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Video games => ArmA => ArmA2 => Topic started by: PZ on July 28, 2009, 11:28:02 AM

Title: Mods to consider
Post by: PZ on July 28, 2009, 11:28:02 AM
Post links to any mods you find interesting, including the ARMA1 mods that w@&k successfully in ARMA2
Title: Re: Mods to investigate
Post by: PZ on July 28, 2009, 11:33:15 AM
Sniper rifle scope mod

Here's one to give you an idea how detailed you can get when modding for the game.  Excellent that so many are doing the modding for the benefit of us that are more technology-challenged.

This link is to a mod that allows you to adjust the windage and elevation of your sniper rifle in the game, and even keeps a score card of the adjustments for your particular rifle associated with the map.

GMJ Sight Adjustment link (http://www.armaholic.com/page.php?id=6494)
Title: Re: Mods to investigate
Post by: Art Blade on July 28, 2009, 11:51:41 AM
And I thought you could post here which OWG moderator to spy on.
Title: Re: Mods to investigate
Post by: PZ on July 28, 2009, 11:57:44 AM
Farm wars

Any SimFarm fans out there? Here's a funny one that might actually be fun to play - check out this description by the author.  (Another good example of the flexibility in creating missions for ARMA2)

Description:Features:Farm wars link (http://www.armaholic.com/page.php?id=6501)
Title: Re: Mods to investigate
Post by: PZ on July 28, 2009, 11:58:40 AM
Quote from: Art Blade on July 28, 2009, 11:51:41 AM
And I thought you could post here which OWG moderator to spy on.

lol, with mods like thes, maybe you can!   ;D
Title: Re: Mods to investigate
Post by: RedRaven on July 28, 2009, 12:38:52 PM
If you like your Merc look from FC2 then check these out
http://www.armaholic.com/page.php?id=6471 (http://www.armaholic.com/page.php?id=6471)

Really nice set of Merc and Black-Ops guys with a variety of equipment. All w@&k fine so its a good simple mod to try if your not experienced in the use of Addons & Mods.
Just follow simple installation instructions and check them out in the Armoury section.

  also this one is FPS Helper, some minor tweaks to aid performance and playability
http://www.armaholic.com/page.php?id=6152 (http://www.armaholic.com/page.php?id=6152)

last for today is  Auto Mission Co-x. it a MP mission that reads like you and other players are in same squad/vehicle.
  sadly cant check myself as not able to do MP yet, but if anyone out there knows or can test it that would be sweet.
will be a good one if that is what it does for OWG members to play as Merc squads together

http://www.armaholic.com/page.php?id=6506 (http://www.armaholic.com/page.php?id=6506)

Enjoy  ;D



               
Title: Re: Mods to investigate
Post by: gvse on July 28, 2009, 12:44:00 PM
Dispersion

One of my essential mods: increases AI weapon dispersion so that the enemy is not deadly accurate most of the time. Makes the whole experience much more fun in my opinion.

Link: http://www.armaholic.com/page.php?id=6086


Increased Night Vision Goggle View (for better orientation)
Link: http://www.armaholic.com/page.php?id=6354

Non-blinding sun (cool visual effect)
Link: http://www.armaholic.com/page.php?id=6468

Cheytac sniper rifle with suppressor
Link: http://www.armaholic.com/page.php?id=6305

Extra units (easy access to more units in the editor)
Link: http://www.armaholic.com/page.php?id=6421
Title: Re: Mods to investigate
Post by: Art Blade on July 28, 2009, 01:38:14 PM
wow, this is growing into something really nice... thanks all for posting  :-X
Title: Re: Mods to investigate
Post by: PZ on July 28, 2009, 01:49:19 PM
Excellent mods guys - have not had the chance to check them all out yet (some I've seen but not explored yet).  The dispersion one sounds really cool - I wonder how easy it would be to modify that mod so that the enemy is worse in their aim than they are in the "stock" mod - especially good for lousy shooters like myself  ;D
Title: Re: Mods to investigate
Post by: RedRaven on July 28, 2009, 01:59:02 PM
that FPS helper works well, really thins out the grass and bushes so you can see better
Title: Re: Mods to investigate
Post by: gvse on July 28, 2009, 02:02:49 PM
Quote from: PZ on July 28, 2009, 01:49:19 PM
Excellent mods guys - have not had the chance to check them all out yet (some I've seen but not explored yet).  The dispersion one sounds really cool - I wonder how easy it would be to modify that mod so that the enemy is worse in their aim than they are in the "stock" mod - especially good for lousy shooters like myself  ;D

I reckon that dispersion mod introduces a nice balance into the game and gives you a far greater chance of surviving unexpected encounters.

By the way, we need a "scripts to investigate" thread as they make mission editing far easier and are essential for more complex scenarios.
Title: Re: Mods to investigate
Post by: Art Blade on July 28, 2009, 02:31:29 PM
good idea... start one if you like, I'll make it sticky (or some Admin... ;) )
Title: Re: Mods to investigate
Post by: gvse on July 28, 2009, 02:41:39 PM
Quote from: Art Blade on July 28, 2009, 02:31:29 PM
good idea... start one if you like, I'll make it sticky (or some Admin... ;) )
will do first thing tomorrow. time to hit the pillow now ;)
Title: Re: Mods to investigate
Post by: PZ on July 28, 2009, 02:57:56 PM
Ready for posting  ;)

Scripts to investigate (http://openworldgames.org/owg/forums/index.php?topic=895.0)
Title: Re: Mods to investigate
Post by: Art Blade on July 28, 2009, 03:31:37 PM
tee-hee, damn you are quick  :)
Title: Re: Mods to investigate
Post by: PZ on July 28, 2009, 04:09:45 PM
You kiddin'!  ;D I want to see what shows up posted  ;)
Title: Re: Mods to investigate
Post by: RedRaven on July 28, 2009, 09:07:16 PM
can report back that Dispersion Mod used with FPS Helper makes  it hell of alot easier to deal with the enemy while not making it too easy, its still good to be cautious and engage them in a true military fashion. bullets still hit and hurt alot
Title: Re: Mods to investigate
Post by: PZ on July 28, 2009, 09:18:55 PM
I know about the dispersion helper (man, I need that one) but what is FPS helper?
Title: Re: Mods to investigate
Post by: RedRaven on July 28, 2009, 09:39:24 PM
seriously reduces amount and density of grass, bushes etc, and a few other minor tweaks to help it all run smoother. but it all still looks nice, nothing drasticly reduced.
Title: Re: Mods to investigate
Post by: RedRaven on July 29, 2009, 02:49:33 AM
found this lot whilst looking around, it a collection of 11 single player missions from Operation Flashpoint that have been sorted to w@&k in A2. and No other mods needed so its a good bundle.  if nothing else its a weekend of practice.

