combinedarms.de

  • News-Feed wrote:




    Advanced Combat Environment 3 (ACE 3) vom The ACE Team (v3.0.1)

    ***** Update *****


    ACEMod veröffentlichte sein Advanced Combat Environment 3 (ACE 3) in den Bi-Foren. Diese Modifikation ist ein Zusammenschluss der ehemaligen AGM und CSE-Teams in Zusammenarbeit mit einigen Entwicklern des ACE2-Projekts aus ArmA2.

    Zitat

    Today we are excited to present to the Arma community the first release of Advanced Combat Environment 3 (ACE3). ACE3 is the collaborative efforts of the former AGM and CSE teams, along with many of the developers from Arma 2's ACE2 project.

    This mod is entirely open-source (we are hosted on GitHub), and everyone is free to propose changes or maintain their own, customized version as long as they make their changes open to the public in accordance with the GNU General Public License.

    ACE3 is built modularly, thus a team can maintain its own tailored version, excluding a select number of components that they don't like, or which conflict with other addons. Larger components themselves, like the medical system and other core features also include various customization options, allowing mission designers and communities to tweak the overall experience.

    Core Features
    - Completely new 3D Interaction/Action System
    - Performance and reliability framework
    - Focus on modularity and customization
    - New flexible client and server settings & configuration
    - Improved medical system with various levels (Basic/Advanced) focus on gameplay/realism
    - Proper & consistent network synced weather
    - Wind and Weather Advanced Ballistics
    - Captivity System
    - Explosives System including different trigger types
    - Map screen improvements, marker placement and map tools
    - Advanced missile guidance and laser designation

    Additional Features
    - Carrying and dragging
    - Realistic names for vehicles and weapons
    - Realistic ballistics/FCS calculated in C/C++ extensions
    - Backblast and overpressure simulation
    - A fire control system for armored vehicles and helicopters
    - Disposable launchers
    - Realistic G-forces
    - Vehicle Locking
    - Name tags
    - Laserpointers
    - Realistic Night and Thermal vision modes
    - Magazine repacking
    - Realistic weapon heating
    - Combat deafness simulation
    - Improved Ragdoll Physics
    - Improved interactions for AARs and ammo bearers
    - Adjustable sniper scopes
    - No Idle Animation with lowered weapon
    - No talking player Avatar
    - Jumping over obstacles, climbing over walls and cutting down fences
    - Vector, MicroDAGR, Kestrel and ATrag devices
    ... and much more

    Changelog:
    v3.0.1
    - Changed: Disable snprintf_s usage to get around auto-vectorization in the 2015 STL strnlen implementation.
    - Changed: Now starts vital tracking after treatment.
    - Changed: Rebuilt DLL's.
    - Changed: ace_javelin to the RHS javelin optionals compatibility pbo.
    - Fixed: AI would not lose blood in basic medical, causing incorrect diagnose text. (#1195)
    - Fixed: Bandaid for being unable to interact with man type units in some cases. (#1281)
    - Fixed: Broken Basic Revive. (#1155)
    - Fixed: Calculate vitals interval on first run.
    - Fixed: Frame-drop when using the BFT module setting. (#1181)
    - Fixed: JIP init for players with medical.
    - Fixed: Medical litter is spawning very spread out from the player. (#1112)
    - Fixed: Object actions not working.
    - Fixed: Order of Comanche zoom levels.
    - Fixed: Prevent Instant Death caused AI to be invincible. (#1155)
    - Fixed: Script error when performing medical treatment. (#1142)
    - Fixed: Sometimes interaction menus would disappear. (#1171)
    - Fixed: Performance issues caused by standing near a fire using basic medical



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3437
  • News-Feed wrote:




    Scope Mod A3 von IanSky (v2.0.2 Hotfix)

    ***** Update *****


    IanSky veröffentlichte sein Scope Mod A3 Addon in den Bi-Foren. Das Addon enthält zusätzliche Waffenvisiere für ArmA3.

