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ARMA2 WarMod Features
-=/// A2WARMOD \\\=-
  Arma 2                                                   

V 1.1   2010 - v 1.2 - v 1.4  2011

A2WarMod Features

* Gravel road speed  
by andersson
With this addon you are able to drive in 60-70 km/h on the small gravel roads
Included .pbo files:

* Andy mags - Ammo Object Replacement
by andersson
This addon will replace default bag you see on the ground when
you drop ammo or a weapon with the correct model of the ammo/weapon type.
Included pbo files:

* ASR Grenadier Fix
by Robalo_AS
This addon makes the AI able to use grenade launchers like the M203 and
GP-25. Without this, they almost always shoot them a few meters too far.
Simple config addon, no fancy scripting.
Included pbo files:

* ASR Disable Cursor Text
by Robalo [AS]
Removes text from the in-game cursor to eliminate magic rangefinder and other
 information gathering when using the commanding (spacebar) key.
This addon is best used with TCP's Laser Rangefinder.
Included .pbo files:

* Anti-tank Launcher vs. Infantry Fix
by Zipper5
The AI since ArmA has always been inclined to use their rocket launchers at range rather than their rifles.
 Many fixes for this were made for ArmA, but none have been made, to my knowledge, for Arma 2.
Therefore, I decided to make this simple addon. I saw a lot of people harping on about it in the OA thread,
so hopefully this can put the whining to rest.
Included .pbo files:

* Ballistics
by Fincuan
Brings you realistics ballistics for most small arms and some vehicle mounted weapons in Arma2.
Based on NonWonderDog's excellent "NWD_Ballistics" for Arma1
Included .pbo files:

* Scopes
by Fincuan
Replacement scopes for most infantryweapons in stock Arma2 and a few extra ones for addons. Working day and night reticles for those
scopes which should have them. The change between day/night is automatic.
Also re-zeroes most scoped and ironsighted weapons in the game to more realistic values.
Basically silenced weapons are zeroed to 100 meters, assault rifles, snipers and machineguns to 300,
heavy snipers and mounted machineguns to 500 meters. A few exceptions exist.
Based on NonWonderDog's excellent "NWD_ScopeFix" from Arma1.
Included .pbo files:

* Muzzlevelocity
by Fincuan
Brings you realistic muzzle velocities to all rifles. Barrel length does matter now.
Included .pbo files:

* BC6 Feelings
by bravo 6
This changes the Leader command icons.
Included .pbo files:

* Driving AI fix
by Sakura_Chan
It tweaks 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. The AI can drive for what could be called a boring amount of time,
 without crashing or getting stuck on fences and streetlamps.
Included files:

* Dynamic Shouts
by SARMAT Studio
Gives possibility to characters create different sounds in fight. Soliders will say when enemy shoot on them,
 they injured or killed , and kills enemy or simply saw under their legs grenade.
Task of the mod is to fill mission reality and feeling of combat .Now you can hear ,
what is going around you, what happens with your teammates or with enemy at the moment.
- Adds 3 new modules, you can find them in Game Logic => Modules.
- Shouts with the wounded character
- Shouts when the character fires a grenade launcher or throws grenades
- Shouts when a character dies
- 9 voices for BLUFOR and OPFOR, and 3 voices for Resistance.
The main feature - the character is superimposed on his own voice, now one and the same person will not cry in different voices.
Usage in Game
Adds 3 new modules, you can find them in Game Logic => Modules. Activation is easy-you need only put correct modul in mission it’s all!
Every module corresponds to each side:
SAR krik USA
SAR krik Russia
SAR krik Resistance
Included .pbo files:

* Fixed Range Nightvision
by sholio
The default high dynamic range while using nightvision in the game is somewhat faulty.
Most of the time you can use it fine, but in some cases it becomes almost unusable.
A light source in view makes the entire screen black or draws a contrast that makes gameplay impossible.
This addon allows disabling the stock hdr engine in nightvision and allows manual adjustment of NVG exposure.

You can configure the addon to your preferences at
arma2 installation folder>\dta\S_NVG\S_NVG.hpp
So essentially this is a port of my [page=http://www.armaholic.com/page.php?id=2989]addon for arma1[/page].
Differences to A1 version:
* It is now disabled by default - A2 HDR is greatly improved from A1, but still has some issues, so this addon needed to be made.
* Much cleaner code.
* Uses A2's new displayEventHandlers, so key conflicts should be gone.
* Put key assignments and default setting in the file \dta\S_NVG\S_NVG.hpp, so those who don't like the defaults can change it
Included files:

* GDT Mod Binocular
by HeinBloed
This Addon changes the compass display and zoom for Binocular and Laser Designator.