11 OFP-->A2 missions link (http://www.armaholic.com/page.php?id=5743)

[EDIT: hope you don't mind me editing dke58, but there was a bit of coding issue in this post]
Title: Re: Mods to investigate
Post by: JRD on July 29, 2009, 04:31:32 AM
Quote from: dke58 on July 28, 2009, 09:39:24 PM
seriously reduces amount and density of grass, bushes etc, and a few other minor tweaks to help it all run smoother. but it all still looks nice, nothing drasticly reduced.

Will try this one... have a lot of stuttering in A2 to deal with... enough to annoy me sometimes.... thanks a lot
Title: Re: Mods to investigate
Post by: RedRaven on July 29, 2009, 05:02:44 AM
it lists all tweaks on the site, after had put it in mine when my guy was running it looked like he was running rather jerking along with a fast limp. have stuck a few more mods in since and its still running great (Stalker often got slower the more i put in it),
Title: Re: Mods to investigate
Post by: JRD on July 29, 2009, 05:55:58 AM
Not only stu-stu-stu-stuttering, but also lots of pop in.
Driving is rather ridiculous... grass pops in right in front of me all the time. Sometimes my sniper's head turns all white, textureless... eerie... and some houses and vehicles takes a long time to render, which causes them to be blocky when I'm standing right in front of it, and then... plim... turns "real" suddenly  :(
I tweaked some settings to low or normal, but still the same... hope that mod can help  ;)
Title: Re: Mods to investigate
Post by: RedRaven on July 29, 2009, 08:22:51 AM
that sniper rifle GVSE put the link up for is cool, comes with s free swamp-thing marine too.
  and if your laid prone you can roll over and over, so gotta try rolling down a hill now! :-X
Title: Re: Mods to investigate
Post by: PZ on July 29, 2009, 09:34:26 AM
Yeah, I like the Cheytac sniper guy - this guy is also available in the "stock" armory under the M107 unit (minus the Cheytac, of course).

Ad to adding mods to your game, especially if you have performance issues.  It is important that you do not add the mods to your addons folder unless you want that particular mod loaded every time the game starts.  This can obviously cause slow downs and in worst case, incompatibility crashes.

The best way to have mods run in your game is to keep them in separate folders and call them using a parameter in a shortcut.  This keeps the mods well organized, and most importantly, keeps them from running until you need them.  Here is the basic routine that the Armaholic folks recommend using the Dispersion mod as an example:A more detailed version of the instructions can be found here (http://www.armaholic.com/plug.php?e=faq&q=18)
Title: Re: Mods to investigate
Post by: Art Blade on July 29, 2009, 01:53:58 PM
I think you can combine various mods adding respective lines to the shortcut, as in "-mod=@A -mod=@B -mod=@C"
Title: Re: Mods to investigate
Post by: PZ on July 29, 2009, 02:20:44 PM
Absolutely - you can string many of them together - don't know exactly how many though - probably more than you need to.
Title: Re: Mods to investigate
Post by: gvse on July 30, 2009, 01:33:00 AM
Guys,
To starts the game with multiple mods loaded (and to pick and choose any mod you like easily) I use Linebackers Arma2 Launcher. it has become an indispensable tool for me.

http://www.armaholic.com/page.php?id=6365
Title: Re: Mods to investigate
Post by: PZ on July 30, 2009, 10:38:53 AM
 :'( tried that one but it didn't w@&k on my machine - probably a x64 issue - however for everyone else, that looks like a fantastic tool  :-X
Title: Re: Mods to investigate
Post by: RedRaven on July 30, 2009, 11:21:47 AM
before used any mods, made a "clean" copy of addons folder so can always go straight back to "vanilla" install, or can explore DVD and copy folder from that (but not wih all games). and usually make a copy of  Rar or Zip file before opening and installing them. Learnt the Hard way that some folks still like to spread infections. better safe than sorry. :-X 
Title: Re: Mods to investigate
Post by: PZ on July 30, 2009, 11:28:51 AM
You haven't encountered infections from Armaholic.com files have you?

Good advice about keeping backups - especially when you mod a game.  That's why it isn't a bad idea to keep the mods in separate folders and call then when necessary, except for those that you want installed no matter when you play (like the FPS mod)
Title: Re: Mods to investigate
Post by: RedRaven on July 30, 2009, 11:55:00 AM
Also whilst looking into mod sites , Bohemia/Arma official Forum site, which also hosts alot of mods and modding software and ARMAHOLIC also a huge forum / mod resource site,  (only 2 sights i use ) - anyway - members of both sights are creating a list of mods etc written for ARMA1 and OFP1 that w@&k 'as is' with ARMA2 without need of a re-write.  :-X  (will put few smiles on faces for sure )

lastly got this one today from competed single player section (cant recall which of the sites from but may be on both)
ArmouredRecon_1.0
its simple set up but what makes it worth while looking at  is its s single file, no other mods needed and you can adjust it to give it Random factors instead of being same thing every encounter. Clever and Hard! 8) 
ArmouredRecon_1.0
Title: Re: Mods to investigate
Post by: PZ on July 30, 2009, 06:25:18 PM
Good information dke58, thanks for posting.  I'm sure everyone know how skimpy the little paper manuals are that come in the left pocket of the DVD case - I never really took a look at the one for ARMA2 because all of the other games I've had are so simple that it was not necessary.  However, I was just reading the ARMA2 manual 45 pages long!

The other thing it that the reading is interesting and gives lots of insight into how to operate the simulation, and how it "thinks".  For instance about bullets - they follow a trajectory (as I mentioned before) and have calculated flight times to target.  Different ammunition types have different trajectories and flight times just as you would expect in life.  This is not plain-Jane shooter.  I tested the VSS Vintorez (sniper) which has a scope somewhat like the Dragunov in FC2, but in this one you actually use all those little hash marks.  You need to guesstimate the range and adjust your elevation accordingly.  If you're targeting a running enemy, you need to lead the target appropriately depending on the range to accommodate the bullet flight time.  This is really cool.  :-X
Title: Re: Mods to investigate
Post by: Art Blade on July 31, 2009, 08:56:40 AM
that's what the Armoury is useful for. Select a weapon, and have a look at the stats... they give info about speed and such, so I realised the Vintorez is quite slow. Good thing for you to check it out is at Utes Airfield, use the editor and place different weapon crates, grab a rifle and lay down. Aim at a tree very, very far away and shoot the trunk. After some time you should see a little cloud of dust where your bullet hit it. Do it a couple of times so you remember it, then grab a different rifle and repeat (same tree, of course). You'll notice how different the scopes are and how different the speed and sound and recoil for every weapon is. Interesting, I think :)
Title: Re: Mods to investigate
Post by: PZ on July 31, 2009, 09:25:02 AM
Yes, I've tried it but on buildings because my aim is so poor  ;) - You can also see the tiny burst of dust when you're shooting at a running target as well - kind of fascinating - the realism.
Title: Re: Mods to investigate
Post by: Art Blade on July 31, 2009, 09:29:46 AM
Using a sniper, I couldn't pop the eye out of a guard though... well.  ;D
Title: Re: Mods to investigate
Post by: JRD on July 31, 2009, 09:43:17 AM
Quote from: PZ on July 30, 2009, 06:25:18 PM
You need to guesstimate the range and adjust your elevation accordingly.  If you're targeting a running enemy, you need to lead the target appropriately depending on the range to accommodate the bullet flight time.  This is really cool.  :-X

