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eddyD shoftshelters v2

29 Jan
eddyD soft shelters
eddyD brachte in den BI-Foren ebenfalls ein Update seiner Soft-Shelters heraus.

Es beinhaltet 4 verschiedene Skin-Versionen mit offnen oder animierten Toren.
Dateigröße: 2 MB
Datum: 29.01.09
Downloads: 218

JTD Smoke Effects 5.21

24 Juni
DMSmokeEffects beta 5 Multiplayer by DM.
*Please note that DMSmokeEffects is now part of the JTD group*

**This addon requires Extended Event Handlers addon by Solus**

This beta includes:

DMSmokeEffects, thick billowing smoke for helicopters & fuel trucks, and thick black smoke for tanks etc. After about a twenty minutes (default timing, can be affected by multiplier in ArmA\dta\DMSmokeEffects_Config.hpp file) the smoke changes to smoldering smoke. After another twenty minutes the smoldering smoke peters out. If it rains, the smoldering smoke will steadily get lighter in colour and will extinguish quicker, depending on how fast it's raining. After about three-quarters of an hour the average battlefield will be clear of smoke generally, but there's randomness coded in.

Improved building collapse effects. Basically just made the existing effect 10x bigger and last 10 times longer. Also made the dust grey, heavier, and more difficult to see through for longer.

Grenade effects. I'm really happy with this one, it looks almost exactly the same as footage I reseached on grenades. A sudden "poofing" of instantaneous dark smoke, which lightens and drifts & settles over 10 or so seconds.

Various improved effects & settings. Tank rounds that miss their target & impact the ground will now throw up huge clods of earth for example.



**This addon requires Extended Event Handlers addon by Solus**

1. Extract content to someplace.
2. Put the @JTD folder in your ArmA folder
3. Make a shortcut to your ArmA game with the switch -mod=@JTD or add the @JTD to your list of mods already there.
4. Place DMSmokeEffects_Config.hpp file into your ArmA\dta folder.
5. Place the sample mission into your ArmA/MPMissions folder.
6. Ingame, select New MP game, and select the mission "Smoke Effects Beta x" and choose one of the civilians. It's a stress test that I use to guage the general performance and as such will probably drag the FPS down. However, for light to moderate armour battles you should see no appreciable drop in performance.

Instructions for the totally clueless :) (as requested)
1. First, make sure you copied the @JTD folder into your ArmA game folder, AND you also copied the DMSmokeEffects_Config.hpp file into your ArmA\dta folder.

2. right click on your desktop ArmA shortcut, copy it and paste the copy right back in the same place. You now have TWO desktop shortcuts, one of which we will now modify to use the DMSmokeEffects mod, the other will remain just ArmA.

3. Right click one of the shortcuts, and choose Properties from the list.
In the Target textbox field you will see the command that is executed by this shortcut, it will read something like:
"D:\Bohemia Interactive\ArmA\arma.exe"

You will now add
to the end of this, so in the example above the entire line in the textbox will read:
"D:\Bohemia Interactive\ArmA\arma.exe" -mod=@JTD

4. Now you can OK the Properties box and the shortcut will now run DMSmokeEffects. You can rename the shortcut to remind you of what mod it runs, I have several shortcuts that run various different mods.

5.1 improvements
Bikey added. Added config setting to include more ammo types for the dirt debris particles.

5.0 improvements
Multiplayer friendly :) Server and clients must have addon or DMSMokeEffects error message will show.
Configuarable. ArmA\dta folder must contain the file DMSmokeEffects_Config.hpp. At the moment this file only contains 3 config settings, smoke particle lifetime multiplier(which affects how long particles hang around for, smoke source lifetime multiplier (which affects how long vehicles burn for). You are also able to switch smoke viewblock on & off with this, but be aware that viewblock smoke severely impacts your FPS.
Viewblock can be activated for serverside only, or clientside and serverside. I expect serverside to be most useful as all server controlled AI will be affected by viewblock, but if you want player-controlled AI to be affected by smoke viewblock then clientside must also be enabled.
Bigger & better fuel fire effects.
Tweaked grenade effects.