This Addon is client side only.
Included files:

* GDT Mod Car MG Zoom
by HeinBloed
This Addon changes the weapon sight for this Vehicles:
      - HMMWV M2
      - HMMWV Armored
      - HMMWV MK19
      - Vodnik
      - Offroad DSHKM
      - Pickup PK
      - UAZ MG
      - Ural ZU-23
      - BRDM2
- Weapon sight has maximum zoom as default.
- Zoom out reduced.
This Addon is client side only.
Included .pbo files:

* GDT Mod Flares
by HeinBloed
This Addon adds countermeasure flares to all planes and helicopters.
For full multiplayer functionality this addon must be installed on gunner and target side.
 If not so it is just not fully operative.
- The probability to deflect a missile depends on the number of flares and the direction related to the target.
- On aircrafts with a gunner the gunner (Crew chief on a helicopter with multiple gunners) has the weapon.
- As client on a server: To use the countermeasure flares without a gunner you need to get in as gunner (Crew chief on a helicopter with multiple gunners) first.
- The key to switch to the weapon "Countermeasure" does not work with addons which are using the old displaySetEventHandler command. It also does not work with the Editor Modules "Construction Interface" (Used by missions such as Superpowers) and "High Command" witch are using the displaySetEventHandler command as well.
- The AI has unlimited quantity of flares, and fires additionally at intervals.

In Game:
You will get an acoustic warning signal for incoming missiles.
[CTRL-L]: Switch to the weapon "Countermeasure" (Switchs also to manual fire on aircrafts with a gunner seat). Press FIRE to fire the flares.
Included .pbo files:

* GDT Mod Javelin
by HeinBloed
This Addon changes the use of the Javelin weapon.
- Auto lock on on vehicles deaktivated. There are two fire modes for the Javelin missile:
      1. Top attack mode: With manual lock on the missile will follow a high altitude flight path and attacks the target on the top.
      2. Direct attack mode: Without lock on the missile is manual guided on a direct flight path.
This Addon is client side only.
This Addon can also be installed on a dedicated server. In this case the servers AI fires the Javelin in top attack mode.
Missile smoke (class Missile4) reduced.
Included files:

* GDT Mod Plants
by HeinBloed
This Addon changes the plants.

      - Downscaled textures.
      - Several of the first LODs removed.
      - More FPS and less GPU memory usage.
      - Grass does not change distance-related.

Some textures and models are greatly reduced, some are slightly reduced, and
 some are not reduced. Every single textures and model was modified separately.
Included files:

* GDT Mod Rifle zoom
by HeinBloed
This Addon changes the zoom for all weapons without telescopic sight.
- Weapon sight has maximum zoom as default.
- Zoom out reduced.
This Addon is client side only.
Included .pbo files:

* GDT Mod Satchel
by HeinBloed
This Addon enables you to attach Satchels to Vehicles, and throw satchels a few meters.
This Addon is client side only.
- If you can't attach a satchel to a vehicle you have to reveal the vehicle first (default: right mouse button).
- If you throw a satchel in multiplayer other players do not see your satchel moving.
Included .pbo files:

* GDT Mod Under-slung Grenade Launcher sights
by HeinBloed
This Addon gives you functional sights for Under-slung Grenade Launcher.
All sights are calibrated from 50 to 300 meters.
This Addon is client side only.
Included .pbo files:

* GDT Mod Grass
by HeinBloed
This Addon changes the grass on Chernarus and Utes.
This Addon is client side only.
Included files:

* GDT Mod anti tank & grenade launcher ironsights
by HeinBloed
This Addon gives you functional ironsights for M136 and RPG-7. The grenade trajectory is unchanged.
All ironsights are calibrated at 300 meters.

This Addon is client side only.

Included .pbo files:

* Infantry Stealth and Recognition Skills
by Mysteryman5150
This mod allows the user to adjust several specific AI variables that effect the stealth movement and recognition skills of the game.

It comes with a file an HPP file that goes into the userconfig folder, which is where the adjustments are made (instructions are located in the file).

Attributes that can be adjusted:
      - Audible - How load a unit is when moving
      - Camouflage - How easy a unit is to see
      - Sensitivity - How well and how far the given unit senses other units
      - SensitivityEar - How well can the given unit hear others units
- Units defined:
     - All vanilla factions/units - Then broken down into 3 categories each (if required)
      - Categories include:
            - Basic Infantry units
            - Snipers, spotters, marksmen, scouts and units with silenced weapons
            - Launchers including AT, AA and RPG units
Included .pbo files:

* Mi-24 "radar" and targeting fix
by Ricnunes
The objective of this fix is to solve a problem related to the Mi-24 (all Russian and CDF variants) in which it wasn't possible to detect in the Mi-24 "radar" and lock targets at distances longer than 700-800 meters.

This is IMO a bug because:
      1- In real life the Mi-24 can detects targets longer than 800 meters using it's optical sensors (even if they are outdated)
      2- In ArmA2 a Mi-8 or Mi-17 can detect targets either by lock or either by it's "radar" kilometers away, much longer than the Mi-24. This is a but odd since the Mi-8 or Mi-17 don't even have optical targetting systems like the Mi-24 do.
With this fix, the Mi-24 (all Russian and CDF variants) will detect and lock targets at the same range as the Mi-8 or Mi-17 which oddly detects and lock targets at the same range as a Ka-52 for example in ArmA2.
The objective of this fix is to address the odd situation where a Mi-24 detects and lock targets at much shorter ranges than a Mi-8 or Mi-17 in ArmA2, giving better realism to the Mi-24 in ArmA2 and improving its fighting ability within the game.
Included .pbo files:

* PROPER Projects
by kju
    * AddTankMovementOrderDirectionMarkers_Visuals_C_PROPER.pbo
    * AdditionalGameTypes_MP_C_PROPER.pbo
    * BiggerChatText_Visuals_C_PROPER.pbo
    * BuildingsOnlyUtes_World_C_PROPER.pbo
    * ComplexCommandControlViaNumBlockAndStandardNumbers_Controls_C_PROPER.pbo
    * DisableA2StockMPMissions_Server_C_PROPER.pbo
    * DisableAirLockForVikhr_Gameplay_C_PROPER.pbo
    * DisableBallisticsComputer_Gameplay_C_PROPER.pbo
    * DisableBasicConversationsForAnyUnit_Gameplay_C_PROPER.pbo
    * DisableBasicConversations_Gameplay_C_PROPER.pbo
    * DisableCenterHandIcon_Visuals_C_PROPER.pbo
    * DisableCloseUpDetailTexture_Chernarus_Visuals_C_PROPER.pbo
    * DisableCloseUpDetailTexture_Utes_Visuals_C_PROPER.pbo
    * DisableForcedOpticsForBinocular_Gameplay_C_PROPER.pbo
    * DisableMainMenuIntrosUtesChernarus_SpeedUp_C_PROPER.pbo
    * DisableOnDamageSoundForHelicopters_Sound_C_Gameplay.pbo
    * DisableOnDamageSoundForPlanes_Sound_C_Gameplay.pbo
    * DisableOnDamageSoundForTanks_Sound_C_Gameplay.pbo
    * DisablePPEffectsForVehicles_Performance_C_PROPER.pbo
    * DisablePPEffectsForWeapons_Performance_C_PROPER.pbo
    * DisablePeripheralVisionBloodTexture_Visuals_C_PROPER.pbo
    * DisablePeripheralVisionCueTexture_Visuals_C_PROPER.pbo
    * DisablePeripheralVisionEnemy_Visuals_C_PROPER.pbo
    * DisablePeripheralVisionFriendly_Visuals_C_PROPER.pbo
    * DisablePeripheralVisionNeutral_Visuals_C_PROPER.pbo
    * DisableSavingAltogether_Dev_C_PROPER.pbo
    * DisableSecondaryExplosionEffectOfVehicles_Visuals_C_PROPER.pbo
    * DisableStartEngineOnTurretMovementForTanks_Gameplay_C_PROPER.pbo
    * DisableTalkTopics_Gameplay_C_PROPER.pbo
    * DisableVehicleBurningEffect_Visuals_C_PROPER.pbo
    * DisabledRocketSmoke_Gameplay_C_PROPER.pbo
    * DoubleGetInRadius_Gameplay_C_PROPER.pbo
    * DoubleSupplyRadius_Gameplay_C_PROPER.pbo
    * EasyFly_Planes_by_Celery_Gameplay_C_PROPER.pbo
    * EnableHDRInVideoOptions_Visuals_C_PROPER.pbo
    * EnableInfiniteTerrainForUtes_Worlds_C_PROPER.pbo
    * EnableShadingDetailInVideoOptions_Visuals_C_PROPER.pbo
    * EnableTurnOutForM1A2Driver_Gameplay_C_PROPER.pbo
    * EnableTurnOutForT72Driver_Gameplay_C_PROPER.pbo
    * EnableZoomForBinocularAndLaserdesignator_Gameplay_C_PROPER.pbo
    * FasterHandGrenadeThrowAnimation_Gameplay_C_PROPER.pbo
    * FasterStepOverAnimation_Gameplay_C_PROPER.pbo
    * HideRadarTacticalDisplay_Visuals_C_PROPER.pbo
    * HideSpeedAltitudeArmorFuelFromVehiclesGUI_Visuals_C_PROPER.pbo
    * HighCommandControlViaNumBlockAndStandardNumbers_Controls_C_PROPER.pbo
    * ImproveCompassSize_Visuals_C_PROPER.pbo
    * ImprovedExtCameraPositionForTanks_Gameplay_C_PROPER.pbo
    * ImprovedFilterServersDialogLayout_Visuals_C_PROPER.pbo
    * JavelinTweak_by_McHide_Gameplay_C_PROPER.pbo
    * KeepCommanderViewOnTarget_Gameplay_C_PROPER.pbo
    * KeyshortcutsForTheGameMenus_Controls_C_PROPER.pbo
    * LongMissionSelectionListInEditorLoadMission_Visuals_C_PROPER.pbo
    * MoreWideChatInputDialog_Visuals_C_PROPER.pbo
    * MoveActionIconTextPositionToActionMenu_Visuals_C_PROPER.pbo
    * MoveCarAndAirWeaponMenuToTopLeft_Visuals_C_PROPER.pbo
    * MoveInfantryWeaponMenuToTopLeft_Visuals_C_PROPER.pbo
    * MoveTankDirectionMenuToTopRight_Visuals_C_PROPER.pbo
    * MoveTankWeaponMenuToTopLeft_Visuals_C_PROPER.pbo
    * OFPLookForCompassBar_Visuals_C_PROPER.pbo
    * OFPMarkers_Visuals_C_PROPER.pbo
    * OFPTreeHit_Sound_C_PROPER.pbo
    * ReplaceTankDirectionLook_Visuals_C_PROPER.pbo
    * RoadsVisibleAtDistance_Visuals_C_PROPER.pbo
    * SimpleCommandControlViaNumBlock_Controls_C_PROPER.pbo
    * StaticsVisibleAtDistance_Visuals_C_PROPER.pbo
    * TenChatRows_Visuals_C_PROPER.pbo
    * TenItemsShownInActionMenu_Visuals_C_PROPER.pbo
    * TerrainOnlyUtes_World_C_PROPER.pbo
    * ToughChopperRotor_Gameplay_C_PROPER.pbo
    * TreesVisibleAtDistance_Visuals_C_PROPER.pbo
    * TweakedBMP3AndT90Rocket_Gameplay_C_PROPER.pbo
    * TweakedCarAndAirHeadingBarsPosition_Visuals_C_PROPER.pbo
    * TweakedDebriefing_Visuals_C_PROPER.pbo
    * TweakedExternalSoundVolumeInVehicles_insideSoundCoef_Sound_C_PROPER.pbo
    * TweakedExternalSoundVolumeInVehicles_obstructSounds_Sound_C_PROPER.pbo
    * TweakedExternalSoundVolumeInVehicles_occludeSounds_Sound_C_PROPER.pbo
    * TweakedTankHeadingBarsPosition_Visuals_C_PROPER.pbo
    * TweakedVehicleCursors_Gameplay_C_PROPER.pbo