And when you bring a running enemy down far from you its absolutely great... an enormous feeling of accomplishment

Thats the kind of realism that sucks me into a game... some say its unforgivingly hard, I say that's how I want a war sim to be  ;)
Title: Re: Mods to investigate
Post by: PZ on July 31, 2009, 10:24:17 AM
Unforgivably hard!  Tell them to try to take out a target using a real rifle at 500 meters!  ;D

I agree with you - great satisfaction when you can successfully complete your task, even if it is as small as taking out a single enemy at long distance.
Title: Re: Mods to investigate
Post by: PZ on August 04, 2009, 03:42:33 PM
ARMA2 Launcher

In addition to the ARMA2 launcher that gvse mentioned, here is another one just in case the first does not run (I had problems likely because of Vista64). This one probably does the same as the other one, and here are a few important details:Using a launcher is much easier than having a folder full of various startup shortcuts!

ARMA2 Launcher download link (http://arma2.ar.funpic.de/?page_id=7)
Title: Re: Mods to investigate
Post by: PZ on August 07, 2009, 11:45:17 PM
Dynamic weather mod - functions in ARMA2

The purpose of this addon is to bring a more life like weather
system to Arm A. It also enhances the payers surroundings and makes the user
feel more immersed with the natural environment. The user
will be able to select a variation of game logics which
allow the weather systems to be activated.

Dynamic weather mod download link (http://www.armaholic.com/page.php?id=777)
Title: Re: Mods to investigate
Post by: PZ on August 07, 2009, 11:47:34 PM
WWII Vehicle mod - functions in ARMA2

This addon pack contains two WW2 German vehicles, both in two camouflage versions.
WW2 vehicles download link (http://www.armaholic.com/page.php?id=3941)
Title: Re: Mods to investigate
Post by: PZ on August 07, 2009, 11:50:06 PM
Messerschmidt BF-109 - functions in ARMA2

The plane has functional animations such as flaps, gear, muzzle flash multiple gun and fully operational instruments (speed, altitude, clock, banking, compas, rpm, fuel).  There are 6 versions of this plane (pure fighter without bombs, with 1bomb and with 4bombs):
BF-109 download link (http://www.armaholic.com/page.php?id=4562)
Title: Re: Mods to investigate
Post by: PZ on August 07, 2009, 11:54:46 PM
Map Editor Update - functions in ARMA2

Want to add hidden items when editing in ARMA2?  This mod will do the trick.  You can add the following item object categories:
Map editor download link (http://www.armaholic.com/page.php?id=6194)
Title: Re: Mods to investigate
Post by: Art Blade on August 08, 2009, 03:37:31 AM
that editor mod sounds interesting. If it works, we can really create something :)

On a sidenote, regarding "Kübelwagen" - for those who know the term but don't know the meaning, Kübel translates roughly to bucket, and Wagen, well, waggon or car, basically a bucket on wheels. I think it's the form of that thing which led to its name.
Title: Re: Mods to investigate
Post by: PZ on August 08, 2009, 06:57:31 AM
Thanks for the translation, Art  :-X

I tested all the mods that I listed and they w@&k great.  To test the editor mod I built a fuel station out in the middle of the desert.
Title: Re: Mods to investigate
Post by: Art Blade on August 08, 2009, 07:23:29 AM
can you please give it one more try and build Port Selao from scratch? Just curious.






;D ;D ;D ;D
Title: Re: Mods to investigate
Post by: PZ on August 08, 2009, 08:14:40 AM
lol, I'm still trying to figure out how all the simulation features w@&k, and how to create missions!  ;D
Title: Re: Mods to investigate
Post by: Art Blade on August 08, 2009, 08:21:50 AM
tsssss.  ;D
Title: Re: Mods to investigate
Post by: RedRaven on August 08, 2009, 05:50:54 PM
seeing as could not get on lone ? meant to say Online for nearly all today started trying to create a mission based on a "Police State style action, got all my ideas together, then spent most of the day trying to get a Rocker a Motorcycle... Nil success so far, if you know how Please Please Please Please Please tell me how! can do it if i create them under my control in Editor or with LostKey. but after a gang of two-dozen maybe more to be 1 type of Antagonist. Others likely to be 'Evil killer cult' using priests and most visually random group can pull together, and some kind of Mafia/Cartel group using mostly civy styles but some Ex-military thugs using Insurgent types. at least thats the idea, got to get first steps mastered, well figured out at least before that can happen ;)

  typo edit.
Title: Re: Mods to investigate
Post by: PZ on August 08, 2009, 06:37:59 PM
Wow, sounds like a good one, but I think you'll need to do some scripting - beyond my experience so far  ;)
Title: Re: Mods to investigate
Post by: RedRaven on August 08, 2009, 07:25:10 PM
totally, its not a quick n easy one, and is way beyond my current skill level too, so have set myself a high bar and had the sense to know enough that it can be broken down into component stages. Was planning on getting the 1st stages skeleton together and making sure the idea and story arc worked 'in-game-world' then ask for collaboration beyond that. Specially seeing as the short story-arc thru each section is about it being an Open World, where better than "openworldgames" memership could it come from :)  So far tho seem to have spent most my time trying to get other folks mods workin
Title: Re: Mods to investigate
Post by: PZ on August 08, 2009, 10:40:31 PM
I know what you mean - I'm working on a single town mission and it seems to be going quite well.  Setting IEDs in old cars to catch unsuspecting foes.  I'm a Cheytac sniper high on a rusty tower, and my first duty as the mission starts is to kill a couple of snipers that are gunning for me.  My side is outnumbered at least 3 to 1 but the other side is nothing but insurgents and militia, but they do have several RPG mercs.  I don't have any armor, and only a single .50 mounted HUMVEE. 