4.3a improvements
Extended Init compatible. (Extended Init addon v1.1 required, and included, with this release. If you already have Extended Init eventhandler addons you can delete them from the @DMSmokeEffects Addons folder.)
Smoke grenades have AI viewblock functionality. The viewbock reacts to wind direction & strength.
A new player Action, Wind info, is added. This is useful for smoke grenade usage, as well as general realism & ballistics addons. On use it will give you the strength & direction of the wind at the time you requested it.
Frag grenades tweaked slightly to be lighter in colour.
Although extensive viewblock functionality for vehicle & building smoke is coded in, for this "a" release it is disabled for FPS concerns. Another "b" version will be released with it enabled for those who wish to try it out.

4.2 improvements:
New, more varied look to entire effect.
New pale animated smoke texture for more realistic battlefield look.
MaddMatt's settings for fuel explosion effect.
Default vehicle smoke altered substantially.
Smoke grenade improvements.
Most smoke effects now have lighting effects too for better night battles.
Smoke effects are now relative to world axis rather than vehicle axis. (Before, a tank on it's side would eject smoke to the side. Or even straight down if it was upside-down.)

4.1 improvements:
A new animated fuel fire particle.
Tank classes start their smoke effect a lot sooner.
All animated particles are now hi-res and no longer blurry.
Microdebris sounds temporarily disabled until a problem can be fixed.

4.0 improvements:
Now a "magic" addon, works just by having the addon. No in mission trigger is needed anymore and the install & use instructions below have been amended to reflect this.
New effects including fuel-fire effects, helicopters planes fuel trucks all burn with this effect. Especially effective at night :)
More config tweaks including (but not limited to) tank firing dust, helicopter damage smoke.
Streamlined sripting, now the effects are split into their own files instead of being one huge effects file. Better for editing & keeping track of.
Half of all tank class vehicles have the same effect applied (huge plumes of dark smoke) but half have a different behavior. Now half the tanks will eject lighter coloured but heavier smoke, more in keeping with some footage I have seen, and also a few people requested drifting smoke.
More particle images for people to use in their own addons if they so please. Just credit me etc :)

3.3 improvements:
All files are placed into one single PBO file now. PLEASE DELETE ALL THE OLD @DM FILES.
Added micro-debris sound for grenades. Each grenade is likely, but not necessarily definately, to produce small debris sound effects.
Added building collapse micro-debris sounds. A wall of dust will be accompanied by a wall of crunching, tinkling sounds as dust debris strikes all surfaces.
Lost the fuel station smoke effect, as it was an ugly basic test that was accidentally left in the last release. Also it was interfereing with MapFact's Chinhook helicopters. Mapfact Chinhooks do not call the helicopter smoke scripts for some reason.

3.2 improvements:
New texture for building collapse particles, tweaked settings.

*3.1 improvements:
Better grenade effects
Better smoke effects

Leave feedback :)

All the new custom textures may be used for your own projects, just credit me :) they're fairly nice :)

Vehicles that land or otherwise end up on their side or upside down eject smoke along their own Z-axis. (fixed mostly as of 4.2)
Very, very occasionally all the smoke in the game will suddenly disappear, and will start again. It's only happened to me twice in all the tests I did (hundreds) so I don't know if it's an ArmA bug or too much data :)
A smoking tank on a bridge will have the smoke effects origin underneath the bridge.
Vehicles moved after destruction will have the smoke effect still apparent at it's old location.

