LIFTER for Arma 3 updated

 

RAV_RAVEN has updated his set of helicopter transport scripts for Arma 2, and adapted them for use in Arma 3. These scripts allow you to sling load and transport just about any type of object by helicopter.

Most noteworthy among the latest changes is added compatibility for Aplion’s ArmA 2 US Helicopters Import to A3.

 

From the author:

 

Hello everyone.
After a long long time (which I did not think back to release some script or mod) I’m back .
All credit goes to my brother ( nick : Ground Beef ) with his insistence that managed to adapt my old and dear lifter for ArmA2 (yes, the one who in his day , was part of the fabulous mod ACE).

for those who do not know , LIFTER is a set of scripts that give – as – you mod a helicopter , the ability to transport objects ( of almost any type and form ) suspended by external sling .

This version of the Mod, keeps the operating mode of its predecessor for ArmA2 with the advantages provided arma3 such as PIP capability.

To become familiar with its operation , I recommend that you read the documentation that shed in his day with the version for ArmA 2 ( link at end of post) .

For lazy people , here is a brief summary :
The module automatically applies to helicopters carrying capacity (Those type of attack can not only lift load , it is assumed that the weight of the weapon makes ability prohibitive ) .

To make realistic this function , a constant comparison is made between the volume of the helicopter and the load immediately below it. A routine is responsible for deduction if the load can be transported and decides what kind of sling use (there are 3 types, for light, medium and heavy duty) .

Find the charge within a distance of 3 meters (maximum) from the lower end of the sling hanging under the helicopter to the center of the object to be transported). It requires some skill to fly the load, but it becomes easier with practice. 
There is the ability to turn on a video camera (turn on and off with the H key) presented on a screen in the cockpit, the area of the sling to the load. This camera has normal mode, night-vision and thermal (switch modes with shift + H on). 
The load can be released at any time, with the consequent risk of damage. (<5 meters: No harm, 5-10 medium damage and> 10 total destruction). 
Lift vehicles are not allowed inside staff with the exception of light boats (boats or mini-submarines for spec-ops).

The module covers most of the helicopters currently in use in ArmA 3, but new versions will be included if the community requested (keeping your sanity). 
The loading process is distributed in the pc’s customers (not overload the server). 

It was tested in SP and MP.

 

Description:

 

LIFTER is a set of scripts that give – as – you mod a helicopter, the ability to transport objects (of almost any type and form) suspended by external sling.

 

Changelog:

 

V1.02 01/03/2014
Fixed
——————-
-warnings RPT about Geometry Lod
-Position Adjustments in strings of some classes (Container, Static, and others)
-Increased volume of sounds of objects to impact surface (land and sea)
-Positions Adjustments slings drones

built compatibility
——————-
BW extended mod http://www.armaholic.com/page.php?id=24243
Arma 2 US Helicopters import http://www.armaholic.com/page.php?id=24845
Mi8 from Serbia Mod – A3SM http://www.armaholic.com/page.php?id=23743

Addition
——————-
-Enhanced physics of falling objects thrown
-Some physical free sling

———————————————————————–
V1.01 24/02/2014
built compatibility
——————-
HMMWV http://www.armaholic.com/page.php?id=24517
Blu Mohawk http://www.armaholic.com/page.php?id=22621
GLT mod http://www.armaholic.com/page.php?id=19763
HAFM http://www.armaholic.com/page.php?id=24573

Fixed compatibility
——————-
ACRE http://forums.bistudio.com/showthrea…ent-for-Arma-3

-Corrected lack of recognition of certain kinds of objects
-Adjustments detection range load to be lifted 
-Improved code

———————————————————————–
V1.00 21/02/2014
Release initial

 

Download:

 

Official BI forum thread

 

Preview Images:

 

Lifter_promo1Lifter_1Lifter_2Lifter_3Lifter_4Lifter_5Lifter_6Lifter_7Lifter_8Lifter_9

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Tao Folding Map mod updated

 

Taosenai has just updated his Tao Folding Map mod, incorporating the additional work done by 1212PDMCDMPPM, and released a new version. This lightweight, highly useful mod allows you to open a folded paper map that you can use while moving on foot or in vehicles, rather than having to keep loading and unloading the default map screen. I find this especially useful while flying, or clearing enemy grids. Definitely a recommended addon.

 

From the author:

 

Tao Folding Map will allow you to toggle a usefully-large map anytime in game by pressing Shift-Map (default ‘m’). It will automatically close when you open the big map or open your gear. Of course it does not restrict your movement or anything.