The other side has 4-5 snipers and my side only two, including me.  The other guy has a spotter, but I don't.  The other side did recruit a Spetznaz squad, and those guys are competent.

As to the explosions, they look almost real; the fire, black and gray smoke, and even the rising mushroom followed by fall toward the ground - just perfect.

The nice thing about not being a leader is that I don't hear any of the chatter.

I've played the mission at least a dozen times now, and each time is fun - vary the time of day, the ambient weather, etc.  A great part of the fun in this game is the mission building - you get great satisfaction seeing your vision come into focus.
Title: Re: Mods to investigate
Post by: PZ on August 09, 2009, 12:55:22 PM
KingTiger Mod - functions in ARMA2

It isn't perfect, but tons of fun to drive these WWII vehicles in Schmalfelden.  I'm not sure if you can assign crews to the vehicles though - you might need to personally drive them.

EDIT: I just figured out how to get a crew into the Tiger - was able to place a few tigers on a hill occupied by the enemy.  Placed a crew nearby and when the game started, they all hopped into the tank and started toward town on a seek and destroy mission.  Was really cool to see an old King Tiger tank thundering, smoking, and firing it's way into town.  I was able to get a squad into the Opel truck as well.  When I watched their actions, they were headed to a way point in town, but each time they encountered us, they hopped out and had a fight after which they automatically piled in again and continued on their way.  I suspect that I'll be able to put a pilot into the BF-109 and get him to buzz us as well.  Here is how to get the King Tiger mod to w@&k:
EDIT: check this post (http://openworldgames.org/owg/forums/index.php?topic=729.msg12575#msg12575) for an OWG exclusive  ;) an editable King Tiger playground mission

I took this screen capture at an airfield in the northern part of Sahrani, putting all the WWII vehicles I had at my disposal.

[smg id=1145]
Armaholic KingTiger Mod download (http://www.armaholic.com/page.php?id=4166)
Title: Re: Mods to consider
Post by: PZ on August 14, 2009, 01:27:36 PM
Tomahawk Cruise Missiles in A2

mankyle on the  armaholic forums reports that he has found a way to use the cruise missiles which are present in ArmA2 by default.

Quote mankyle:
As many of you may know, in the Air2.pbo there is code for an unfinished suite of scripts for simulating a cruise missile launched from a submarine.
Unfortunately, the scripts were a little bit buggy (they were a WIP) but I have finished and refined them. It is still a WIP but it certainly is quite useable.

I have created an small mission in utes to show the effect.

Hope you like it


Tomahawk Cruise Missiles link (http://www.armaholic.com/page.php?id=6827)
Title: Re: Mods to consider
Post by: PZ on August 14, 2009, 04:32:28 PM
Mauser 98k and MP40

A couple of new weapons for you WWII fans:

Quote gms on BI forum:
Hey guys, I'm pleased to announce release of my addons, which I originally was making for ArmA 1. This little weapon pack consists of MP40 submachine gun and Mauser 98k carbine (available in several versions: standart, with bayonet knife, with Zeiss telescopic sight and version, which allow you to fire rifle grenades). All models feature ArmA 2 supershader effect (this delayed release a bit as old tools didn't allow this effect to be applied on binarized weapon. Hopefully, with freshly released new tools this is no more a problem) and were carefully modelled after real-world prototypes. Hope you'll like them.

Mauser 98k and MP40 link (http://forums.bistudio.com/showthread.php?t=83834)
Title: Re: Mods to consider
Post by: PZ on August 14, 2009, 04:35:49 PM
Replacement Reticles and Realistic Ballistics

Quote the author in BI forums:
The purpose of this reticle pack is to properly calibrate the rifle reticles within ArmA 2, to allow for range estimation and to transform the task of long-distance shooting from nothing more than pressing space bar or just a guessing game, into an exercise in range estimation and bullet drop compensation. This pack also includes more realistic zero's and accurate ballistics, created by NonWonderDog.

Replacement Reticles and Realistic Ballistics link (http://forums.bistudio.com/showthread.php?t=83779)
Title: Re: Mods to consider
Post by: PZ on August 18, 2009, 03:06:54 PM
Villas WWII Addon Pack for ARMA2 coming soon

Quote Stubblehopper:
Just managed to get these ported over from Arma to ArmA2. I need to make a few minor improvements to the models, adjust/update the graphics a little and they should be ready to serve once again on the Eastern Front.
After that I'll think about releasing them for download in a week or two.


This one is great for all you WWII fans!

Villas WWI Link (http://www.armaholic.com/page.php?id=6896)
Title: Re: Mods to consider
Post by: RedRaven on August 18, 2009, 05:28:23 PM
If your a Sniper fan check out this
http://www.armaholic.com/page.php?id=6748

gives 18 weapons used by Spanish forces, but its the Barret M95
your after - Explosive Rounds !!! see it in action here

[smg id=1229 type=av]

this is first and test vid post so feedback appreciated :-X
Title: Re: Mods to consider
Post by: JRD on August 18, 2009, 07:32:21 PM
Sorry dke... just a red X

Maybe you better embbed a youtube vid... just a thought!
Title: Re: Mods to consider
Post by: RedRaven on August 19, 2009, 07:09:27 AM
Done and Done :-X  now just need to sort out a few Tanktastic sequences and get quality-resolution optimised for posting. . . . .
Title: Re: Mods to consider
Post by: Art Blade on August 19, 2009, 08:16:08 AM
The result is something like a cross between an RPG and a Dragunov :)
Title: Re: Mods to consider
Post by: PZ on August 19, 2009, 10:17:49 AM
Wow - looks cool - will need to check it out  :-X
Title: Re: Mods to consider
Post by: PZ on August 19, 2009, 02:32:21 PM
U.S. Navy SEALS

Description:
This addon contains reskinned units intended to represent the United States Navy Sea, Air, and Land Forces, commonly known as the Navy SEALs. Also included are 2 weapons, a black version of the Mk 48 Mod 0 Machine Gun and a M16A3/M203 Assault Rifle, which is a fully-automatic variant of the M16A2 adopted in small numbers around the time of the introduction of the M16A2, primarily by the U.S. Navy for use by SEAL, Seabee, and Security units.

U.S. Navy SEALS download link (http://www.armaholic.com/page.php?id=6909)
Title: Re: Mods to consider
Post by: JRD on August 19, 2009, 02:38:00 PM
Is there a way I can carry one of those beauties dke just introduced AND a rifle? Is there a Mod for that, maybe?