Kindest regards

DM (DMarkwick)

Dateigröße: 1,8 MB
Autor: DM (DMarkwick)
Datum: 24.06.08
Downloads: 537

Autuum Plants Standalone

26 März
Autumn plants in standalone version:

-only europe-like plants (no bananas, palm etc)
-various colors for some models
-possibility look it via editor (Empty/kndr_autumn plants)
-sometimes used prefix:

g - green
y - yellow
o - orange
b - brown
0 - black
1 - white
2 - gray

this means "kndr_autumn gy_briza" will have color something like green+yellow
Dateigröße: 85 MB
Autor: Przemek_kondor
Datum: 26.03.08
Downloads: 114

Ensk Objects v2.0

18 Mai
Erst vor Kurzem wurde die v1.0 der Ensk Insel veröffentlich, diese enthielten wir euch allerdings wegen einiger Mängel vor. Die Jungs vom SARMAT Studio liessen sich jedenfalls nicht von den kleinen Startschwierigkeiten aufhalten, und schoben im Eiltempo die neue Version ihrer Insel nach.

Die Macher haben eine Vielzahl von neuen Objekten verbaut um eine Atmospäre zu schaffen, wie man sie in den GUS-Staaten üblicherweise erlebt.
ensk\_island #1ensk\_island #2ensk\_island #3
ensk\_island #4ensk\_island #5ensk\_island #6

Dateigröße: 218.29 MB
Autor: -=SARMAT=- Studio
Datum: 18.05.09
Downloads: 1487

OFrP Objects Pack

20 April
ofrp\_rel #3
Dateigröße: 2.88 MB
Autor: OFrP Mod
Datum: 20.04.08
Downloads: 481

Russian Architecture Pack v3.0

01 Nov
Das Studio -=SARMAT=- veröffentlichte nun die 3. Version ihres russischen Objekt Addons. Besonders erfreulich für die männliche Gesellschaft, es gibt auch einen Bagger! Der Rest unserer qualitativ anspruchsvollen Leserschaft freut sich über neu vorhandene Detail LOD's, sowie über weitere Verbesserungen an Geo&Fire LOD's.


It contains models created by SARMAT and models, converted from the other games.
We do not claim for the authorship of modells, converted from other games and ask to take this correctly.
We don't wanted to glorified at the expense of others' work. We wanted to introduce some new and beautiful to ArmA.
We hope this objects will help you in creating of missions, campaigns, islands, videos and screen-arts.

Especially thanks to:

SofD - this man much helped us in a config writing. Thank you for your good help.

In this version we done many changes:


- Long distation viev lods.
- Corrections of geometry lods.
- Usage of few ladders in one building.
- New buildings, objects and ruins.
- Now buildings can be destroyed.
- Fences can be destroyed with a land transport.
- Stringtable.csv for Russian and English.

New buildings:

- Big factory building with a fence and gates.
- big factory building without fence.
- Farm house with fence.
- farm house without objects.
- Radiotower.
- Water-tower with a fence.
- Water-tower without fence.
- Destroyed brick fence.
- Fire departament building.
- Office building.
- Watchtower.
- 2 oil-tanks.
- Large crane.
- Builded building.
- Pack of pipes.
- Concrete slabs.
- Building dust.
- Damaged helicopter.
- KamAZ with a tent.
- ZIL firetruck.
- Devil wood.
- Zil 130.
- Police post.
- Bus.
- Zil 130 dump-truck.
- Crashed Uaz.
- Garage.
- Excavator.

Dateigröße: 67.5 MB
Autor: Studio -=SARMAT=-
Datum: 01.11.08
Downloads: 858

Russian architecture pack v1.0

01 Okt
SMERSH spendierte seinem kürzlich veröffentlichtem Objekt Paket ein kleines Update, womit es nun bei Version 1.0 angelangt ist.
Verbesserte view/fire/ & geometry lods, sowie funktionierende Schatten zählen neben dem geänderten Maßstab eingier Häuser zu den wichtigstens Neuerungen.

Fixed & New in v1.0:

- Geometry lods
- Viev geometry & Fire geometry lods
- Scale is corrected

- Select of the soldier positions in the buildings
- Shadows of the objects
- 1 new building
- Shop is opened now


The russian architecture pack includes 35 different objects.
It contains models created by SARMAT and models, converted from the other games.
We do not claim for the authorship modells, converted from other games and ask to take this correctly.
We don't wanted to glorified at the expense of others' work. We wanted to introduce some new and beautiful to ArmA.
We hope this objects will help you in creating of missions, campaigns, islands, videos abd screen-arts.

