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Wöchentliches Addonupdate.

Group Link Logo
Damit die Addonhungrigen unter euch nicht zu kurz kommen gibt es heute mal eine geballte Ladung an Addons, Fixes, Features und was das Herz eines jeden Arma Fans sonst noch so höher schlagen lässt.

Neben einem großen Update des Grouplinks auf v.1.3, gibt es zahlreiche kleinere Addons und Updates von älteren Addonversionen.

Alles weitere seht ihr unter Weiterlesen.

Das Project RACS Mod veröffentlichte auf ihrer Seite zwei Updates ihrer Flugzeuge.

Die Mirage III enthält nun eine Kompatibilität zum XEH Mod, ein neue Flare-System und eine neue Anti-Tank Version. Auch das Update des CH-47 enthält die Kompatibilität zum XEH Mod, sowie einige RPT. Fehler fixes und neue Rotoranimationen.
Project RACS #1Project RACS #2Project RACS #3
Download: RACS Mirrage III Update
Größe: 5,3 MB Download
Datum: 29.01.09
Download: RACS CH-47 Update
Größe: 24,7 MB Download
Datum: 29.01.09

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.

Download: eddyD shoftshelters v2
Größe: 2 MB Download
Datum: 29.01.09

Als fleißiger OFP-ArmA Konvertierer widmetet sich Eble der McDonnell Douglas F-4E Phantom II von Footmunch und stellte im BI-Forum eine Beta Version zum Download bereit.
Phantom II F4 #1Phantom II F4 #2
Download: Eble Phantom II F4
Größe: 6,7 MB Download
Datum: 29.01.09

Beschreibung (englisch)

addon includes:

  • special FX scripts by Lethal/Gnat (modified by me)
  • after burner sound  (known issue cuts out after 8 secs)
  • sonic boom sound > 850 speed
  • normal/spec maps
  • Camo texture and Grey Texture thanks to eddyD
  • animated canopy  (glass only hoping to fix in next version)
  • multi weapon load outs
  • Cluster bomb script care of Franze
  • modified flight model
  • (modified and fixed sounds by ANZACSAS Steve)
  • XEH (extended event handlers compatable)
  • Tested and flown in ACE Mod
  • F-4E features fully operational gunners position with aiming optics.
  • a
  • djusted HUD brightness, should be visable against light backgrounds
  • exhaust smoke
  • PSD and MLOD sample included for creating your own colour schemes.

For ease of use for the bombs all are self targetting and all can laser lock.

  • Mk82 (iron bomb)
  • CBU-87 (cluster bomb)
  • AGM-88 (air to ground missile)
  • Aim-7 (AA missile)
  • 28 rnds FFAR rocket pod
  • 640rnd Vulcan cannnon

Aircraft Loadouts

    F-4E version (grey, camo)
  • 4 x Aim-7
  • 2 x AGM-88
  • 3 x MK-82
  • 2 x CBU-87
  • 28rnds  FFAR

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
Download: HD Tropical Island Objectpack Update
Größe: 25 MB Download
Datum: 29.01.09

Beschreibung (englisch)

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

Download: Group Link 3 v.1.3
Größe: 4.9 MB Download
Datum: 29.01.09
Nachdem SNKMAN voreiniger Zeit die neuste Version seines Group Links präsentierte, veröffentlichte er in unseren Foren nun ein weiteres großes Update, mit eine Unmenge an neuen Features und Bugfixes.

Beschreibung (englisch)

Example and Feature Missions:
In the folder “Example_Missions” you can find 3 totally new Example Missions, showing some of the new features and a new overworked Group Link 3 Core Example mission.

Enhancement and New Features:
Destruction Detection:
This feature let enemy A.I. detect, the destruction and/or explosion
Of several objects ( Car, Helicopter, Tank, Ship )
If enemy A.I. detects a explosion, then they may will walk ( if not in a vehicle ) to the position, where the explosion came from and check the erea for a specific amount of time.
Units/Groups in vehicles which discoverd the explosion will drive to the position of the explosion unmount the vehicle check the area for a specific amount of time, remount the vehicle and move their way on to the next waypoint. ( If any )

Many thanks to Legislator, who requested this feature.

Helicopter Insertion/Extraction:
Helicopters which was already called in as reinforcement and where the crew already is unmounted/ejectd will try to get other reinforcement groups faster to the conflict point, by Insertion and Extraction.
The Helicopters will fly to groups which do not have a vehicle and which are far away from the conflict point, to pick them up and transport them to the conflict point.

Requested by Lightman, becouse Helicopters did always stand still in the air, after reaching the conflict point.

Idea enhanced by =\SNKMAN/=

Enhanced Markers:
Added a artillery marker, which can be used to show the artillery vehicle
postion at the map.
Note: You need to add the Artillery vehicle class name ( “D30”,”M119” ) to the marker list array to enable this feature.
Example: GL3_Public set [23, ["D30"]];
Added a Garrison marker, to the Enhanced marker script, to show which units/groups do garrison buildings.