All I get is a rifle and a RPG or a sniper and a RPG... we should be able to carry a sniper rifle AND a regular rifle.

I'd be unstopable on my second playthrough the campaign with that beast AND a M16/M203 with me
Title: Re: Mods to consider
Post by: PZ on August 19, 2009, 03:07:42 PM
That's a good question, JRD - I've still not worked out all the intricacies of the gear I carry yet, but I think that in order for me to carry a different primary weapon, I need to drop the one I'm carrying.
Title: Re: Mods to consider
Post by: PZ on August 19, 2009, 03:30:37 PM
Sounds of War

Features:

Sound of War download link (http://www.armaholic.com/page.php?id=6901)
Title: Re: Mods to consider
Post by: PZ on August 19, 2009, 03:54:29 PM
Lost Key Tool - updated for v1.03

This is one of my favorites, and allows me to start God mode, unlimited ammo, ghost mode, different weapons, and a whole host of other fun things that makes playing the game loads more fun (I probably wouldn't like ARMA2 nearly as much without this mod) In this new version he added animals and bikes and some other things he forgot.

Lost Key Tool download link (http://www.armaholic.com/page.php?id=6010)
Title: Re: Mods to consider
Post by: RedRaven on August 19, 2009, 04:37:57 PM
been using Lost Key as well, and with you can often get Sniper Rifle and a Launcher (usually i go for DMR rifle with SMAW launcher, and a Glock pistol). tho sometimes it will only let you have Rifle OR Launcher. the Barret M95 wont let you have another large weapon, only a pistol, but you can carry an M24 and a SMAW. on the inventory screen the larger Sniper Rifles remove the bottom green box for Launchers (Barret M95, M107) where as the assault/sniper rifles all allow a Launcher.Same goes for some of the LMG's too both the M240 and M249 SAW dont allow anything else.
So now using M95 with explosive rounds, Glock side arm and if needing a bit more of a punch without 'summoning' a Tank with Lost Key (bit overkill sometimes and tend to go on a rampage in them :P  i've got into using the TOW system, its not Man-portable but can be Static or (spits on floor in disgust) its mounted on a HMMMV, good fun curving the shots to catch moving armoured targets. If someone manages to find a mod of UK forces that actually works it may be in that but the UK armed forces have them mounted  on Lynx helicopters :-X
  hope thats helpfull, bit rambling but......
Title: Re: Mods to consider
Post by: PZ on August 19, 2009, 04:40:52 PM
 :-[  oops, forgot to put that the Lost Key tool was updated to use v1.03 - evidently some things didn't w@&k when the new patch came out - those should be addressed with this new version.
Title: Re: Mods to consider
Post by: RedRaven on August 20, 2009, 11:38:15 AM
decided on a short respite from running rampant with Tanks
(check out the Operation Northstar mods on Armaholic for a Leopard and other Canadian goodies)
so decided to try a bit of Helicopter Antics and found this
http://tactical.nekromantix.com/forum/viewtopic.php?f=31&t=21954 (http://tactical.nekromantix.com/forum/viewtopic.php?f=31&t=21954)
the spectacular AH64 Apache,  3 versions, none perfect in appearance and textures but still lots of Fun to play with.
Title: Re: Mods to consider
Post by: PZ on August 20, 2009, 03:54:59 PM
Elias Sound Mod

Quote Sgt.Elias:
New version eliassound v1.0.2 for ArmA2 released.Big big thanks to kju, he made the key´s.Changes in this version:
- complete new sounds fore A10, AV8B, F35, KA50.
- jet pilots are have now piloten breath sound and hardbeat.
- new gearesounds.
- complete new sounds for M1A1- 1/2, T72, T90
- fractional new shootsounds.
- new satchel/minen placesounds.
- new grenadesounds.
- new m203 sounds.
- new fuelexplosionsounds.
- alle explosionssounds überarbeitet.
- lots of sounds reworked.
- fractional new landscapesounds.
- rain have now SFX sounds. (waterblip, watersplatch...)
- wind have now different SFX sounds.
- new player equipment sounds.
- player have FSX sounds, heartbeat.
- and lots more.

Elias Sound Mod download link (http://www.armaholic.com/page.php?id=6207)
Title: Re: Mods to consider
Post by: Art Blade on August 20, 2009, 04:29:44 PM
Quote from: PZ on August 20, 2009, 03:54:59 PM- alle explosionssounds überarbeitet.

An easter egg for me?  ;D
Title: Re: Mods to consider
Post by: PZ on August 20, 2009, 04:43:15 PM
HAHAHA, I did a copy/paste quote from the author of the mod, and noticed it when I read it through.  Was going to delete it, but thought that you'd probably enjoy catching it!  ;D

He must have forgotten to delete the German line when he (or someone) did the translation.
Title: Re: Mods to consider
Post by: JRD on August 20, 2009, 08:48:56 PM
... for the non German speaking... what does "überarbeitet" means??
Title: Re: Mods to consider
Post by: PZ on August 20, 2009, 09:08:11 PM
The line "alle explosionssounds überarbeitet" refers to the next line in the list "lots of sounds reworked" or "reworked" to answer your question if I'm not mistaken with my grade school knowledge of German - Art?
Title: Re: Mods to consider
Post by: Art Blade on August 21, 2009, 06:58:49 AM
precisely :)
Title: Re: Mods to consider
Post by: RedRaven on August 21, 2009, 10:04:37 AM
Its like an Opticians prescription but for ARMA 2 not Eye-Balls.
  check out this one -
http://forums.bistudio.com/showthread.php?p=1403285&mode=threaded#post1403285 (http://forums.bistudio.com/showthread.php?p=1403285&mode=threaded#post1403285)
tried it myself with no other mods Active and these are what it did on my system.
BEFORE
[smg id=1237]
(http://openworldgames.org/owg/forums/index.php?action=mgallery;sa=media;id=1237;preview)

AFTER
[smg id=1238]

and look toward top left quarter on these 2

B2
[smg id=1239]

A2
[smg id=1240]

Reckon thats pretty damned good from 50 kb of files. the guy is still working on it but i was startled mostly by the difference in 3rd & 4th image - 3rd just has roads but most buildings there in 4th (startrd to get dark in game too)

any way, i'm impressed by anything that simple that makes it look EVEN better and will keep track of the guys improvements :)

EDIT - sorry guys, forgot to say, game running at 1400x900x32,
using lost key to set distance to 3000.

