_West units used by the CO Folk ARPS Assign Gear Script component.




Source : BIS Forums
  March 2nd, 2013 - 12:17 By Andi31   Comment (0)  

  Real Damage Bullet Proof Vest Edition. Editing    
Murcielago has submitted us a new version of his Real Damage tool for ArmA 2.

Real Damage is a tiny code that fix some infantry damage issues in Arma 2. Like I said Real Damage is a tiny code not a mod so you can add it to your missions and players will not need any extra files to play your missions.

Real Damage does basically two things:
1. Fix the damage for infantry units.
2. Adds a dynamic and realistic bleed out system.

Update 20130127:
. Included Bullet Proof Vest version.
. Improved code.
. Included direction change every time that unit is hit to simulate bullet impact.
. Code made easier to be used.


Bullet Proof Vest version:
This version simulates that units are wearing a class III bullet proof vest (Not suitable for armor-piercing projectiles):
3.1. Hand guns, submachine guns and shotguns do not kill you, at any distance.
3.2. Standard assault rifles ammunition do not kill you at any distance.
3.3. Rifles and sniper rifles will kill you due to energy at close range. Long range hits may be will not kill you.
3.4. Anti-materiel weapons (m107 and AS50) will kill you at any distance by penetration and energy transfer.







  January 30th, 2013 - 16:05 By Andi31   Comment (0)  

  New Real Damage for Arma 2 version Editing    
Murcielago has submitted us the new version v20130113 of his Real Damage for Arma 2 tool (code).

The main point of this update is fix an issue with vehicles. In addition the number of variables have been reduced so it should run even better than before.

I'm currently working in a new version with a bullet proof vest. Please post any comments at BIS forums


Real Damage does basically two things:
1. Fix the damage for infantry units.
2. Adds a dynamic and realistic bleed out system.


The code is very easy to use. The same code will work in single and multiplayer mode and with players and AI (From editor or created via script!)







Source : BIS Forums
  January 18th, 2013 - 13:52 By Andi31   Comment (0)  

  Advanced editor modules by columdrum Editing    
columdrum has released an Advanced editor modules addon on the BI Forums.

"Advanced modules" its just a small editor GUI modification that adds the ability to easy configure extra parameters on editor modules. As most of the modules that are out there weren't thought with this addon in mind, there isn't many configurable options on most of the released modules, still this addon its able to configure all the default BIS modules that are documenten con the wiki.
But the true potential of this addon would be modules created with this configuration method in mind.

Right now the features are:

-For mission makers:
Easy configure all the parameters of BIS modules without needing to constantly search on the wiki.
Also added options to 2 ACE modules( air refueling and EASA)
In the future i will add any other addon/module that its documented, or addon makers could do themselves (UNS 2.5 will include at least one of those )

-For addon makers:
You can easy create mision editor modules with configurable parameters.
Also for advanced addon makers, you can create your own custom configuration dialog(i have planned to add some API funtions to make it easier on the future)






  August 13th, 2012 - 10:22 By Old Bear   Comment (0)  

  F2 v2-6-1 Released (for OA) Editing    

Fer has informed us about F2 v2-6-1 (for OA) release.

Highlights:

Note: this release fixes a bug with the medic loadouts in v2-6-0.

1. The platoons in the F2 OA Folk build have been re-organised, grouping 9 fireteams into 3 squads with dedicated squad leaders and medics. Each of the 6 faction-specific platoons now features 90 pre-placed units. All elements have dynamic markers and customised group IDs. Making large-scale infantry and combined arms missions is now faster than ever!

2. As before, the following attachments and crewed vehicles are available in each platoon:
[*]Medium MG
[*]Heavy MG
[*]Medium AT
[*]Heavy MG
[*]SAM
[*]Mortar
[*]Engineers
[*]Infantry Fighting Vehicle (x3)
[*]Tank
[*]Transport Helicopter (x2)
[*]Attack Helicopter

Big thanks to everyone in the Folk and ARPS communities.

From the ReadMe.txt file:

2-6-1 | 02 JUL 2012
Fixed OA Folk Platoons.

