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  PRADAR 1.1.01 by Blakeace Addon release    
blakeace has informed us about Blake's PRADAR (Player Radar) v1.1.01 release on the BI Forums.

... One of the things I found frustrating at times was my situational awareness, involving both my group members as well as my ability to interact with other groups effectively. The more visual clues that are available help reduce the critical communications channels to more important transmissions. Rather than the usual who's that or where are you etc. This was even more valuable to me when leading a group.

Knowing quickly where players are helps you to quickly issue orders more effectively. Espessially in time critical moments.
Using mods that highlighted names helped, but generally required you to focus your cursor over them. That is if you have one visible.
I like a minimal information display ideally, the more data presented constantly makes me feel more like a terminator visual interface than a basic grunt on the ground. Bright red names like neon signs really didn't help the immersion for me personally. ...

Version 1.1.01

- Added: Ability to switch between Side and friendly factions. So if you have a player who is civilian or independant you have the ability to have them show up on PRADAR.
- Added: Ability to display the compass cardinal points. Action menu toggles them on and off. Visible only during depression of space.
- Added: Popup list - If you hold your cursor over a unit or vehicle a pop list will display details of that unit.

- Vehicle - Displays who is in which position in the vehicle, including the cargo area.
- Man - The units primary and secondary weapons.

- Added: Made the popup list text box size dynamic so it alters depending on how many lines of information are displayed.
- Fixed: Issue where names were intermittent when players were upstairs in buildings.
- Fixed: Ability to change groups which broke in the last update.
- Changed: The checks for screen limits to cater for Multi monitor setups.
- Fixed: Arma patch 1.62 issue where the labels and dots stopped updating properly by slowing the loop down slightly.




  July 28th, 2012 - 13:08 By Old Bear   Comment (0)  

  Shinden Beta version by neoko2000 Addon release    
Neoko2000 has submited his Shinden Beta version addon on Armed Assault.info

This addon is made for ArmA2
Not fully tested in Multyplayer.
You can find this model.. USMC/Air
Please Enjoy.






  July 24th, 2012 - 16:54 By Old Bear   Comment (1)  

  Reshmaan Province v.0.80 beta by VesMen and Fogu Addon release    

Fogu has released a Reshmaan Province v.0.80 beta terrain by VesMen and Fogu on the BI forums. Arma2 : CO needed.

Features:
• Location: somewhere near Takistan
• 416 km²
• desert style terrain
• agricultural and mountainous terrain
• 1 River
• 3 Airports
• 1 capital city
• 4 large cities
• 40+ villages
• some coal mines
• ALICE support
• MSO and Warfare ready




Needed addons :
mad_build (v 0.80)


  July 24th, 2012 - 15:18 By Old Bear   Comment (0)  

  Non-Blinding Sun version 4 by Sakura-Chan Addon release    
Sakura-Chan has released an updated Non-Blinding Sun version 4 addon on the BI Forums.

This is another revision of my non-blinding sun mod. This time it updates the 3rd person lens flare as well.





  July 23rd, 2012 - 09:06 By Old Bear   Comment (0)  

  VK Markers, or how to APP-6A your life ... updated to 023 Addon release    
VKing has informed us about release on the BI Forums.

Updated to 023.
Added "airborne" and "amphib" markers.




  July 23rd, 2012 - 08:52 By Old Bear   Comment (0)  

  Project CDF ... updated to v 1.06 Addon release    

GossamerSolid has released an updated Project CDF v 1.05 on the BI Forums. Arma2 : Combined Operations needed.

Description
Project CDF is a mod that is aimed at extending the content available to the fictional Green Sea Region. It originally started as a small project to expand the Chernarus Defence Forces, but has blossomed into quite a large project which has greatly expanded content on the CDF side as well as the inclusion of a brand new faction: The People's Republic of South Zagoria.