Game Graphics settings = Texture/Terrain/Objects/Quality pref all at very high, other 4 things disabled. :-X
Title: Re: Mods to consider
Post by: PZ on August 21, 2009, 10:10:45 AM
Great one dke - and that 4th image looks like the spotter's position when you're supposed to laser target the objects for artillery strike in Amphibious Assault.  :-X
Title: Re: Mods to consider
Post by: RedRaven on August 21, 2009, 10:17:10 AM
1st 2 are from top of the ruined castle (what a great building)
2nd two from Pik Kozlova, @012008. looking west at Chernogorsk from across the bay, really enjoying getting as high as possible and maxing out the graphics to see how good it gets. not done that mission btw. spend nearly all time in armoury ;D
Title: Re: Mods to consider
Post by: PZ on August 24, 2009, 04:28:56 PM
CAA1 Project - ARMA1 maps in ARMA2

Finally officially released, this huge download gives you the ARMA1 maps to use for mission development in ARMA2.  It is said that you can even play some ARMA1 missions designed for these maps.

CAA1 Project download link (http://www.armaholic.com/page.php?id=7006)
Title: Re: Mods to consider
Post by: PZ on August 24, 2009, 06:15:00 PM
The OAC Core

What is the OAC core addon?

The OAC core is an addon to make OFP and ArmA I missions playable in ArmA II without modifications.
It also makes ArmA I community addons as well as CAA1 playable in ArmA II.

OAC Core download and information link (http://dev-heaven.net/wiki/oac/OAC_core#What-is-the-OAC-core-addon)
Title: Re: Mods to consider
Post by: PZ on August 27, 2009, 11:57:33 AM
ArmA2 SLX Mod - v1.2

Description:
This mod is made to enhance the gameplay, make the AI smarter, effects better and add's some new gameplay features as well. Solus has been working on this mod for over a year and before that he allready made some awesome stuff for OFP which is all used and enhanced for the release.

This also is made for both SP as MP but is mostly tested in an SP or LAN environment and as was shown with the SLX_Vehicles release, there might be some errors in that area.

This means, battle's take longer. There will be more injured than died units. AI uses more tactics like suppressive fire, flanking and bounding overwatch. AI will not allways shoot at your direct position but will lay down some serious hell at your surroundings.


ArmA2 SLX Mod Download link (http://www.armaholic.com/page.php?id=7045)
Title: Re: Mods to consider
Post by: RedRaven on August 27, 2009, 12:08:15 PM
i can highly recommend this site

http://www.projectracs.armaholic.eu/load.html

it contains too many mods to list here, ranging from Mirage aircraft, a wide selection of infantry, armoured cars and even a Frigate. my personal favorite is the M109A3 self propelled gun ;D .
NICE. . . . .
Title: Re: Mods to consider
Post by: Art Blade on August 27, 2009, 01:18:54 PM
Quote from: PZ on August 27, 2009, 11:57:33 AMwill lay down some serious hell at your surroundings.

LOL wow  ;D
Title: Re: Mods to consider
Post by: RedRaven on August 27, 2009, 03:43:14 PM
M109A3 in Action :-X :-X

[smg id=1295 type=av]


(its as close as i've managed to find to the AS90!)
Title: Re: Mods to consider
Post by: Art Blade on August 27, 2009, 03:57:56 PM
nice :) I like the reload-sounds inside that tank  :-X
Title: Re: Mods to consider
Post by: RedRaven on August 27, 2009, 04:11:10 PM
you confused me for a moment there Art!. thats exactly what PZ said about the Tank vs Chopper vids. (didnt know if it was some kind of premonition or Dejavu)
alot of the mechanical sounds are alot better with the Elias sound mod, alot more dynamic sounds that really add to the feel of it all. :-X
Title: Re: Mods to consider
Post by: JRD on August 27, 2009, 04:18:33 PM
When I was a kid I remember spending the whole saturday puting a G.I Joe base together... and in the end, Cobra atacking the base and bringing all to the ground...

dke58 is doing the same, but on virtual reality  ;D ;D ;D
Title: Re: Mods to consider
Post by: PZ on August 27, 2009, 04:37:16 PM
Yeah, I remember G.I.Joe!

You're becoming quite proficient with those large guns dke  :-X
Title: Re: Mods to consider
Post by: PZ on August 27, 2009, 05:05:27 PM
Enable Vapor Trails

Quote Cole:
This AddOn enables the vapor trails script for aircraft, which is in your game by default, just not activated.
Yes, it can be done via ingame scripting too, but this AddOn is made for those who don't know how to enable it ingame, are too lazy or want to have the vapor trails in a mission without actually editing the mission files.

Enable Vapor Trails Download (http://www.armaholic.com/page.php?id=7102)
Title: Re: Mods to consider
Post by: RedRaven on August 27, 2009, 05:10:33 PM
Quote from: JRD on August 27, 2009, 04:18:33 PM
When I was a kid I remember spending the whole saturday puting a G.I Joe base together... and in the end, Cobra atacking the base and bringing all to the ground...

i can remember doing just that ;D , its even better not having to pick up all those bits, now its all gone at the click of a button or two :-X

but over here it was called Action Force (still had Cobra tho ;D )
Title: Re: Mods to consider
Post by: Art Blade on August 27, 2009, 05:15:26 PM
I only had Action Jim with an M4 (I think) and a deep-sea diving suit with a helmet like JRD's old avatar :)
Title: Re: Mods to consider
Post by: PZ on August 28, 2009, 11:00:24 AM
JTD Fire And Smoke

Quote DMarkwick :
I will be making the smoke more variable this time around I think. Less volume, more variance. So each source will have timed random variable settings like particle rate, wind affectedness, and initial velocity. This should mean that the smoke has different looks and shapes, more like how it should look for random burning of vehicles.

As a result of the aesthetic considerations, the viewblock will probably be restricted to the area around the beginning of the smoke, and for the first part of it's climb. Please take into consideration that this is a WIP update, that might change

The main limitation I'm coming up against is the dreaded particle scaling bug, where large particles can only be rendered up to a certain size onscreen, after which they are only drawn at one size. This means that zooming in or moving close makes the smoke effects look a little dumb sometimes. As a result, I'm tweaking the effect for mid-far distances.

JTD Fire And Smoke Info link (http://forums.bistudio.com/showthread.php?t=82727)
Title: Re: Mods to consider
Post by: PZ on August 28, 2009, 11:21:56 AM
Driving AI Fix

Quote Sakura_Chan :
Ok folks, this is something I started today, and I'm going to release it as an open test to the community because of the great success I've had with it. Vehicles should now have much improved path finding skills, especially in a situation where they have to turn around in a narrow street or within a forest road. Basically I tweaked the AI driving variables to the point that vehicles are able to turn more accurately, with fewer back and forth motions. The bigger trucks had a ridiculous and unrealistic turn radius making them hit everything. This has been corrected. I was able to get AI to drive for what could be called a boring amount of time, without crashing or getting stuck on fences and streetlamps.