* Radio Discipline
by Lamandus
I was tired of all the "moving", "covering", "Go I cover" messages all over the radio. Thats why I got rid of the messages and changed "target THAT" to "target" and "engage THAT" to "attack" (engage solo was not avaibable) ("contact" got out as well, like "clear")

2 versions: Normal= like told above
extrem= no "Target" Messages
Included .pbo files:

* TBR Grenades A2
by thebarricade
Modifies grenades and grenade-launchers in ArmA2 to increase carrying capacity.

40mm grenades are now coming in 3-packs (that only takes up 1 ammo-slot). Maximum carrying capacity of 8x3 = 24 grenades.
30mm grenades comes in 5-packs, but these takes two slots. Maximum carrying capacity of 4x5 = 20 grenades.

Grenades will auto-reload within a pack, since the game treats a pack as a magazine, but reload time is set to 3 seconds. Normal reload must be performed between packs.

Sound has been added to the reload animation (this is untested in MP, so it might sound strange).

Handgrenades (and smokegrenades) come in 2-packs (occupying one slot).

All weapons that use the M203Muzzle or GP25Muzzle are (or should be) automatically compatible.
- 2-packs for handgrenades

- 2-packs for smokegrenades

- 3-packs for 40 mm grenades
- 5-packs for 30 mm grenades
- animated reload between rounds (not when the currently used pack is empty)
- this addon requires CBA (http://dev-heaven.net/projects/show/cca)
- out-of-the-box configured for ArmA2 standard GL's and (some of) RobertHammers GLs

- Fix for troops using AK-style grenade-launchers (they were carrying huge amounts of grenades).
- Completely optional if you want to have a challange.
Included .pbo files:

* VF Ladder
by VictorFarbau
When run, this addon adds options to the player's action menu to spawn ladders. These ladders can be used to climb onto rooftops and to enter any otherwise inaccessible part of the Arma II houses (e.g. balcony) or just to annoy your buddies. It is kind of a silly addon but it opened new perspectives on urban combat for me. There is just too many locked buildings around. Check out the Youtube link to get an idea about this addon.
Ladders can be:

      * Created (small and big type available)
      * Moved around until dropped by the player
      * Raised or lowered by 50cm at any time after being placed
      * Removed within 60 seconds after placing them
      * Flipped by 180 degrees to allow positioning as required
Included .pbo files:

* Zeus AI Combat Skills & AI Spotting modular
by Protegimus
This mod improves the ability of AI soldiers in a number of key areas:
- Improves AI's ability to spot and engage enemy, extending engagement ranges
out to 500m and beyond
- Changes the speed at which an AI can get a bead on a target
- The AI now reacts to effective enemy fire, before taking casualties
- Accuracy is changed to ensure sustained firefights take place, allowing
movement under contact with good use of cover. Ammunition dispersion and
weapon accuracy are not changed
- AI use smoke and frag. Be aware of your enemy's ability to throw frags!
- AI hearing ability is reduced to realistic levels, enabling a player to make
stealthy close quarter approaches providing he can remain unseen
- Vehicle gunners now react to enemy fire
- Building on the native game feature, AI characters have varying ability to
spot enemy according to role. This is to represent equipment and training
variation, e.g. Observers, Snipers and Officers with Binoculars have greater
ability to detect enemy
- Sniper teams that make effective use of tactics, cover & concealment can now
carry out their mission, especially at extended engagement ranges
- Careful movement and correct use of formation is now an important factor in
improving a soldiers survivability, as are planned ingress and egress routes
- AI react more aggressively under contact and don't give up as easily
- Injuries occur more frequently in firefights. Good drills and wise medics are
now an essential part of the game

It is fully tested in single and multiplayer and causes no known issues.
For coop multiplayer, it is recommended to be installed both on the server and
If the server is running the mod and you choose not to install it client side,
then any AI you command will be at a disadvantage compared to the server
controlled AI.