Dateigröße: 42.35 MB
Autor: SMERSH & Studio SARMAT
Datum: 01.10.08
Downloads: 207

Soy ArmA - Building Pack

20 April
Dateigröße: 42.88 MB
Autor: simba
Datum: 20.04.08
Downloads: 517

31st WW2 - Normandy Mod (beta)

03 Nov
Rip31st veröffentlichte die erste Beta Version der WW2 Mod. Die Mod behandelt hierbei im Wesentlichen die Landung in der Normandie im Jahr 1944 durch die Alliierten.

Siehe auch Operation Overlord.

Rip31st Features - ENG

-US 2nd infantry Division by Agamoth
-101st Airborne Division by Agamoth
-Bofors 40mm by Project RACS, textured & reconfigured by rip31st
-WC51 Dodge truck by Burner converted for Arma use by rip31st
-Horsa glider by T_roc converted for Arma, added hinged nose by rip31st
-BF109 F4 by FFS studios Faust & Frizy, reconfigured and swastikas removed by rip31st
-Opel Blitz(desert & grey) by FFS Studios Faust & Frizy reconfigured to play the universal roll of supply, ammo & repair truck by rip31st
-Kubelwagon (desert & grey) by FFS studios Faust & Frizy
-Flak 36 8.8cm by Johns_ART converted for Arma, custom sound by rip31st
-Flak 38 20mm by Johns_Art reconfigered by rip31st
-Kubel MHQ (German MHQ for ww2warfare mission) by rip31st using FF studios kubelwagon
-Normandy.pbo ( THE MAP ) 156,300 meters x 156,300 meters by rip31st
-WW2 objects ( OIA_objects) by Mr Burns
-BF109 E1 by rip31st
-C47 by rip31st
-Gotha go 242 german assault/transport glider by rip31st
-HE111 H. By Atomic, configered by rip31st, textured by Enigma
-Hawker Hurricane MK IIc by rip31st
-Jagdpanther by Spamurai configured and textured rip31st
-Junkers JU-52 by rip31st
-Avro Lancaster heavy bomber by Atomic, configered by rip31st and textured by Enigma
-LCM(3) Allied landing craft - by rip31st
-Sherman M4A4 V by rip31st
-M26 Pershing heavy tank by rip31st, textured by Enigma (texture revision coming soon)
-M101 105mm Howitzer by Atomic, configered & textured by rip31st
-Pak38 by rip31st textured by my good Aussie friend Paul
-Panther by rip31st, textured by Enigma
-PZ 3F by rip31st ( alternate version coming soon by T_roc)
-PZ 4H by rip31st ( alternate version coming soon by T_Roc)
-R667 bunker by rip31st
-Supermarine Spitfire Mk XIV E by rip31st, textured by Enigma
-Tiger I by rip31st, textured by Enigma ( more versions to be added later by T_roc and others)
-*UPDATED VILAS WEAPONS PACK by vilas, modified for the ww2 mod by rip31st - several static weapons
-*UPDATED VILAS WW2 Infantry pack - HEAVILY MODIFIED - Sounds by rip31st, models modified and retextured by StubbleHopper - contains several infantry models.
-warfare.pbo modified for ww2warfare trucks by rip31st
- Willy's Jeep by Atomic, configured dy rip31st, textured by Enigma
- WW2 Festung obstacle pack by AST_Walker
- Easter egg ( who will find it first?)

Installation:Unzip to your ArmA installtion and create a launch icon using the mod folder method.


Change log:
-All swastikas removed for our German friends so they can play.

This is a BETA release. The idea here and intention is to receive relative constructive input/feedback from the community. Please use the appropriate forum links for feedback. All future WIP will be posted in teh WIP thread, feedback and subsequent releases, patches and updates will be posted in this thread.