Driving AI fix Download link (http://www.armaholic.com/page.php?id=6882)
Title: Re: Mods to consider
Post by: PZ on August 28, 2009, 11:27:38 AM
ArmA2 version of VFAI

Quote Victor Farbau :
VFAI consists of 3 independent addons:

ArmA2 version of VFAI Download link (http://www.armaholic.com/page.php?id=6845)
Title: Re: Mods to consider
Post by: RedRaven on August 28, 2009, 11:50:35 AM
fire and smoke ;D ;D ;D  .cheers PZ.
  also out at long last is the UKF weapons :-X
[/]
[]http://www.armaholic.com/page.php?id=2030

Included files:
UKF_L96A1.pbo
UKF_LMGSUSAT.pbo,
ukf_sidearms.pbo,
UKF_SLMG.pbo,
ukf_ukweps.pbo,
ukf_ukweps_CFG.pbo,

(by STALKERGB & Stemack)


should be good, and goes nicely with
http://www.armaholic.com/page.php?id=6943

British Royal Marine Commandos Ported from Arma 1.
by STALKERGB & Stemack


and these too...
http://www.armaholic.com/page.php?id=7106

- Normal troops
- Scrim camoed troops
- Medic and EOD

by COUGAR


(just need some UK Armour now ;D )[/]
[][/]
Title: Re: Mods to consider
Post by: PZ on August 28, 2009, 01:30:34 PM
Although the complete mod is not finished, you can download a preview version - the screen captures look really good.

Great find on those other mods!  :-X
Title: Re: Mods to consider
Post by: RedRaven on August 28, 2009, 03:19:20 PM
have just pulled down a selection of the A1 Naval warfare mods (well, i say a selection, think its all except the Life-boats that have been sorted for A2 :-X ) and tested them all 'as they stand'

Most will put the ship into the Armoury and will load up, but the ANWM_weapons addon which is required by them does not transfer from A1 to A2 quite as easily, so currently looking into how to go about making necesary alterations to get them working.
If any of you out there in OWG land have any clues/hints/abilities please raise your hand!
i'm sort of treading water (if you'll forgive the terrible pun)

And as a side note it doesnt matter what you throw at the U.S.S. Khe Sanh (i call it the Ghost ship ;D )

it just will not sink :(

which is a bit annoying!


NAVAL WARFARE ADDONS

http://www.anwm.armaholic.eu/


   cheers :-X
Title: Re: Mods to consider
Post by: PZ on August 28, 2009, 03:30:19 PM
You got me there partner - I can use 'em but I can't fix 'em!
Title: Re: Mods to consider
Post by: RedRaven on August 29, 2009, 07:59:51 AM
Ships Ahoy ! have found this addon amongst the Armaholic files for Arma1, but it works really well  in A2 as is (apart from a brief moment of oddness when first selecting each Ship in the Armoury to test them it decided to spawn me as an old woman with a bad back, in the middle of USS Khe Sanh of all places - and it was deserted as usual! must be a ghost ship with little casper-like planes coming to land when no-one is looking :) )
Anyway, seeing as hobbling along with a bad back is no fun, hit the escape key, re-selected the same ship and Hey-Presto, worked fine, better than the ones frim the link in the earlier post. textures are nothing special, but all weapons worked, can switch between crew positions by scrolling - but you dont actually get to see any crew. some nasty anti-aircraft missiles onboard too. oh and one of them is a mine layer too, which looks promising.
Here is the link, check it out for yourselves and have a bit of naval nonsense at your disposal.
http://www.armaholic.com/page.php?id=4600 (http://www.armaholic.com/page.php?id=4600)
;D enjoy ;D
Title: Re: Mods to consider
Post by: RedRaven on August 29, 2009, 08:42:21 AM
Meanwhile back on dry land . . . . .
if you like getting up close to finish off your enemies, or just want a better selection of side-arm than the 5 on offer in A2 then check out this bundle of bullet chuckers.All thanks to the RH Pistol Pack Redux.
 
http://www.armaholic.com/page.php?id=2109 (http://www.armaholic.com/page.php?id=2109)
contains 25 more pistol options ! and its a good selection too. Beretta (including M93R machine pistol ;D ), Glock, Desert Eagle, Ruger and even a Micro Uzi and the Vz61 Skorpion. Fantastic :-X
[smg id=1314] [smg id=1313]
Beretta M93R & Cz61 Skorpion
worth it for those 2 alone
Title: Re: Mods to consider
Post by: PZ on August 29, 2009, 08:50:44 AM
Very cool pistols - do these w@&k in A2?
Title: Re: Mods to consider
Post by: PZ on August 29, 2009, 10:56:00 AM
Black Ops soldiers and Mercenaries

This addon will add several desert mercenaries, woodland mercenaries, BlackOps, Pilots and Insurgents.

Black Ops soldiers and Mercenaries Download link (http://www.armaholic.com/page.php?id=6471)

[smg id=1315]
[smg id=1316]
[smg id=1317]
[smg id=1318]
Title: Re: Mods to consider
Post by: PZ on August 29, 2009, 03:16:53 PM
Night Lighting Effects

Quote Sakura_Chan :
This addon was created to enhance the night lighting effects of Arma2.  Here is what is contained within the addon:
Night Lighting Effects Download link (http://www.armaholic.com/page.php?id=7137)
Title: Re: Mods to consider
Post by: RedRaven on August 29, 2009, 03:27:27 PM
have not tried all 25, Skorpion, Beretta's, desert eagle sounds like a proper little hand cannon :-X , Glock's, Tec9 and Uzi all w@&k superbly. cant imagine any of the others being duds.
Title: Re: Mods to consider
Post by: PZ on August 29, 2009, 03:30:03 PM
Quote from: dke58 on August 29, 2009, 03:27:27 PM
have not tried all 25, Skorpion, Beretta's, desert eagle sounds like a proper little hand cannon :-X , Glock's, Tec9 and Uzi all w@&k superbly. cant imagine any of the others being duds.