It has greatly increased the immersion and challenge of coop play for Zeus,
hope you enjoy it!
Included .pbo files:

* Dynamic Sound AI (RUG DSAI)
by Wolfrug and Sickboy
It gives your and the enemies AI a voice beyond the stale radio messages
* Ready made scripts for Dynamic Sound AI that is easily modifiable by the end-user.
* Your AI will shout curses at the enemy, tell you when they're reloading, throwing a grenade, engaging, when they're hurt, fleeing or when they've scored a big kill! And much more.
* Works in both SP, client-side MP and server-side MP
* Features English, Arab, Russian and Spanish voices by default
* Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy)
* Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information)
* Auto-initialization using CBA (fully CBA compatible)
Included .pbo files:

* TRSM Tracked Vehicles Sound mod
by TangoRomeo
Audio Replacement for Tracked Vehicles with emphasis on realism.

Tested with:

      GE DVD Release of Armed Assault 2 V. 1.02
      Vista 32
      X-FI Music
      Mordaunt Short MS 902 Bookshelf Speakers
      Sony MDR-V700 Headphones
Contains low frequency samples - some speakers/ headphones may not be able to reproduce the frequency spectrum.
Included files:

* BD MultiGunFix (v 1.4)
By Big Dawg KS
Description :
This addon contains a few simple scripts that fix the simulation of bullets and missiles firing from the correct places on BIS vehicles.

This addon enhances the following vehicles:
Mi24 (all factions & varients)
ZU23 (all factions)
Shilka (all factions)
Ural ZU23 (all factions)
BRDM ATGM (all factions)
Avenger HMMWV
BM21 GRAD (all factions)
Igla AA Pod
Stinger AA Pod
Ka52 (both varients)
Su25 (all factions & varients)

All gun barrels, rocket and missile launchers are correctly simulated for these vehicles.
This addon contains only scripts, no config changes to vehicles or weapons.
Included pbo files :

* AT GUI Pack (v 1.3)  
Author : Scruffy
Description :
Here is version 1.3 of my GUI pack, now including:
* at_gui_chat
Moves chat window from behind the text below it and no longer changes size, updated because of patch 1.02.
* at_gui_compass
Increases the size of the compass, now also on the map screen. For everyone with gui size ingame set to very small.
* at_gui_cursor
Removes most weapon cursors, so you can play without them even if the server has them activated.
* at_gui_fov_aim
Changes aimed FOV to standard FOV, so no more zoom when getting sights up.
* at_gui_fov_vehicle
Changes FOV in cars, less zoom now.
* at_gui_peripheral
Removes the blob friend/enemy markers and the ones on the edge of the screen so you can play on a server that has them activated without your screen blinking like a christmas tree.
Included pbo files :  
    * at_gui_chat.pbo
    * at_gui_compass.pbo
    * at_gui_cursor.pbo
    * at_gui_fov_aim.pbo
    * at_gui_fov_vehicle.pbo
    * at_gui_peripheral.pbo

* Non-blinding sun mod
by Sakura_Chan
This mod changes the lighting of the sun and vehicle to non blinding.

Included files:

* GLT Aerial Weapons Replacement Pack
by Myke
The following models are replaced:
      - AGM-65
      - AGM-114
      - AIM-9M (replaces AIM-9X model)
      - R-73
      - FAB-250
      - GBU12
      - Mk82
Also it splits up the Kh-29 into:
      - Kh-29L laserguided
      - Kh-29T IRguided

for compatibility, the original Kh-29 ammo class remains untouched so scripts referring to those will still work.
According to this, the following planes will have adjusted loadout:

      Kh-29 switched to laserguided versions.

      Has 4 Kh-29L and 2 Kh-29T
Included .pbo files:

* Night lighting effects
by Sakura_Chan
This addon was created to enhance the night lighting effects of Arma2.
- Dim and yellow military style headlights for vehicles
- fixed missing green blinking light on Osprey
- new colors and sizes for aircraft positional lights
- removed ugly lighting on aircraft, lights were really bugged and didn't add anything so I removed them
- new light cones for streetlamps
- new light cones for directional lights (headlights)
- reduced effect and range of searchlight
- increased campfire/burning barrel/fireplace smoke and fire effects
- reduced campfire/burning barrel/fireplace light brightness and changed color to a soft orange
Included .pbo files:

* LandTex
by zyco (alias Picolly)
For me, the Arma2 ground textures have a rather ‘pixely’ look which makes them seem a rather unrealistic. Therefore I took the liberty of tweaking them so that they look more organic. While I was at it I also corrected the coast line.
This is all thanks to the market crisis, because its the reason why I have the Time for a stupid Project like this.


      1. It makes the Landscape textures more organic
      2. Coast lines have now more sandy beaches
      3. It sets the correct land texture for islands that have only the seafloor texture
Included pbo files:

* JTD FireAndSmoke
by JTD
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.
Included .pbo files:

* WarFX Particles
by OpticalSnare
Particles and Lighting Effects MOD
Changes are alot, so I'll just list the ones that pop into my head:

      - Increased dust effects for all bullet hitimpacts
      - Added bigger bullet impact dust effects
      - Added sparks and embers
      - Added ammo sparks explosion
      - Increased dust on bombs and artillery impacts

Included .pbo files:

* WarFX Tracers
by OpticalSnare

Changes the tracers to something else and changes config stuff.