-Infantry use Vilas weapons
-Many custon sounds included for vehicles and weapons, sound mods are not compatible
-*** I will not include the "ww2warfare" mission until after its final testing on the server today- so look for an additional download to be posted later.
-Some vehicles feature ramps or hinged doors that open, look for your action menus.
-Most aircraft do not contain cockpits - They will be added in future releases.
-Two tanks have funny road wheel axis's - That will be adjust later.
-***Keep your speakers turned down initially, especially if you are using SUB's as this mod contains some very loud audible sound, it may rumble your house or neighbors!

PERMISSIONS- Were obtained from the original authors prior to any modification(s) or conversions

Credits & Special Thanks to: First and foremost, the ArmA community. This release would have not been possible without the endless hours of contribution from everyone. I nearly sank 12-14 hour days myself into this for the last 90 days. I will be taking a short break then back to work on phase 1 patches and phase 2. Special recognition goes to Vilas, FFS Studios Faust & Frizy, Burner, Mr Burns, Atomic, Enigma, AST_Walker(emoticon man), Agamoth for his beatiful infantry!, WLD427 & project RACS, Johns_ART and his awesome paint and models, DVDOC for his input on modeling and game play ideas. Thanks to all, you guys did a awesome job! Gsleighter, Pauld, Paul from the land down under and many more. I hope I haven't forgotten anyone. IF I do slap me! The entire 31st Wrecking crew squad.

Dateigröße: 239 MB
Datum: 03.11.08
Downloads: 5437

Extended Event Handlers v1.92

09 Feb
Ein weiteres Update des Standard Addons von Killswitch wurde zusammen mit dem ACE Mod veröffentlicht.

Mehr Info´s zu den neuesten Änderungen in XEH findet ihr im Klapptext.
Dateigröße: 25.8 kB
Autor: Killswitch
Datum: 09.02.09
Downloads: 1395

Unique ammo models

04 März
Zitat von andersson:
I been dead tired on the satchel bags as ammo. Now when BI so kindly released their mlods it was a piece of cake to do this. So most credit goes to BIS as they made the models, I only cutted away the magasines.

As this is made using the released BI mlods I agree to the licens they are released with. So read the readme if you are going to use something for your own models.

One thing I'm not really satisfied with is the grenades, they use the same model regardless of HE or flare...

Dateigröße: 1.31 MB
Autor: andersson
Datum: 04.03.08
Downloads: 881

Extended Event Handlers v1.9

22 Sept
Killswitch hat erneut ein Update des, nun bereits standardmäßigen, XEH Addons veröffentlicht.

Obwohl nur die Cracks unter euch wirklich etwas von den Änderungen/Verbesserungen verstehen werden, ist es auch als Otto Normal User immer ratsam die neueste Version installiert zu haben.
Dateigröße: 24 kB
Autor: Solus & Killswitch
Datum: 22.09.08
Downloads: 1234

HD Tropical Island Objectpack Update

29 Jan
Angestiftet von Linker Splits High Definition Tropical Island Objects Pack veröffentlichte Pathetic_Berserker in den BI-Foren ein Replacment für dessen fc_t.pbo Datei.
HD Tropical ISland Objects FIx #1HD Tropical ISland Objects FIx #2


The list of changes below out line some of the changes I've made. But that doesn't cover the plant groups or masses of folige
in his pack as they are a bit dated for the new engine and the only changes made to them were to remove binarizing errors.