It is unique in that it is not centered on your current position. Instead, it is ‘folded’ into areas. This lets you keep a continuous perspective on the battlefield. The page is changed automatically when you cross over the edge.

You can zoom in and out by pressing Shift-Ctrl-Zoom In/Out (default ‘Numpad +/-‘).
You can change to a night mode by pressing Shift-Ctrl-Nightvision (default ‘n’). Sorry, the map is not perfect — some colors are hardcoded it seems.

If you have a GPS or are playing on Regular or lower, your position will be shown. Map markers are shown.

I have just released version 2.3, incorporating all changes from the unreleased 2.2 version as well as the features added by 1212PDMCDMPPM (thanks very much to him for his work!)

 

Description:

 

Tao Folding Map will allow you to toggle a usefully-large map anytime in game by pressing Shift-M (or Shift-<your map key>). It will automatically close when you open the big map or open your gear. Of course it does not restrict your movement or anything.

 

Changelog:

 

2.3

– Tablet art
– Toggleable night mode (Shift-Ctrl-Nightvision)
– Zoom in/out (thanks 1212PDMCDMPPM and I made it work with folding and some other stuff) (Shift-Ctrl-Zoom in/out)
– Appropriate zoom levels for Altis and A3MP maps (thanks 1212PDMCDMPPM!)
– Fixed the edge transition flicker thing FOREVER.

2.2
– Added proper map scale for Altis and A3MP v1.3
– Added zoom in/out capability (Ctrl-Shit-Up and Down)

 

Download:

 

Official BI forum thread

 

Preview Images:

 

tao-foldmap_night

 

 

 

 

 

ASR AI 3 update released

 

Robalo has released an update for his awesome AI enhancement, ASR AI 3.

On a side note, if you want some really good AI, Robalo’s ASR AI 3 plays very nicely with TPW’s Suppression (the submod by itself), or TPWCAS. Then trust me, you are in for a good time against a challenging but believable OPFOR!

 

From the author:

 

This is my AI enhancement mod for Arma3.

It was primarily developed with dedicated server / coop gameplay in mind, although it works just as well for single player use.
I have played both campaign episodes with zero issues having this mod enabled (in fact, I probably would not have played them at all otherwise).

All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player’s machine.

 

Description:

 

This is an AI enhancement mod for Arma 3.

 

Features:

 

main
– common module, required by the others
– has no effect on it’s own, it contains common macro definitions and versioning stuff

settings
– loads user settings defined in main Arma dir\userconfig\asr_ai3\asr_ai3_settings.hpp
– also required by the other modules

cfgweapons
– AI’s fire mode selection, rate of fire and engagement ranges are tweaked. Makes them shoot more human-like.
– Weapon dispersion varies more with unit’s skill. The lower the skill, the more increased dispersion. Makes tweaking them from the userconfig more effective.

sysaiskill
– Reconfigures detection skills for soldiers. Base sensitivity skill has been reduced for civilians (3->2) and increased for snipers (3.5->4).
Enemy snipers should be harder to hide from while friendly snipers should be employed strategically.
Hearing has been improved for soldiers but the perceived noise made by soldier movement was reduced. Makes sneaking up still possible while soldiers will
detect other noises better overall (those made by gun shots or vehicles for example).
– The units skills are automatically configured based on their unit type, faction and the settings that can be changed in the userconfig. The skills are randomized but
given in between a minimum and a maximum value based on the skill level each unit is assigned in. This way you can have regular unit better then guerilla but spec ops
or snipers a lot better then all so you’re able to customize but also keep the diversity. You can configure for each unit class values for their aiming, spotting and general
skills. You can also apply global coefficients per faction. The skills are appied after the start of the mission for present units or for any units that may spawn in
later.
– Skill reduction for wounded units. Wounding your target has an immediate effect on their ability to detect you or shoot back.
– Reconfigures unit costs. Units are classified by importance in 3 levels: less (civilians, insurgents, militia), normal (regulars), more (special ops, snipers, officers).
Units (especially players) may change equipment so it doesnt make sense to have an “AT guy” wear a big “shoot me first” sign just because he’s in that “class”.
– The viewdistance of the dedicated server is dynamically adjusted during a mission based on sun elevation and fog level. This is done because the view distance of the
AI on the server determines how fast they will lose a target they already became aware of. Less chances of getting shot through the thick of the fog or darkness by AI
you can’t even see.