Version 1.05
+ Fixed PRSZ Cops speaking Chernarussian instead of Russian
+ Fixed SKS magazine not being removed during reload animation
+ Fixed Mig-21 Planedestruct_co.paa error
+ Changed T-80 to inherit from T-90 engine sounds instead of T-72 engine sounds
+ Changed Armed cops to inherit from soldier classes instead of policeman to prevent them from disembarking during combat
+ Removed bayonet on SKS model
+ New CDF Western Troop Textures
+ New CDF Western Troop Models
+ New PRSZ Cop Texture
+ New T-72/M1 PRSZ Textures
+ New T-64B/BV Textures
+ New T-80B/BV Textures
+ New Mi-24 PRSZ Textures
+ New Mi-17 PRSZ Textures
+ New 2S1 Textures
+ New BRDM-2 PRSZ Textures
+ New BRDM-2 ATGM PRSZ Textures
+ New BMP-1/2 PRSZ Textures
+ Added M-79 Osa
+ Added SKS-M
+ Added CDF Militia troops to replace some of the armed policemen
+ Added CDF Western Unarmed solider
+ Added CDF Western Officer


Edit Project CDF v 1.06 released

Version 1.06
+ Fixed missing T-62A texture from 1.05
+ Fixed missing troops models from 1.05
+ Changed RVMat for CDF Western troop to better match CDF Regular troop colours
+ Removed unfinished BMT-30 from config
+ Removed unfinished BMP-2D from config





  July 22nd, 2012 - 07:40 By Old Bear   Comment (0)  

  TPWC AI suppression system v 3.01 and TPWLOS 1.02 Addon release    
TPW has released an updated TPWC AI suppression system v 3.01 by TPW, -Coulum-, Fabrizio_T and Ollem on the BI Forums. TPWCAS comes as a script version and an addon version (both in the same download). CBA (community base addons) is required for both versions. Now TPWC AI is a Singleplayer, Multiplayer and Dedicated Server Compatible AI Suppression System.
TPW has also released a TPWLOS 1.02 "Bonus addon", this addon improves AI response and realism in closer engagements.

One of the things sorely missing from Arma2 is reaction to passing bullets. An AI unit will often stand quite happily whilst bullets whiz by. This makes effective suppression of AI enemies difficult - you basically always have to aim to kill them since you can't make them keep their heads down by shooting nearby.

This addon aims to address this problem by making AI units react to passing projectiles. If a bullet snaps by within 10m of an AI unit, it will crouch/kneel (depending on movement), and if more than 5 bullets pass by a unit in 5 seconds, the unit will drop/crawl. After 10 seconds without bullets, the unit will return to its previous stance.

Additionally, suppressive fire can alter the aiming shake, accuracy and courage of the suppressed unit. The more fire directed near a unit, the lower its skills will become. After 5 or so seconds without bullets, the skills will gradually return to normal.

Currently there is no "suppressed" eventhandler in the game engine, so TPWCAS aims to mimic one by using CBA to set up a per frame eventhandler, which checks whether there is currently an active bullet/shell projectile object, and if so then checks whether each unit has any bullets within a 10m radius. This allows TPWCAS to work for any opfor, blufor, independent or civilian on the map, whether editor-placed or spawned, without a crippling CPU overhead.

TPWCAS significantly changes gameplay, allowing for longer engagements and more thought required to survive them.


3.00beta 20120714
- Bullet detect, supression and debugging framework now works in SP, MP and Dedicated (Ollem and Fabrizio).
- Significant code overhaul (!) and cleanup.
- Text debugging scales with distance.
- bDetect 0.72 (SP/MP/Dedi).

3.01beta 20120716
- Additional pistol and subsonic magazines added
- Fixed colour error with debugging map markers.
- MP and dedicated server debug ball colour handling improved.
- Units with stances set to crouch/prone by other AI mods will not be forced to "auto"" position when unsuppressed.
- Fixed already prone units crouching under suppression, when using ACE (thanks Robalo).
- Reveal shooter is disabled if using ASR_AI.
- Highly skilled units will suffer lower courage reduction under fire.
- bDetect logging off by default, may be toggled on.
- bDetect 0.72

3.01 20120717

- Fixed debugging locality issue


Bonus addon TPWLOS 1.02
This addon improves AI response and realism in closer engagements. It is based on SaOk's excellent line-of-sight code which implements the new lineintersects, terrainintersect, eyepos and eyedirection commands introduced in OA beta patch 94103 (and simply won't work on earlier versions). TPWLOS works well with and nicely complements TPWCAS.