No p3ds have been removed or paths changed. This pack is will fully replace the original version

  • Rework of all visual LODS. Basicaly laying them out similar to BIS and removing the preload LOD (LOD 10.000 was a trick used
  • in OFP to load the textures ahead of time and create a smoother running when up close. Can now use frequent=1)
  • Rework of the GEO, FIRE, and VIEW LODs to better suit the respective tasks.
  • ie. Fire LOD = wooded material, View LOD = obscuring folige, and Geo LOD is weighted to allow trees to fall over
    (Big trees need a BIG hit however)
  • Included a Shadow 0 LOD for almost all trees and most plants and called on the 2nd or 3rd visual LOD as the shadow buffer.
  • If there was such a thing as unlimited time this could be taken further but what I've done is working well and I think its
    better than simply using the first visual LOD. Also provides a good range of shadowing levels via the video options.
  • Added various tree/bush classes in properties to many of the items
  • (the realy big trees did look a bit odd however with the degree of sway so left as just 'tree' )
  • 'keep height' is now used only on the base of big_tree1-7 and tree5 & all of tree6 and a few select ground covering plants.
  • So tree canopy no longer slopes with ground.
  • Added tree5_flat for purposes specific to the upcoming Australia Island (no 'keep height' )
  • Added tree5_nv, tree6_nv, and tree7_nv. exactly as tree5, tree6, and tree7 respectively but hanging vines have been removed
  • And various other fixes that showed up in the Binarize Log

Dateigröße: 25 MB
Datum: 29.01.09
Downloads: 595

Russian architecture pack (beta)

24 Sept
Vor gerade mal einer Woche gab es erste Mutmaßungen über einen bevorstehenden Release der atmospärischen Objekte vom russischen Addonmacher SMERSH vom Studio SARMAT, und bereits heute gibt es einen Beta Release zu verkünden. Neben den Objekten bekommt ihr obendrein noch passende Truppen und einen modifizierten T-72 geboten.
Dateigröße: 40.22 MB
Autor: SMERSH & Studio SARMAT
Datum: 24.09.08
Downloads: 312

Festung Pack I Version 1.0

06 April
quote]We are pleased to announce the release of our "Festung. Pack I. Version 1.0." for Armed Assault !

Burner and i we found a ww2 HUB called Operation WW2.
Operation WW2 is an united group of ww2 minimods (to simplify the production and release ww2 mods before ArmA2).
URL: (short url)
Our youtube channel Operation WW2.
Our OFPEC tag / Public Key is WW2[/quote]
ww2\_objekte #3ww2\_objekte #2ww2\_objekte #1ww2\_objekte #0

That's our first official addon pack for ArmA. "Festung. Pack I. Version 1.0." and is composed of:

(Name in the editor | Config class)
  • Panzermauer (L) A | WW2_pzmauer_0L1
  • Panzermauer (L) B | WW2_pzmauer_0L2
  • Panzermauer (3m) | WW2_pzmauer_03m
  • Panzermauer (6m) | WW2_pzmauer_06m
  • Panzermauer (12m) | WW2_pzmauer_012m
  • Panzermauer (18m) | WW2_pzmauer_018m
  • Panzermauer (24m) | WW2_pzmauer_024m
  • Panzermauer (30m) | WW2_pzmauer_030m
  • Panzermauer (36m) | WW2_pzmauer_036m
  • R58c-d fMG A | WW2_tobruk_01a
  • R58c-d fMG B | WW2_tobruk_01b
  • R58c-d Beob A | WW2_tobruk_02a
  • R58c-d Beob B | WW2_tobruk_02b
  • R58c-d Beob (roof) | WW2_tobruk_03
  • R58c-d Beob (foundation) | WW2_tobruk_04
  • Schildwachthut (schw.) A | WW2_schildwachthut_01a
  • Schildwachthut (schw.) B | WW2_schildwachthut_01b
  • Beton-Tetraeder | WW2_betontetraeder_01
  • Hemmbalken | WW2_hemmbalken_01
  • Wegsperre | WW2_wegsperre_01
  • Wooden door | WW2_wdoor_01

Panzermauer mean: Antitank wall
fMG mean: f(or a)M(achine)G(un)
Beob mean: o(bservation) p(oint)
Schildwachthut (schw.) mean: Sentry Box (heavy)
Hemmbalken mean: Break beam
Wegsperre mean: Iron spikes