Included .pbo files:

* Dynamic Sound System RC1
by Hungarian Arma Community Projects Team
Hungarian Arma Community Projects [HARCP] Team is pleased to announce you the release of the Dynamic Sound System v1.0.0 RC (Release Candidate) for Arma 2. Sadly, a few things didnt turn out as we planned, but at least we made it...

Without going into technical details, I can say that the system relies on pre-defined echo locations on islands. This means that we have to make the islands "echo map" first, to make it work support on an island. Currently it only supports Utes and Chernarus, but we'll add support for more islands in the future. You can place echo zones manually in your mission too, but then it will require the Mod to play.

Included .pbo files:
Files to overrule AceSM:

by Dr Eyeball
An AH-64D systems addon, which includes: IHADSS, MFD & TADS system.


      MFD (Multi-function Display)
      TADS (Target Acquisition and Designation System)
      DTV (Daytime TV)
      PNVS (Pilot Night Vision System)
      IHADSS (Integrated Helmet And Display Sight System)
      IHADSS Monocle with HMD
      IHADSS HUD/TADS Symbology and Indicators (pilot and/or CPG)
      IHADSS Warnings System - missiles and collision detection
      Pilot PNVS Tracking Camera (with 4 tracking modes)
      PNVS Laser Target Designator
      PNVS Tracking Cursors
      Radar Displays (both RWD Radar Warning Display and Forward Radar)
      FLIR/NV Config menu
      Flares Countermeasures

Included .pbo files:

* RMM_noMapTex
by Rommel
Removes the annoying satellite textures 'attached' with the original maps in ArmA2.
I saw the Map Plus addon that was released by NouberNou, but couldn't stand the new colours nor the added features, so I went for something simpler and just removed the satellite textures from the map instead.
I must give some credit to NouberNou, especially for the initiative and idea, but it is only one line of code; and thus I don't expect much credit for this either.
Enjoy, it removes personally one of the worst features in [default] ArmA2.

Included .pbo files:

* AH64 Apache Nose Gun Modification
I have made a small addon that modifies the configuration of the AH64 Apache's nose mounted Gun, the M230 Cannon.

The modification to the config of the weapon changes the standard fire mode of the weapon from just one full auto mode to being able to select between two modes that are preset at 10 and 20 rnd bursts as seen in the HWMod Apache's M230 Cannon in AA1 and is most often used in real life.

This Addon should be compatible with sound mods and should not cause problems in Multiplayer.
Included .pbo files:

* zGuba Gameplay Modifications (v 21.09.2009)   
Author : zGuba

Description :
zGuba's Gameplay Modifications for ARMA2
The pack contains addons changing gameplay logics or adding special effects.
Does no harm to remote machines, so don't worry about using it on servers.
Contents of the pack
- zgb_stick2gether (Stick 2gether)
Makes AI stay in formations when overwhelmed.
Based on Mr Centipede's addon. 

- zgb_gunners (Triggerhappy Gunners)
Makes AI gunners under player's command actually shoot at something without asking them for.
Additionally makes it possible to reload ammo belt manually in mounted weapons like M2 and Mk 19.

- zgb_stick2gether (Stick 2gether)
Makes AI stay in formations when overwhelmed.
Based on Mr Centipede's addon. Thank You!
Requires CBA.

- zgb_silviefix (Silvie Fix)
Makes cars spawned by SILVIE module randomly fueled and damaged.

- zgb_stabilization (Anti-Breakdance Vaccine)
Limits or disables stabilization on main turrets of certain vehicles to prevent "tank breakdance".
Additionally tweaks rotation speed values for T-72 and T-90 to meet their real possibilities.
Limited stabilization (vertical only): T-72, T-90
Disabled stabilization: BMP-2, BMP-3, BTR-90

- zgb_vapourtrails (Vapour Trails)
Adds vapour trails to aircrafts, just like Cole's addon.
Thanks to Cole for finding the script in game's files out!
Requires CBA.



-=/// A2WARMOD Patch\\\=-
  Arma 2                                                   

V 1.2    2010

* JTD ClearHorizons

A simple texture replacement addon that replaces the sky textures to give you a consistent horizon and removes the painted-on mountains.

Included .pbo files:

* ShackTac Fireteam HUD (STHUD)
by zx64

The ShackTac Fireteam HUD was designed to do the following:

    * Provide situational awareness on where your fireteam members are and what their orientation is.
This is intended to represent both peripheral vision, as well as the extended awareness one has in reality.
You only see your fireteam members relative to you - no terrain, no other players/units.
    * Give you an always-visible way of seeing who your team members are

How it works:
The current incarnation works as follows. As long as you are in a group, and not inside of a vehicle, you will see the Fireteam HUD displaying at the bottom-center of your screen. There are three circles - the first one indicates a range of 15m, next is 30m, last is 45m. We've tried a few different scaling sizes, and have settled on this one for the present time.

The current group leader will display as a white icon. If you are not the group leader, you will display as a yellow icon. Other team members will show as green icons. Medics/Corpsmen and leaders will show with special icons.