    Zitat

    Welcome my fellow Arma addicts. So you've found your way to this page and with good reason - for scopes!
    Well I'm happy to present the community with a lineup of attentively recreated models. Each and every one has been studied and recreated as closely as my aging eyes can see. Everything has been made from the ground up to please the milsim players with the texture fidelity to please the gamers alike. It is without further ado that I present to you Scope Mod A3, making aiming a more enjoyable experience!

    Release Schedule
    - Aimpoint RDS
    - Trijicon Reflex
    - Micro T1
    - DELTAPOINT RDS
    - Nightforce B.E.A.S.T. 25X
    - Elcan SpecterDR
    - C-More Reflex Sight
    - Aimpoint 3X Magnifier
    - Elcan SpecterOS
    - PKA-S
    - MEPRO 4X
    - Zeiss ZO
    - Vortex HD

    HOTFIX 2 | R2.0.2:
    So after hitching a ride to hell and slaving endlessly in the polygon dungeon I've emerged, or rather I should say we've emerged with a small hotfix which for me makes a big difference.

    You'll now find the Elcan has the latest collimator effect and a proper 3D view with absolutely no tunneling. This gives you a wider view and a more pleasant viewing experience, enjoy!

    We've also updated the T1 model which now has as-well, a minimized tunnel that correlates better in relation to the real world examples.

    Oh and we added the missing knob on the C-More, sorry about that!








    Weitere Bilder unter Download



    Download:
    Scope Mod A3

    Benötigt:
    ASDG Joint Rails




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=168
  • News-Feed wrote:




    A-346 / YAK-131 Pack von Pinaz93 (v1.2)

    ***** Update *****


    Pinaz93 veröffentlichte sein A-346 / YAK-131 Pack Addon in den Bi-Foren. Das Addon enthält verschiedene retexturierte Jakowlew Jak-131 / A-346 Flugzeuge.

    Zitat

    I'm releasing the first pack of retextures for the TO-199, it is based on the Yak-130, so I make a retexture representing the combat version of the YAK and of the M-346, an italian trainer that derives from the same project of the Yak-130! They are used for CAS missions, but I have planned (If I can do it) a light fighter version!

    A-346 users:
    Israeli Air Force (BLUFOR - Israeli air force)
    Italian Air Force (BLUFOR - NATO)
    German Air Force (BLUFOR - NATO)

    YAK-131 users:
    Brazilian Air Force (INDFOR - Brazilian Air Force)
    Belarusian Air Force (OPFOR - Belarusian Air Force)
    Russian Air Force (OPFOR - Russian Air Force (VVS))
    North Korean Air Force (OPFOR - North Korean Air Force)

    Changelog:
    v1.2
    - Added russian weapons to the yak-131 (R77 and R73 missiles for the CAP version, R73 for the CAS verion, weapons from the JS & S SU35)
    - Added NATO weapons to the A-346 (Mavericks, paveways and sidewinder for the CAS version, AMRAAM and sidewinders for the CAP version. weapons from the JS & S F-18)
    - Added Argentinian Air Force A-346
    - Added Vietnam YAK-131
    - Added Takistani YAK-131
    - Added Chinese Q-10 (fictional licensed Yak-131)
    - Added Polish A-346 (with a little easter egg on the fuselage)



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3413
  • Bohemia Interactive Forums - ARMA 3 - USER MISSIONS wrote:


    THE SHOOT
    Hazar Kot - Afghanistan




    COOPERATIVE 2 SLOTS

    *SITREP*

    Hazar Kot, Afghanistan. Inteligence located an HVT in area with insurgency activitie. JSOC deploy a sniper team to hunt objective.

    *PROCEDURE*

    You will be inserted on a near mountain at 3 km of AO. Move to AO, Establishing a position from which you can shoot the target and go undetected. Not authorized the attack on the complex.