Dateigröße: 4.06 MB
Autor: WW2 Mod: Festung
Datum: 06.04.08
Downloads: 773

A.C.E. Mod 1.07 Full

20 April
Heute veröffentlichte das A.C.E.-Mod Team Version 1.07 ihrer Modifikation. Wie in den letzten Updates wurden wieder einige Probleme behoben, Kleinigkeiten hinzugefügt oder geändert. Beispielsweise wurde die Helikopterpanzerung verringert und Flares hinzugefügt, die man auch bei Tageslicht sehen kann. Desweiteren haben nun Zweibeine eine Funktion, indem man sie mit dem bereits bekannten "Waffe auflegen" im Liegen aufklappen kann und so nun zusätzliche Stabilität erhält.

Dateigröße: 807 MB
Datum: 20.04.09
Downloads: 9319

Extended eventhandlers (xeh) 1.7

17 Juni
This addon allows a virtually infinite amount of event handlers to be used
together from different addons. The event handlers are executed for the matching
class and all inheriting classes. The event handler init line also contains the
extended event handler class to look for, so you can have a custom inheritance
for custom units.

Normally event handlers can only be added in configs, and trying to add a new
event handler caused all previous event handlers to be overwritten. This addon
allows that limitation to be overcome. This is mostly useful for having addons
that can add different functionality, for example in OFP addons that had their
own event handlers wouldn't inherit default event handlers, such as a custom
unit with EHs being used with ECP or FFUR wouldn't have the ECP or FFUR effects.

This adds support for using extended event handlers for all Arma event types.

Extended fired event handler:
This allows a virtually infinite amount of fired event handlers to be used
together from different addons.

The extended fired event handler has several different parts:

- First the extended init EH is run for all units to add together and compile all of the inherited fired event handlers and use setVariable to attach those to the unit.
- The extended fired event handler is added to the base class called Extended_EventHandlers so that all of the CfgVehicles class EventHandlers inherit it. When a unit fires and sets off the event handler the shot is immediately captured in the same game state cycle. Then the compiled extended fired events are called by using getVariable to retrieve them from the unit.
- The fired event handler init line contains the extended event handler class to look for, so you can have a custom inheritance for custom units. The event
handlers are executed for the matching class and all inheriting classes.
- It allows more fired events to be used together, for example a script that makes shots affected by wind and a tracer script could be used together.

Extract the pbo(s) in your Arma/addons folder or as we always recommend use a modfolder.
If you do not know how to use mod folders have a loom in our FAQ.

Included files:

There are two example Extended Init addons included to demonstrate how to assign new event handlers and the event handler inheritance. The example pbos should not be installed except for testing.

There is an example addon included to demonstrate how to assign new fired eventhandlers and the event handler inheritance. The example also has a quickly called function that is able to capture information on the shot in the same game state cycle before the shot is updated and moves away from it's starting position and changes it's status. The example pbo should not be installed except for testing.

The addon "SightAdjustment_AutoInit.pbo" is an addon that makes gmJamez'
"GMJ_SightAdjustment" addon compatible with XEH.

New in 1.3: The example addon "SLX_Advanced_Init_Example" shows how to create
an XEH init EH that will only be used on units that are of the class SoldierWB, ie the West "Rifleman". Units that inherit from "SoldierWB", eg the Grenadier, won't run the init EH.

One can do the same thing for the other XEH event types. For example, to add a
"GetIn" event handler that works only on the the vehicle XYZ_BRDM2, but not on the XYZ_BRDM2_ATGM variant you would do something like this:
class Extended_GetIn_Eventhandlers
class XYZ_BRDM2
class XYZ_BRDM2_GetIn
scope = 0;
getin = "[] exec ""\xyz_brdm2\getin.sqf""";

class Vehicles
class XYZ_BRDM2: BRDM2

Note to addonmakers:
Note to addon makers: Before XEH 1.1, you had to make sure to add a ";" at the
end of your extended init line to separate it from other extended inits. This
is no longer necessary - the Extended Init EH will separate them automatically, so ending without one won't cause a problem

Change log:
XEH Change log
Fixed: Removed XEH from class Static, which stops ArmA from crashing to desktop
when resuming saved games.