Note that the appearance of someone's marker, or their name, does not necessarily mean that they are alive - it works off of the same logic used in normal ArmA group handling, so if you have a dead team member, you will need to "know" about them (ie, right-click while looking at their body) to have them removed from the list. When you die, the HUD will automatically close.

Note that this has been designed to work with a "Very Small" GUI size, so for best results, try it like that. The STHUD currently supports a max of twelve names displayed.

Included .pbo files:

by HeinBloed

This Addon does not disable HDR but it is reducing the effects of HDR dramatically by adjusting the aperture.
This Addon is client side only.

There are to variants to use this addon.
1. Via Key:
This variant does not work with addons which are using the old displaySetEventHandler command. It also does not work with the Editor Modules "Construction Interface" (Used by missions such as Superpowers) and "High Command" witch are using the displaySetEventHandler command as well.
This variant does not work on Single Player with resume game from mission menu. Start new mission...save game...load savegame is working.
2. Via actionmenu:
- There are not any known issues by using the actionmenu.

Included files:

* AI Dispersion for Mounted MG's
by Mysteryman5150

This addon allows the user to set the AI dispersion for all mounted MG's in the game, both static and on vehicles.
The addon will not affect the dispersion for any MG being fired by a Human controlled unit. It only affects AI, both enemy and freindly.
It comes with an HPP file that goes into the userconfig folder, which is where the dispersion adjustments are made (instructions are located in this file).
The variable being modified is aiDispersionCoef, which allows the user to set AI dispersion for a weapon without affecting overall weapon dispersion.
The aiDispersionCoef is a multiplier of the weapons dispersion value. See formula and example below:

***Formula - dispersion * aiDispersionCoef = Total AI Dispersion...Example for M134 - .0017(disp) * 15.0(coef) = .0255(total AI Dispersion)

Included files:

* Pistolfied's Tracers
by Pistolfied

This addon enables tracers and tracer pattern modification for all weapons that use 556x45, 545x39, 762x51,
and 762x54 rounds. It however does NOT enable tracers on the 20 round STANAG magazines or any of the silenced weapons

Included .pbo files:

* ASR Grenadier Fix
by Robalo_AS

Makes the AI able to use grenade launchers like the M203 and GP-25. Without this, they almost always shoot them a few meters too far.

This addon should be installed on both server and client to prevent config mismatches.

Included pbo files:

* ASR AI Rearming
by Robalo_AS

Description & Features:
This addon enables AI units to equip themselves with weapons and ammo.
This is a remake of Victor Farbau's VFAI.Equipment addon which he released as public domain.

- Take what's needed from about anywhere possible: crates, vehicles, stuff dropped on the ground, dead soldiers and their backpacks.
- Also rearming from their own backpack or from another (alive) AI's pack in the group.
- Equip with primary weapons, launchers and sidearms, ammo, frag grenades, smoke grenades.
- Take rocket launchers if not carrying a rucksack (OA or ACE) or the primary weapon is a sniper rifle, machinegun or automatic rifle.
- Grab a little extra ammo when using specialist weapons (sniper, MG, AR) since they won't take a launcher.
- Will only take items when there's space for them in the inventory unless the items are important (launcher ammo or medic kits).
- Will try and grab all useful items found in a place on a single run.
- Do not rearm if any of these conditions is met: option globally disabled / unit is: busy doing something / in a vehicle / captive / hiding / in combat / unconscious
- Units rearm even while in combat if they have no weapons to fight with (unless they're commanded to stay put).
- Configurable options can also be set at the beginning or during the mission by changing the global variables (turn rearming on/off or allow civilians to rearm etc.)
- Some options can also be set in game using the comms menu (0-8).

ACE mod features (auto-enabled when ACE mod is active):
- Also grab extra frags and smokeshells found in ACE.
- Rearming from own ACE backpacks or other AI's packs in the group.
If the ACE Wounding module is active:
- Take bandages. Medics will also take Epi and Morphine.
- Rearm from unconscious units.

Included .pbos:

* 642 faces unlocked
by Robalo_AS

Here is a small config addon to make all of those 100+ faces in Arma2 available to choose in your player profile,
each with 6 camo variants, giving a total of over 700 faces to choose from. Not tested in MP, but given the fact that the faces are already in game they should work fine.

Included pbo files:

* RMM_AI_Range
by Rommel

This is simply a port of my ArmA1 addon. AI_Range simply increases the AI effectiveness to its maximum capability,
 with its only decreases in the AI's super accuracy in game, to give a more instinctive and enjoyable firefight.

Included .pbo files:

* SAP clutter
by Sgt.Ace

This addon reduces the size of the clutter on Chernarus for a better view and a very small performance boost.

Included pbo files:



-=/// A2WARMOD Patch\\\=-
V 1.3    2011

A2WarMod Patch Features

* ShackTac Movement addons
by Dslyecxi

If you've ever hung up in a doorway, on a tree, or generally found yourself falling all over yourself in close-quarters movement.
This addon causes your weapon collision with the environment to be significantly toned down, meaning that you can now move sideways through doorways and generally find CQB to be enjoyable, versus feel like a rusted robot trying to navigate a terrifying alien world called 'indoors'.

Included .pbo files:

* Mechanized Infantry Tactics Addon
by Sirex1

This is the addon version of the Mechanized Infantry Tactics script and will cause the AI to use this standard behavior.