sysdanger
– AI share info about threats with other groups in their proximity if they have radios. Enhances awareness for groups that are not directly in contact with an enemy.
– AI Groups coming into contact while in the open will try to move to cover. They may use smoke to conceal their movement. Helps them survive longer when caught in the open.
– AI groups which do not have any pre-set waypoints may respond to danger with an attack, take defensive positions, use near houses, static or vehicle weapons.
They will assess known enemy strength when considering how to react to danger. Makes then less predictable and more dangerous.
– AI machinegunners use suppressive fire. Makes them more effective and feared.
– AI will be alerted by explosions. They may try to get to cover. The higher state of alertness will increase the chances of detecting the enemy.
– AI units are more able to detect gun fire. There are many factors which contribute to how far they can hear and how precise the information gained is:
the ammo type, if the weapon is suppressed, how loud the weapon is (sound mods can change this), foliage, houses.
– Wounded AI that is unable to walk may separate from their group and be left alone if there’s no medic in the group. Helps AI groups reach their destination in a timely
manner when one of theirs has been shot in the leg or had a stupid accident (fell of a rock and broke legs, got hit by car etc.).
– Groups reduced to a single unit after mission start will look for near friendly groups and join with them. AI working as a team is a lot stronger then a bunch of separate units.
– Buildings are used in combat by AI. You may see AI shooting from windows or rooftops and it may not be as easy to hide in a house anymore.

 

Changelog:

 

v0.8.0
– official release

v20140217
– updated release

v102501
– initial Arma 3 release

 

Download:

 

Official BI forum thread

 

 

A-10C Thunderbolt II for Arma 3 updated

 

The A-10 has been sorely missed in Arma 3. This is partly because of the lack of available NATO fixed wing aircraft, but mostly because of the versatility of the A-10, and its usefulness as a close air support platform in the Arma world. It’s capable in just about any role you assign to it. Well, thanks to Peral’s hard work, the A-10 is back!

 

Description:

The A-10C Thunderbolt II is an American twin-engine, straight-wing jet aircraft designed solely for close air support of ground forces, the A-10 was built to attack tanks, armored vehicles, and other ground targets with limited air defenses.

 

Features:

 

– Interactive cockpit
– Custom A10C pilot
– Custom A10C sounds
– Custom weapon sounds
– Custom damage system
– Ejection sequence
– Canopy animation
– Master arms “SAFETY” feature
– User interface via Service Menu allowing ordnance and paint scheme customization
– Full realistic set of weapons models
– Collision Lights and Formation Lights

In the works:
– Embedded GPS INS (EGI) Navigation
– CCRP Continuously Calculated Release mode
– CCIP Consent to Release (CR) Mode
– Aerial Refueling

Notes:
– This is alpha version and many features are still not complete
– Please read included PDF

 

Changelog:

 

V0.2
– Crosshair Action key has been changed
– Hud has been reworked
– Air refuelling receptacle modeled on the front of the aircraft
– Rear view mirrors added to the cockpit
– Signal Lamp Test has been fixed
– Some sound volumes have been adjusted
– GAU-8 damage has been adjusted
– GAU-8 sound has been adjusted
– Issue with AI and open canopy has been fixed
– Targeting reticle has been adjusted
– Error with empty loadout from the service menu has been fixed
– Canopy damage texture has been replaced
– The A-10C pilot has been adjusted
– UserActions have been added for CCRP, Master Arm, GUN/PAC, and Canopy
– .bisign for Peral_A10_Data added

v0.1
– Initial Alpha Release

 

Download:

 

Official BI forum thread

 

 

Preview Images:

 

a-10_1a-10_2

 

 

 

 

 

 

 

 

 

RH Pistol Pack updated

 

RobertHammer has released a new update for his excellent RH Pistol Pack for Arma 3.

 

Changelog:

 

v1.11
– hotfixed issues with PM IR (finally) and SMGs reloads (changed to default pistol reload)

v1.1
– new physx based empty brass + effects

– new sounds and reloads

– added night sights for the most pistols/revolvers

– added few new guns and smgs

 

Download:

 

BI forum release thread

 

 

 

 


New “Zeus” multiplayer game mode revealed for Arma 3

 

Some very exciting news was just revealed by Bohemia Interactive. A new multiplayer mode called “Zeus” is on the horizon for Arma 3, in the form of free DLC that is said to be arriving at the start of Q2 2014, according to their Twitter post.

From the official site:

Become Zeus

Assume the role of game master and curate the experience of other Arma 3 players. Wielding an intuitive real-time editor, you can manipulate or expand multiplayer scenarios on-the-fly, and create a surprising flow of challenges for the soldiers on the ground.

 

See the official press release for more details.