2-6-0 | 07 JUN 2012

Updated OA Folk Platoons.
Updated OA Folk Assign Gear Script.
Updated OA Folk Group IDs.
Updated OA Folk Group Markers.
Updated Briefing File Template component.
Updated manual: Various changes.

About F2

The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features.

For downloads and to find out more please see our online manual:

[*]http://www.ferstaberinde.com/f2/en/ (English version)
[*]http://www.ferstaberinde.com/f2/ru/ (Russian version)

Huge thanks to all team members and contributors to F2 (and BAS f), as well as the testers from Folk and ARPS.


  July 2nd, 2012 - 22:28 By Old Bear   Comment (0)  

  F2 v2-6-0 for OA released Editing    

Fer has informed us about F2 v2-6-0 for OA release. Discuss at BI Forums .

Highlights:

1. The platoons in the F2 OA Folk build have been re-organised, grouping 9 fireteams into 3 squads with dedicated squad leaders and medics. Each of the 6 faction-specific platoons now features 90 pre-placed units. All elements have dynamic markers and customised group IDs. Making large-scale infantry and combined arms missions is now faster than ever!

2. As before, the following attachments and crewed vehicles are available in each platoon:
[LIST][*]Medium MG
[*]Heavy MG
[*]Medium AT
[*]Heavy MG
[*]SAM
[*]Mortar
[*]Engineers
[*]Infantry Fighting Vehicle (x3)
[*]Tank
[*]Transport Helicopter (x2)
[*]Attack Helicopter
[/LIST]

Big thanks to everyone in the Folk and ARPS communities.

From the ReadMe.txt file:

2-6-0 | 07 JUN 2012
Updated OA Folk Platoons.
Updated OA Folk Assign Gear Script.
Updated OA Folk Group IDs.
Updated OA Folk Group Markers.
Updated Briefing File Template component.
Updated manual: Various changes.




  June 7th, 2012 - 19:15 By Old Bear   Comment (0)  

  RQ-11 Raven and Ground Control System (GCS) Editing    
Feint has released a video showing his WIP RQ-11 Raven and Ground Control System (GCS) on the BI Forums. You can read how he began with this idea and watch the first video here.

Update video time. Here's a changelog:

-Added a strobe so you can find the Raven at night.
-Changed around the addActions so that they are less obtrusive when not being used (the menu expands when a Raven is in flight).
-Added colors and more clear wording to the addActions
-Added more details to the normal maps for the Raven as well as the GCS
-Raven no longer sinks into the ground after landing
-Added an animation to hold the GCS when looking at the camera feed and angled the GCS so it looks like you are looking at it from 3rd person view
-Changed minimum and maximum altitude limits for the Raven (10 meters to 150 meters)

FEATURES:

-Point and click auto flight
-Auto landing (returns to GCS)
-Accurate launching of the Raven using setVelocity to simulate throwing
-Ability to launch the Raven while riding in vehicles
-Custom sounds for servos, engine noise and flight/landing complete indicator
-Post-landing strobe light for night retrieval of Raven
-Ground Control System camera with realtime date stream:
--Distance of Raven from GCS
--Current User-Set Altitude
--Current Date and Time
--Mini-Map of GCS
--Map marker tracking of GCS, Raven and Raven's target positions




  April 8th, 2012 - 21:18 By Qinetix   Comment (1)  

  Interaction Scripts WIP Editing    
Glowbal has informed us that he is working on Interaction Scripts and showed us a video on the BI Forums.

This is a work in progress thread on my interaction scripts for civilians. It currently consists out off three parts, Arrest, Search and Talking. Everything is currently Alpha state and is nowhere near where I want it to be yet. While it's been laying around for a bit already, I have decided to futher develop it and hopefully share with the rest of the community. Everything will be multiplayer compatible.

This old video shows the basic concept:




More to come soon!

  April 8th, 2012 - 20:51 By Qinetix   Comment (0)  

  Enhanced Skills Slider v 1.5 by Jedra Editing    
Jedra has informed us about Enhanced Skills Slider v 1.5 release on the BI Forums.