Explanation of the script and its standard behaviour:
This is a script which makes infantry fighting vehicles and their infantry squad cooperate better.
It does so in a simple way, when the vehicle discovers an enemy and the enemy is
within preset engagement range then:
1. The vehicle stops.
2. The infantry squad dismounts and get locked out of their vehicle.
3. The infantry goes in to combat mode and moves to the enemy position.
4. The vehicle follows the infantry and support its attack.
5. After the engagement the infantry mounts up.

- Provides more realistic combat behavior from mechanized infantry squads.
- Default behavior is that the script identifies every ifv with a squad on the start of the mission, in cargo or dismounted, and connects these to each other via code (2 arrays with same index) and activates the script for these units.
- Can be changed via init file value so it discovers new vehicle with infantry continually during game run.
- Can easily be modified so it only activates the script for the vehicles you pass to the script, just disable the automatic discovery code and pass an array with vehicle objects in the init file, instructions are on the top of the script file in comments and in the init file.
- In init their is a variable to make the ifv halt and stand still during combat.
- Easy to customize the behavior during different parts of the combat.
- Script only tested with IFV and APC.
- Tested with vanilla Arma2. But i have AO also.
- Added so you can lock the infantry in to the cargo with radio command or by global value.
Included .pbo files:

* MBG Creationism
by Mondkalb

I've started recreating a building system that lets you build nearly everything everywhere. It's a revive of an old project I did years ago.
Basically this system allows you to build structures out of small segments and parts. Similar to LEGO®©™ (and whatnot...)

The complete system is framed as a plug-in, so it can be used in any mission you like. It'll be also featured in a "survival" style mission, which will hopefully be released along with this addon.

Quick use guide:
1. Open Editor
2. Place player
3. Place the "MBG_Creationism" Module (F7)
4. Hit "preview"
5. Done!

Quick guide for MP:
Use included Test-Mission or
1. Place players
2. Place "MBG_Creationism" Module (F7)
3. Place "BIS Functions" Module (F7)
4. Add respawn in Description.ext
5. Put this into a "initJIPCompatible.sqf"
_ok = _this execVM "\MBG_Creationism\scripts\init.sqf";
6. Done!

Included .pbo files:

* AC130 Script Addon
by LurchiDerLurch

This script simulates an AC-130 in ARMA2.
- MP compatible since v.0.3
- Operation Arrowhead FLIR and optional Addon version (ldl_ac130.pbo) since v.0.4
- Singleplayer Mission "Death From Above" since v.0.5 (Download Death From
- Operation Arrowhead and Combined Operations supported since v.0.6 (ARMA2
standalone is no longer supported)

Information about Operation Arrowhead and the Addon:
You can use the script (v.0.6 and higher) only with Operation Arrowhead or ARMA2 +
Operation Arrowhead (Combined Operations).
If you use ARMA2 (v.0.5 or lower) only you have the simple old FLIR. Not the new
OAH FLIR (black and white).
You can use the script with and without the Addon (ldl_ac130.pbo).


1. Addon

1.1 Place the "LDL AC-130 Init" (Editor: "Logics" -> "LDL Logics") !

1.2 Now you can place an AC-130. (Editor: "USMC" -> "Air")


    The AC-130 has 2 actions to start the script. Either with the pilot or the copilot.

1.3 You can place 3 other logics

    1.3.1 Type 1: "Can call AC130"
    Every unit or object which is synchronized with that logic has the action to call a rotating AC130 via mapclick

    1.3.2 Type 2: "Can call AC130 (AI)"
    Every unit or object which is synchronized with that logic has the action to call a AI controlled rotating AC130 via mapclick

    1.3.3 Type 3: "Can call UAV"    
    Every unit or object which is synchronized with that logic has the action to call a rotating UAV via mapclick

Included .pbo files:

* Dynamic Shouts - (Update)
by SARMAT Studio

Enables the characters to produce different sounds in battle. Soldiers will shout they are wounded, killed, kill the enemy or simply saw a grenade at his feet.
This adds a bit of realness to your combat missions. Now you can hear what's going on with your mates, or adversary at some point.
The main feature - the character is superimposed on his own voice, now one and the same person will not cry in different voices.

- Adds 3 new modules, you can find them in Game Logic => Modules.
- Shouts with the wounded character
- Shouts when the character fires a grenade launcher or throws grenades
- Shouts when a character dies
- 9 voices for BLUFOR and OPFOR, and 3 voices for Resistance.
The main feature - the character is superimposed on his own voice, now one and the same person will not cry in different voices.

Usage in Game
Adds 3 new modules, you can find them in Game Logic => Modules. Activation is easy-you need only put correct modul in mission it’s all!
Every module corresponds to each side:
SAR krik USA
SAR krik Russia
SAR krik Resistance

Included .pbo files:

- Cries triggered only with the immediate presence of the enemy
- Fixed buggy in the description of sounds (RUS)
- Fixed buggy in the description of sounds (RES)
- Fixed error that appears when you start the game (from arma2.rpt)
- Improved scripting «underFire» and «granate»
- Shouting does not work if the player is in the technique
- «UnderFire» is triggered only when the immediate vicinity of a bullet to the character
- Written information on the use and operation of the addon
- Other changes


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