Fixed: The "exclude" property will apply to the specified class(es) and all
subclasses thereof.

Added: Composite ("inner") XEH classes can have an extra property, "exclude"
which is either a string or an array of strings with the class name(s)
of vehicles that should *not* get a particular XEH event handler.

Added: "Static" class vehicles can now have XEH event handlers.
Added: A respawn monitor that restores non-init XEH event handlers after the player respawns. Many thanks to Sickboy, LoyalGuard and ViperMaul for the initial research and suggestions!

- Added: The ability to use "nested" XEH classes with a "scope" feature
to limit certain event handlers to objects of specific classes.

- Fixed: SightAdjustment_AutoInit.
- Fixed: Extended Dammaged EventHandler

- Fixed: XEH can now handle extended event handlers that are missing a trailing semicolon.
- Fixed: the example addons now require the Extended_Eventhandlers addon instead of the two older ones. Also, the debug sideChats are now guaranteed to be seen when previewing a mission with the example addons loaded.
- Fixed: XEH init EH:s are now actually being called on units inside vehicles.

- Initial Release
- Combined Extended Init, Fired, and Other event handlers. Thanks to Killswitch for combining them and adding the other extended event handlers!
Added signature and bikey.

Init EH Change log:
- Fixed signature files, bikey, and .pbos.

- Fixed signature files and added bikey.

- Added signature file.
- Fixed a bug that caused crashes on some missions. Thanks to LCD344!
- Changed ExecVM to Call Compile. Thanks to UNN!

- Fixed people in vehicles having no inits.
- Included SightAdjustment example "bridge" addon that allows the GMJ_SightAdjustment addon to be used with other extended init event handler addons.

- Initial Release

Fired EH Change log
- Initial release

Dateigröße: 22 kB
Autor: Solus & Killswitch
Datum: 17.06.08
Downloads: 963

Apocalypse Mod 1.0 (beta)

19 März
Zitat von agamoth:
The Resistance units has been turned into a post-apocalypse mod now and there will much more to it from here on...
Before I get on with that here's the last beta of the units so you don't have to wait too long to try out the newest additions.

The new version contains following:
    Freedom fighters:
  • 46 unique units
  • includes the 5 new female models

  • New order:
  • new order is the opfor of the resistance they are more organized army looking group with an officer and a group leader
  • There's 9 New Order units and 2 new zombie/mutant models (no new textures though)

  • Object pack:
  • A couple of Beta objects
  • Two half-textures biohazrd contrainers/barreks
  • Two concrete wall sections and a concrete shelter
  • A destroyed baby carrige
  • A propane bomb
  • And my personal favorite the Teddybear bomb

Dateigröße: 68.97 MB
Autor: agamoth
Datum: 19.03.08
Downloads: 758

ACE Mod - Update 1.01

20 Jan
Die ACE Mod ist nach der Veröffentlichung der Beta nicht eingeschlafen, im Gegenteil. Weniger als einen Monat nach dem Release schlägt schon der 1. Patch mit satten 330mb zu Buche.

Besonders hervorzuheben wäre ein neues Feature namens Ace_sys_weaponrest. Dieses erlaubt euch nun erstmals in OFP/ArmA die Waffe auf Objekten abzustützen, was einen merklich geringeren Rückstoss zur Folge hat.

Alle weiteren Neuheiten, Fixes und Änderungen könnt ihr im englischsprachigen Changelog einsehen.
Dateigröße: 332 MB
Autor: ACE Mod
Datum: 20.01.09
Downloads: 1769

Naval Missle Pack V.03

02 April
Neuste version des Naval Missle Packs
Dateigröße: 1 MB
Autor: DesertPhoenix
Datum: 02.04.08
Downloads: 266
Ältere Downloads: 123