Description
With some of the changes to the way precision-enemy and precision-friendly work in the 1.6 patch, I started to look at how the AI works in Arma 2, paying particular attention to the Skills Array. In various bouts of testing I found that the skills array had a drastic effect on the way the AI behaved. I came to the conclusion that just having a slider for overall skill was not giving the player, or server admin the fine control they needed. Hence the Enhanced Skills Slider.

The Enhanced Skills Slider will allow you to change the skills of a whole side, a whole group or a single unit on the fly. It works in Single Player, Multiplayer (LAN) and Multiplayer (Dedicated).

The Enhanced Skills Slider is a Client and Server Side Addon and will only be available to the server admin when playing multiplayer. It is accessed via the Action menu.
...
Features
- View skill values currently set for individual units
- Change individual skill values on the fly for Sides, Groups and single units
- Increase or decrease skills based on a percentage value
- Apply random skills to units based on a supplied range
- Apply a spread to Random Ranges so that each unit is slightly different
- Client and Server Side Addon
- Restricted to Server Admin in Multiplayer
- V2 Key Signature included
- Optional confid for CfgAISkills included see below)
- Full (ish!) documentation included in the download
- NEW - Any new units created by the clients or the server now inherit changes made with ESS - as long as these changes are made to All Units.
- NEW - ESS now has a map and briefly shows the location of units and group leaders selected.
- NEW - the details section now shows which elements will be inherited.




  February 23rd, 2012 - 23:59 By Old Bear   Comment (0)  

  Enhanced Skills Slider by Jedra Editing    
Jedra has released an Enhanced Skills Slider v0.1 beta addon on the BI Forums. CBA needed.

Description

With some of the changes to the way precision-enemy and precision-friendly work in the 1.6 patch, I started to look at how the AI works in Arma 2, paying particular attention to the Skills Array. In various bouts of testing I found that the skills array had a drastic effect on the way the AI behaved. I came to the conclusion that just having a slider for overall skill was not giving the player, or server admin the fine control they needed. Hence the Enhanced Skills Slider.
The Enhanced Skills Slider will allow you to change the skills of a whole side, a whole group or a single unit on the fly. It works in Single Player, Multiplayer (LAN) and Multiplayer (Dedicated).
The Enhanced Skills Slider is a Client Side Addon and will only be available to the server admin when playing multiplayer. It is accessed via the Action menu.
...
Features

- View skill values currently set for individual units
- Change individual skill values on the fly for Sides, Groups and single units
- Increase or decrease skills based on a percentage value
- Apply random skills to units based on a supplied range
- Apply a spread to Random Ranges so that each unit is slightly different
- Client Side Addon
- Restricted to Server Admin in Multiplayer
- V2 Key Signature included
- Optional confid for CfgAISkills included see below)
- Full (ish!) documentation included in the download




  February 15th, 2012 - 12:28 By Old Bear   Comment (0)  

  New Release: F2 v2-5-0 (for Combined Operations) Editing    


Fer has informed us about F2 v2-5-0 (for Combined Operations) release.

Highlights:

1. Folk platoons now expanded to provide the existing 6 infantry fireteams with the following attachments and vehicles:
[LIST][*]Medium MG
[*]Heavy MG
[*]Medium AT
[*]Heavy MG
[*]SAM
[*]Mortar
[*]Engineers
[*]Infantry Fighting Vehicle (x3)
[*]Tank
[*]Transport Helicopter (x2)
[*]Attack Helicopter
[/LIST]

2. The OA Folk Assign Gear Script component has been updated so that final loadouts appear in the briefing screen.

Huge thanks to comrade Nullkigan from ARPS for leading the work on this build (with help from comrade Harakka from ARPS). Big thanks to everyone in the Folk and ARPS. communities.

From the ReadMe.txt file:


2-5-0 | 24 JAN 2012
Updated OA Folk Platoons.
Updated OA Folk Assign Gear Script.
Updated OA Folk Group IDs.
Updated OA Folk Group Markers.
Updated OA Folk JIP Reinforcement Options.
Updated stringtable.xml.
Updated manual: Various changes (EN and RU versions).