Suppressed Fire:
Enemy ( A.I. ) units/groups, which are under suppressed fire now also do lay down suppressed fire target/player group.

Take Cover:
Made some very very big improvements with the Take Cover script.
Now looks like everything works like it should. 
If the group, which is trying to take cover got more then 1 unit, then one unit of the group will stay at his position to give fire cover, while the rest of the group is trying to get to the cover positions.

House Search:
Rrewrote of the House Search feature to cover all avalible buildings in a specific range to the House Searcher.

Take Captive/Surrender:
Reactivation of the Take Captive/Surrender Feature.
Also greatly improvemed and enhanced the Take Captive/Surrender system.

Human A.I.:
Human A.I. General: The Human A.I. now is split up into 3 part’s.
1. Human A.I. Idle: Static Groups now will randomly sit down, talk to other units of their own group and/or go patroling for some time.
At night thouse groups also will make a fireplace, and sit around it.
Note: A fireplace only will be created by the group, if they are not in close range to a village or town.
2. Human A.I. Garrison: Units/Groups nearby a building and without moving waypoints may will garrison buildings nearby their position for cover.
3. Human A.I. Static Weapon Mount: Units/Groups nearby a empty static weapon
( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle )

Since GL3 v.1.3 the Human A.I. features will be called by the Human A.I. core caller script, which do allow to add units/groups to the Human A.I. feature which first had a waypoint but after some time reached the unmount or stop waypoint.

Human A.I. Garrison and Human A.I.Idle is only used by units/groups which do not move.

Enemy A.I. units/Groups nearby a empty building and without moving waypoints may will garrison buildings nearby their position for cover.

Static Weapon Moun:
Enemy A.I. units/Groups nearby a empty static weapon ( vehicle ) “D30”,”M119” and so on will mount the weapon ( vehicle )
If the static weapon ( vehicle ) is a artillery vehicle, then this vehicle will be added to the GL3 Artillery array and gives enemy A.I. more artillery support.

Multiple Sides:
GL3 do now support multiple Enemy and Friendly sides.
This means missions with EAST vs RESISTANCE and WEST or WEST vs RESISTANCE and EAST are not a problem any longer.

Spawn Units/Groups:
GL3 do now can spawn units/groups.
A example mission in where to see, how to use the spawn feature can be found in
the “Example_Missions” folder.
Note: This feature is beta stage and need to be enhanced and improved in some parts.

Requested  by: warpuppy

Global Variables, to switch the GL3 FX Effects on and off ( True/False )

Global Variables, to switch distance of the GL3 FX Effects.
This meanes that the GL3 FX ( Explosion FX, Fire FX, Dustwave ) are only used ( Triggered ) when a player is inside this range.
To prevent CPU use due Effects, the player/s can’t see, becouse he/they are too far away from the object which use the FX.

Global Variables, to change the reinforcement call cycle time. Requested by deslok

Church Chor volume -20 db.
Grenade Impact volume: - 20 db.
Spark Sound volume: -20 db.

Increase of the Weather Change and interval time.
Weather Interval: From: 300/600 To: 900/1200
Weather Change Time: From 124/124 To 300/600

Added a rotate effect to explosion debris.
Added the Public Variable Event Handlers to scripts with a huge “waitUntil” cycle.

Helicopter Unmount:
Now helicopters will land ( While Unmounting ) more far away from the conflict point, bevore they sometimes did land directly in very close range to the target group.

Group Link 3 Core Script:
Added a variable, which controles the speed of how fast the selection of the nearest reinforcements group will take.
In very big missions with 50 – 80 groups, it may sometimes could happend that Group Link had needed 10 – 20 sec. till it had identified the nearest possible reinforcement group.
In missions with over 30 groups, this variable now will increase the speed of how fast the reinforcement groups are checked and selected.

Enhanced the Human A.I. syntax.
Replaced the left “execVM” with call comiple.
Enhanced and optimized the Marker script.
Rewrote of the Human A.I. Idle feature syntax.
Rewrote of the Church Chor syntax.

Bug Fix:
Fixed a bug in the Rearm and Body Remove script.
Fixed a bug in the Remount Cycle. ( After an alert was cancelled )
Fixed a bug in the player inizialize. ( May this had caused some problems in bigger missions )
Fixed the E.E.H. ( Extendet Event Handlers ) config bug, which had resized the fonts/letters in ArmA and the editor.

Reworked and Overworked Features:
Fixed, Tweaked and overworked 60% of the GL3 features.
Dead Body Detect.
Take Cover.
Group Link 3 Core.
Rewrote of the GL3 vehicle array system:
Now every vehicle of the base class: Car, Air, Tank and Ship are supported by GL3.

Diskussion im Forum:

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31.01.09 um 18:16 Uhr


Registriert: 28.01.2009
Kommentare: 1

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die f-4 ist wirklich gut gelungen....
waffenverteilung sieht nur ein wenig
eigenartig aus.....