TPWLOS scans for enemies near each opfor or blufor or independent unit, determines if they have line of sight to the enemy (no buildings or terrain in the way), runs a few more visibility checks based on light level, movement, camouflage etc, and if the enemy is determined as visible then the unit will face towards and shoot at the enemy. Reaction time should be well under a second, which greatly enhances squad response and aggression in CQB situations.







  July 20th, 2012 - 03:11 By Old Bear   Comment (1)  

  RG-6 and Heavy Grenadier units v1.1 released Addon release    
hcpookie has released an updated RG-6 and Heavy Grenadier units addon on the BI forums.

This addon adds numerous grenade launchers and units. The grenade launchers include:
- RG-6 (aka 6G30) Russian 6-shot rotary grenade launcher
- GM-94 3-shot thermobaric grenade launcher
- MRO-A thermobaric RPG launcher
- RPO-A thermobaric RPG launcher

NEW for v1.1:
- SMAW-NE thermobaric ammunition
- Mk13 Pistol version
- M79 Pistol version
- GM-94 Pistol version







  July 15th, 2012 - 07:06 By Old Bear   Comment (0)  

  TPWC AI suppression system ... Addon release    
TPW has released an updated TPWC AI suppression system v 2.07 by TPW, -Coulum- and Fabrizio_T on the BI Forums. TPWCAS comes as a script version and an addon version (both in the same download). CBA (community base addons) is required for both versions.

One of the things sorely missing from Arma2 is reaction to passing bullets. An AI unit will often stand quite happily whilst bullets whiz by. This makes effective suppression of AI enemies difficult - you basically always have to aim to kill them since you can't make them keep their heads down by shooting nearby.

This addon aims to address this problem by making AI units react to passing projectiles. If a bullet snaps by within 10m of an AI unit, it will crouch/kneel (depending on movement), and if more than 5 bullets pass by a unit in 5 seconds, the unit will drop/crawl. After 10 seconds without bullets, the unit will return to its previous stance.

Additionally, suppressive fire can alter the aiming shake, accuracy and courage of the suppressed unit. The more fire directed near a unit, the lower its skills will become. After 5 or so seconds without bullets, the skills will gradually return to normal.

Currently there is no "suppressed" eventhandler in the game engine, so TPWCAS aims to mimic one by using CBA to set up a per frame eventhandler, which checks whether there is currently an active bullet/shell projectile object, and if so then checks whether each unit has any bullets within a 10m radius. This allows TPWCAS to work for any opfor, blufor, independent or civilian on the map, whether editor-placed or spawned, without a crippling CPU overhead.

TPWCAS significantly changes gameplay, allowing for longer engagements and more thought required to survive them.


2.07 beta release

Given the rapid pace of MP development by Ollem and Fabrizio, this may well turn out to be one of the last SP releases.
Changelog:
- Added floating text based debugging.
- bDetect start hint now correctly not displayed if TPWCAS hint is not displayed.
- Courage is only decreased if there are nearby friendly casualties.
- bDetect 0.67.





  July 11th, 2012 - 06:29 By Old Bear   Comment (0)  

  Raaf c-130 by Python.au Addon release    
Python.au has released a RAAF C-130 addon on the BI Forums.

So I've had these textures lying around for a long time( I have been going through all my old projects and theirs alot I've started but haven't had the skills to finish :\ ) And I found this ready to go except for a config issue. I've thrown it together knowing its in a pretty raw and as far as I can tell unfinished state, but still should be acceptable by most.





  July 11th, 2012 - 06:06 By Old Bear   Comment (0)  

  Objects for Radars - Hills Addon release    
Hand of MoscoW has released an Hills addon as an addition to his previously released Objects for Radars v1.2 addon on the BI Forums.

Small replenishment for "Objects..."




  July 11th, 2012 - 05:21 By Old Bear   Comment (0)  

  Kolgujey 2010 version 2.0 released Addon release    
Hotzenplotz has released an updated Kolgujey 2010 v2.0 island on the BI Forums.