About F2

The F2 Mission Development Framework (F2) is the successor to the popular BAS f mission development framework for ArmA (discussed in this thread). The new framework contains many of the features you know from BAS f, updated to work with ArmA2 and ArmA2:OA, plus some new components which take advantage of the new game's special features.

For downloads and to find out more please see our online manual:
[*]http://www.ferstaberinde.com/f2/en/ (English version)
[*]http://www.ferstaberinde.com/f2/ru/ (Russian version)
Huge thanks to all team members and contributors to F2 (and BAS f), as well as the testers from Folk and ARPS.




  January 30th, 2012 - 06:48 By Old Bear   Comment (0)  

  From Kju : 2 PvPscene AI Tweaks + DevCon Update Editing    
Kju informed us about DevCon 2012-01-23 release on the BI Forums as well as new PvPscene AI Tweaks releases : AIGunnerToUseAllWeapons and QuickSwitchVehiclePositions

- DevCon 2012-01-23:
This is more like a first preview release of the DevCon.
Still it is already very powerful and most developers should find it very useful.



http://forums.bistudio.com/showthread.php?p=2094432#post2094432

- AIGunnerToUseAllWeapons_AI_C_PvPscene:

With an important fix in the recent 1.61 beta patches,
AI in vehicles finally starts to act properly with a player inside the vehicle as well.

This means the AI gunner engages targets by himself now.
However he is still restrained in the use of the full weapon arsenal available to him.
This little tweak changes/fixes that.
So the AI gunner will now engage also with SABOT/HEAT and missiles at targets
(aka fire automatically without command order for each shoot).
(normally only true for: MG/AP/rockets)


- QuickSwitchVehiclePositions_SP_Controls_C_PvPscene:

Preface: Works only in SP; requires XEH/CBA; may still have issues in special situations.

The addon allows you to quickly switch between driver, gunner and commander seat.

To switch between gunner and commander use the key action assigned to "Swap gunner" (to be found near the end in controls).
To switch between driver and commander use the key action assigned to "Swap gunner" and hold Shift/Ctrl/Alt at the same time.

Important: It uses selectPlayer. That means you switch to the AI entity.
The benefit is that you can switch as player commander to the AI driver,
and still have the AI gunner and (now/temporary AI) commander engage targets on their own.






Source : PvPscene
  January 23rd, 2012 - 11:02 By Old Bear   Comment (0)  

  MaxCityGenerator by Maxjoiner Editing    
Maxjoiner has informed us about MaxCityGenerator module release.

Description:
This Module creates Cities with Cars and People
Features:
- Ability to create cities of the desired size (with also skyscrapers)
- Ability to populate the cities with cars in motion,cars and People
- Ability to create cities already destroyed



More about MaxCityGenerator





  January 18th, 2012 - 23:56 By Old Bear   Comment (0)  

  DevCon - the developer console Editing    
kju has informed us about DevCon - the developer console release on the BI Forums.

This is more like a first preview release of the DevCon.
Still it is already very powerful and most developers should find it very useful.

Credits
Much thanks to Karel Mořický (Gaia) - his debug console and advanced camera
mode are the inspiration, base and foundation of the DevCon.
Also thanks to Carl Gustaffa for several good ideas.

HowTo
Press ESC while in the editor/SP/MP.
(Note: in MP only works for logged in admin)

Notes
1) For now you have to check the roadmap to find out about all the features and key shortcuts.
2) Feel free to help to merge the documentation into the wiki.
3) Anyone interest is welcome to join the team.
4) Post bugs and suggestions in the issue tracker please.
5) Check the source if you want to learn a bit of new stuff.
6) ToDo prio list by order:
# Command tab (buttons to apply SQF commands easily onto cursorTarget/player/other unit sets
# Information tab (fields to easily check details about cursorTarget/player/other unit sets)
# AI debugging
# Integration of 3rd party tools
(more details in the issue tracker soon)

Wiki
http://dev-heaven.net/projects/devcon/wiki/Wiki






Source : PvPscene
  October 22nd, 2011 - 18:15 By Old Bear   Comment (0)  

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