Sounds great - downloading now...  :-X
Title: Re: Mods to consider
Post by: Art Blade on August 29, 2009, 05:14:32 PM
sounds like a proper hand cannon, and the recoil of it leaves you with a tennis elbow  ;)
Title: Re: Mods to consider
Post by: RedRaven on August 31, 2009, 10:52:08 AM
Quote from: Art Blade on August 29, 2009, 05:14:32 PM
sounds like a proper hand cannon, and the recoil of it leaves you with a tennis elbow  ;)

  LOL..... thats a polite way of phrasing it !

so would it be RSI you get from the recoil of the micro-uzi ? ..... ;)
Title: Re: Mods to consider
Post by: Art Blade on August 31, 2009, 11:57:30 AM
I don't know, but it will be way better than to be on the receiving end with a massive lead poisoning ;D
Title: Re: Mods to consider
Post by: PZ on September 06, 2009, 07:53:39 PM
3D Editor

Quote i0n0s :
The RTE is 'another' 3D editor for ArmA2, wit it you can:

      - Build missions and save them
      - 3d editor to place objects in easily in the world
      - Multiplayer editor: allows multiple people at the same time w@&k on a mission
      - Game master mode: one or more guys have the ability to modify a running mission the fly depending how the rest of them plays the mission

This version supports ArmA II. E.G. the new factions are now supported. And self-made mission can get exported/saved.

3D Editor Download link (http://www.armaholic.com/page.php?id=7263)
Title: Re: Mods to consider
Post by: Art Blade on September 07, 2009, 11:06:05 AM
THAT sounds interesting. A living sandbox to edit while beta-testers are playing... wow  :o :-X
Title: Re: Mods to consider
Post by: PZ on September 11, 2009, 01:42:46 PM
JTD_FireAndSmoke

Quote DMarkwick :
JTD_FireAndSmoke is an effects addon that adds bigger, better and more useful smoke than the default ingame smoke. The ingame smoke is unaffected, this addon "layers" effects over the top. It's MP compliant, looks great, and is AI viewblock by default. Destroyed vehicles will send up huge plumes of smoke visible from miles away and last a long time, very useful for a sense of battlefield presence and history. Additional to this there is a propagating fire functionality that will set forests, buildings and vehicles on fire dependent on proximity, wind, and rain.

JTD_FireAndSmoke download link (http://www.armaholic.com/page.php?id=7383)
Title: Re: Mods to consider
Post by: PZ on September 14, 2009, 10:05:37 AM
CheyTac Intervention M200

Description:
The Intervention M200 is a manually operated, rotating bolt rifle. The retractable buttstock allows for adjustment of the length of pull, and can be fully collapsed for storage and transportation. The barrel can be quickly removed for replacement, or storage and transportation. The butt contains integral real monopod, which is hinged, and can be folded up when not in use. The heavy, fluted barrel is free floated, and its rear part is enclosed by tubular shroud, which serves as a mount for integral folding bipod and carrying handle.

Barrel is provided with effective muzzle brake, which can be replaced with OPSINC suppressor (silencer). M200 rifle is fed using detachable single stack magazines, which hold 5 rounds. Top of receiver is fitted with permanent MilStd Picatinny rail. Standard scope is Nightforce NXS 5.5-22X, which can be upgraded with AN/PVS-14 Night Vision module and AN/PEQ-2 IR laser. No iron sights are provided with M200 rifle.

CheyTac Intervention M200 Download link (http://www.armaholic.com/page.php?id=7423)
Title: Re: Mods to consider
Post by: PZ on September 17, 2009, 04:30:21 PM
New A2 Island - Panthera

Massive climate changes rocked the entire world and heavy ocean flooding left only numerous islands. Panthera is luckly one of them, but people didn't unite in this disaster - army is able to protect only major towns, villages form their own protection squads and neighbouring countries (in order to survive) invade the last island between newly formed sea. Armor is scarce, but four airports serve as an air bridge for more equipment and weapons

[smg id=1420 type=av]

Panthera Download link (http://www.armaholic.com/page.php?id=7467) (124 mb)
Title: Re: Mods to consider
Post by: Art Blade on September 17, 2009, 05:23:08 PM
excellent. Looks like a tourist magnet, apart from shot-down helis... ;) Nice find  :-X
Title: Re: Mods to consider
Post by: PZ on September 22, 2009, 11:15:53 AM
Fast Attack Vehicle

This one is reminiscent of the buggy in FC2

Quote Emery :
The DPV is a variant of the Fast Attack Vehicle which was developed during the 1980s as part of the United States' Army's High Technology Light Division (9th Infantry Division). The HTLD was given carte blanche to develop doctrine, decide force structure, and design equipment by then Army Chief of Staff Edward C. Meyer. One of the pieces of equipment created was the Fast Attack Vehicle. Chenowth delivered 120 FAVs to the Army in 1981. Along with light off-road motorbikes, the FAV was intended to provide a highly mobile component to the mostly foot infantry unit.

Fast Attack Vehicle Download link (http://www.armaholic.com/page.php?id=7533)
Title: Re: Mods to consider
Post by: PZ on September 22, 2009, 11:17:16 AM
Australian Special Forces

Quote NZDF CRASH :
Firstly Viper dont shoot me if i made a mistake in the units shoot emery
Hey all just releasing the sasr units based off the bi force recon units.

Australian Special Forces Download link (http://www.armaholic.com/page.php?id=7531)
Title: Re: Mods to consider
Post by: RedRaven on September 24, 2009, 03:48:08 AM
for any who have not yet tried it the Island mentioned by PZ a few posts down is really nice, very mountainous (not good for Tanks :( ) but great for light infantry.
really impressive views when you get to the top of the higher mountains too, defo worth checking out. :-X

edit - The Pistol Pack mentioned approx 15 posts earlier has been properly updated for A2. Here's the Link.
http://www.armaholic.com/page.php?id=7680 (http://www.armaholic.com/page.php?id=7680)

Enjoy ;D



Title: Re: Mods to consider
Post by: RedRaven on January 03, 2010, 05:56:48 AM
At last some UK armed forces vehicles are out for A2 :-X .


This link is for Landrovers  -  http://www.armaholic.com/page.php?id=7861 (http://www.armaholic.com/page.php?id=7861)


And the awesome Challenger 2  -  http://www.armaholic.com/page.php?id=7748 (http://www.armaholic.com/page.php?id=7748)


Sadly still no sign of the AS90 :( .
Title: Re: Mods to consider
Post by: RedRaven on January 04, 2010, 10:34:01 AM
Cant believe its taken me this long to discover the ACE mod, it adds loads of stuff into the game, from medical supplies (bandages, epinephrine, morphine etc) right through to vehicles like the new US Stryker vehicles - around 10 variants. It even adds Dog tags. Here is the Link to the latest version and the extras pack for it.

http://www.armaholic.com/page.php?id=8602 (http://www.armaholic.com/page.php?id=8602)

http://www.armaholic.com/page.php?id=8603 (http://www.armaholic.com/page.php?id=8603)

:-X
Title: Re: Mods to consider
Post by: PZ on January 04, 2010, 11:54:59 AM
Looks great Red!  :-X