    Features:

    -No Join in progress.
    -Premade loadouts
    -Random enemies
    -Optional HC
    -Call to prayer

    ACE features:
    -Revive time 700 - unlimited lives
    -Medic settings basic
    -Only medics use ephinefrine


    Mods needed:

    @ace
    @ALiVE
    @AllInArmaTerrainPack
    @CBA_A3
    @Leights_OPFOR
    @MCN_HazarKot
    @RHSAFRF
    @RHSUSAF
    @task_force_radio
    @TRYK

    Optional:

    @ASR_AI3

    Download:
    mega.co.nz
    Steam Workshop
    Armaholic




    Quelle: forums.bistudio.com/showthread…azar-Kot&goto=newpost
  • News-Feed wrote:




    Cyprus Push-to-Hear von ACyprus (v1.6.0)

    ***** Update *****


    ACyprus veröffentlichte sein Cyprus Push-to-Hear Addon in den Bi-Foren. Den In-Game Sound und die Lautstärke der Musik durch eine Preset-Taste vorübergehend reduzieren.

    Zitat

    About:
    Have you ever found yourself in a chopper, jet or armoured vehicle, struggling to hear your teammates chatter because the engine's too loud? How about a crazy firefight where battle sounds are drowning out the comms? Cyprus Push-to-Hear allows you to temporarily reduce in-game sound and music volume by holding down a preset key. A toggle setting is also available, and a UI icon is displayed on the in-game HUD whenever Push-to-Hear is in effect.

    The HUD icon is positioned so as not to interfere with VTS Weapon Resting (which I use religiously), and has been tested in various interface sizes.

    The fade-out and fade-in durations of the effect are currently configurable in code, but not by the user. This is also true for the lower volume setting that sounds are suppressed to while Push-to-Hear is active. In future, I may decide to make these adjustable via userconfig or an in-game slider interface.

    This is my first attempt at creating an addon for Arma 3. I chose it as a very simple introductory project to Arma 3 scripting, yet functional for me personally. Please do post constructive feedback, helpful advice, bug reports or sensible feature requests below.

    It would be great to hear from those of you who add Cyprus Push-to-Hear to your server, mission, mod collection or repository, or simply enjoy using it.

    Changelog:
    v1.6
    - NEW: Use Push-to-Hear as Zeus, in the Curator interface
    - NEW: Compatible with ACE3 Hearing module
    - FIX: Push-to-Hear GUI icon no longer disappears after a certain period
    - FIX: CBA RC6 keybinds now save



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2429
  • News-Feed wrote:




    TGP - Targeting Pod for Air Vehicles von Lala14 (v0.8.95)

    ***** Update *****


    Lala14 veröffentlichte sein TGP - Targeting Pod for Air Vehicles Skript in den Bi-Foren.

    Zitat

    Hey guys so you may have noticed GeraldBolso1899's post on the fourm in the Addons & Mods Discussion about Making a targeting pod
    well I made a script which was very basic then but since that week I've created a much better version
    GeralBolso, 161st V-SOAR & some guys from the 39th Battalion tested it out and reported some feedback for me and ideas which I have implemented

    Features
    - On and Off ability
    - Designed for multi team use
    - Ability to use the Targeting Pod without the need of a UAV Terminal if are part of the crew of the vehicle
    - Ability to allow for someone else to use the Targeting Pod assuming TGP_Veh_Only is equal to 0
    - Optimized
    - Different positions for each vehicle
    - Mod supported vehicles Currently are HAFM Helis, Pearl A-10C, STI A-10A, SU-35, F/A 18E/F/X, CHO F-35, IVORY F-15C, IVORY MIG-29K, IVORY GR-4, HAFM Planes, RHS, FireWill F16C



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=3429
  • Bohemia Interactive Forums - ARMA 3 - USER MISSIONS wrote:




    ***Summary***

    With Turkey pledging protection from Greece to the Altis claim to sovereignty, CSAT have been granted authority to fight alongside AAF in the war for this crucial Mediterranean port. NATO's forces on the island were attacked by surprise a few months ago. This attack was condemned by most of the Western world, and a deployment of a battalion of US forces was precipitated in order to ensure peace on the island. Whereas the campaign to secure the eastern half of Altis was fairly swift, capturing the western part has proven much more of a challenge, in part due to the more pronounced terrain, where NATO loses its advantage of superior armor to the infantry and mobility of the AAF, supported by the CSAT technology.
    A recent push by NATO allowed them to capture the old AAC airfield and severely diminish the combined OPFOR combat readiness by undermining their deployment capabilities. Next step for friendly forces is to capture Zaros, a task made excruciatingly difficult by the terrain, favoring CSAT artillery and AAF infantry garrisoned in the city. NATO commanders refuse to risk civilian casualties and will not fire on the city blindly - thereby creating a stalemate. An effort is currently underway to cut the OPFOR supply route, first by capturing the Xirolimni Dam and then circling back south to isolate Zaros and starve them out. While the dam was taken, the AAF is currently staging a counter-attack.

    This is taking far too long to the taste of USMEDCOM, which is why at the same time, we have managed to sneak a Marshall IFV and a Bobcat engineering vehicle by boat deep into enemy territory in order to capture and restore a former NATO FOB that would make it possible to take Kavala in a matter of days instead of weeks. Since this is a high-risk operation, behind enemy lines, a unit of US Special Forces have been assigned to open the road to the engineers.

    ***About the mission***

    Combined Arms-type mission whereby infantry must work together with two armored units to take a heavily fortified position. Most of the action happens within a kilometer-long strip; so don't expect to be too tired from running, but make sure you do not make a single tactical mistake, or you will meet a very swift death!

    ***Features***

    - Voice acting
    - Custom loadouts
    - FHQ Task Tracker
    - Psycho's Revive Script
    - Zenophon's OccupyHouse script

    NOTE: NO ADDONS ARE REQUIRED.

    Check out my other missions for squad to platoon-sized fun!

    Please message me for any bug report and/or feature request.

    Available through Steam Workshop and as a standalone download from Dropbox.




    Quelle: forums.bistudio.com/showthread…-(Altis)&goto=newpost
  • News-Feed wrote:




    Virtual Ammobox System (VAS) (v2.9) von Tonic

    ***** Update *****


    Tonic veröffentlichte sein Virtual Ammobox System (VAS) Skript in den Bi-Foren. Das Skript ermöglicht das Hinzufügen oder Entfernen von Ausrüstung über ein GUI.

    Zitat

    Welcome and thank you for the interest in Virtual Ammobox System (VAS). This addon provides Arma 3 players with a user-friendly alternative to the default interface for handling of personal gear loadout — ammo, guns & items.

    VAS was written by [Tonic](https://github.com/TAWTonic), originally an an isolated script to compliment the release of a specific mission. However, after it reached the initial success and a wide adoption among Arma 3 community, the VAS author has decided to made the entire source code available publicly - for everyone to use, modify and contribute to its ongoing development.

    Goals
    * Provide a viable alternative to [Arsenal](https://community.bistudio.com/wiki/Arsenal) — the native solution from [BIS](http://www.bistudio.com/)
    * Save players the time spent browsing the in-game inventory, through focus on the speed and ease of UI interaction.
    * Deal with possible network lag issues, related to the way inventory management is handled in code.

    Changelog:
    v2.9
    - Added: VAS will now preload and cache each category filter which should speed up the UI rendering.



    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=133
  • News-Feed wrote:




    3CB Kill Zeagle von MisterGoodson (v1.01)

    ***** Update *****

    MisterGoodson veröffentlichte sein 3CB Kill Zeagle Addon in den Bi-Foren. Deaktivieren von Zeus Eagle und Benachrichtigung.

    Zitat

    CHANGELOG
    v1.01 (20/05/15)
    - fixed for latest A3 update

    Ever feel like the Zeus eagle slightly breaks the immersion or makes it super obvious that you're Zeusing above your team-mates/enemies? Do you also find the "Player is now Zeus" notification a little irritating? Well, so do we - so I made this small mod.

    FEATURES
    - Disables Zeus eagle
    - Disables "Player is now Zeus" notification.



    Download:
    3CB Kill Zeagle




    Quelle: Bi-Foren




    Quelle: arma3.de/include.php?path=news&contentid=2837
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