Hello, here is a update from Kolgujey 2010 to version 2.0
Release Date :03.07.2012
REQUIRED ADDONS: Arma2, OA
- New: 12800x12800, 1024x1024, grid size 12.5
- New: Satellite Texture
- New: Groundtextures
- New: Mask Layers





  July 3rd, 2012 - 16:59 By Old Bear   Comment (1)  

  Taviana Island Beta 2 Released! Addon release    

Martin has informed us about Taviana Island Beta 2 release on the BI Forums. ArmA 2 or ArmA 2 : Combined Arms needed, not compatible with standalone Arma2 : Operation Arrowhead.

Finally after 6 months of hard work the second BETA version of Taviana Island for ArmA II has been released! Apart from major bug fixes, the second BETA of the island is loaded with tons of new features such as a football stadium, ports, oil rigs, highway, train station and more! The island also gives the player more than a half more playing area than the first BETA, including Lepestok, which is another city, nearly as big as the capital Sabina.







Source : BIS Forums
  July 2nd, 2012 - 21:08 By Old Bear   Comment (0)  

  VK Markers, or how to APP-6A your life ... updated Addon release    
VKing has released a VK Markers addon on the BI Forums.

So a while ago I decided I didn't like the lack of diversity in the standard Arma unit markers and decided to create my own. However the sheer amount of markers that would be required would be staggering and probably completely fill up the marker list in the editor, so I decided to create a modular set of graphics and a script to create several layers of them to compose the desired marker.

Current features include a wide variety of available graphics allowing you to create a marker for any* kind of unit you want. Markers can track a unit or vehicle's movement or be placed wherever.
The addon's been tested for a while by the United Operations community and I haven't been told of any problems so far.
* may not actually be 'any'


Edit : Updated to 021.

Added signature files.



  July 1st, 2012 - 08:31 By Old Bear   Comment (0)  

  British Ridgback Protected Patrol Vehicle v1.1 released [BAF] Addon release    
Cleggy has released an updated British Ridgback Protected Patrol Vehicle v1.1 on the BI Forums.

The Ridgback PPV (Protected Patrol Vehicle) is a British modification of the American Cougar 4x4 MRAP.
It is fitted with a extensive armour package and electronics, including installation of the Enforcer remote weapon station.

What You Get
v1.1
- Added woodland version
- Model tweaks, extra LOD's etc.
- Added thermals
- Improved handling both off and on road
- (Optional) support for Blakes_Mirrors_EE addon gives reversing camera simulation
- (Experimental) custom damage handling to make it more resistant to mines, IED's, low level rpg's (and zombies)
- Support for hiddenselections if you fancy a stab at re-texturing.
- Texture templates are included in the download (just don't laugh at my UVmaps!)




  June 30th, 2012 - 04:39 By Old Bear   Comment (0)  

  TPWC AI suppression system by TPW and -Coulum- Addon release    
TPW has released the TPWC AI suppression system by TPW and -Coulum- on the BI Forums. TPWCAS comes as a script version and an addon version (both in the same download). CBA (community base addons) is required for both versions.

One of the things sorely missing from Arma2 is reaction to passing bullets. An AI unit will often stand quite happily whilst bullets whiz by. This makes effective suppression of AI enemies difficult - you basically always have to aim to kill them since you can't make them keep their heads down by shooting nearby.

This addon aims to address this problem by making AI units react to passing projectiles. If a bullet snaps by within 10m of an AI unit, it will crouch/kneel (depending on movement), and if more than 5 bullets pass by a unit in 5 seconds, the unit will drop/crawl. After 10 seconds without bullets, the unit will return to its previous stance.

Additionally, suppressive fire can alter the aiming shake, accuracy and courage of the suppressed unit. The more fire directed near a unit, the lower its skills will become. After 5 or so seconds without bullets, the skills will gradually return to normal.

Currently there is no "suppressed" eventhandler in the game engine, so TPWCAS aims to mimic one by using CBA to set up a per frame eventhandler, which checks whether there is currently an active bullet/shell projectile object, and if so then checks whether each unit has any bullets within a 10m radius. This allows TPWCAS to work for any opfor, blufor, independent or civilian on the map, whether editor-placed or spawned, without a crippling CPU overhead.

TPWCAS significantly changes gameplay, allowing for longer engagements and more thought required to survive them.



  June 27th, 2012 - 14:59 By Old Bear   Comment (0)  

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