Clayman updated this singleplayer mission for ArmA 2 in the BI forums.

  • Updated mission to work with OA V1.62

Written on 2015-10-05 by Clayman


Deltagamer released the first version of his DEGA Apaches addon on the BI forums.

    Quote :
    I'm aiming to release and update all of the work from my previous mods. The content will be open source, all of the releases will be from previous mods I've worked on with a few exceptions being approved to release open source by fellow modders. Each vehicle/equipment will have its own separate release under this thread to keep mod sizes low. I may also do a large modular release however I feel that releasing each thing individually would be best.

    I cant release everything in these mods as I don't own the licences to some of the vehicles (ie stuff I can't release apl-sa as I'm only allowed to use them to an extent without full permission to release openly - example being the puma helicopter), so if its not listed above then it won't make an appearance in this thread.

    Current Releases:

Written on 2015-10-04 by deltagamer

Jeza informed us Hotzenplotz released an updated version of the M.S.K.E. 4 Islands Map, which was originally created for Operation Flashpoint by Schusch, on the BI forums.

    Quote :
    Hello friends, here my new and last Project. My dream of 4 islands on a map is made. All islands have been newly revised.

    • Now: customs Sounds, by Day and Night.
    • ILS works now. Small improvements.
    • Keypoints Name City works now.

Written on 2015-10-04 by Hotzenplotz



Clayman has submitted a new version of this mission where you have to sneak on the enemy island at night, take the helo and escape.

Written on 2015-10-04 by Clayman

[CCG]Cyborg submitted an updated version of the CCG FARC Guerilla addon.

    Quote :
    AAF like faction with special abilities.
    This Mod was designed for a special type of terrain.
    It works with AliveMod after you have declared the Faction mapping and it works with DAC (Dynamic AI Creator) as well.

    • works with AliveMod.
    • works with Dynamic AI Creator.
    • Cars will be placed on nearest Road automatically and turned in the right direction to drive by.
    • Mortars will scan for near by Infantry Groups and join them to give accurate fire support.
    • Mortars protected with sandbags.
    • AI Units will turn on their flashlights at night.
    • Groupleaders have a 30% chance to call for Air support when they have spotted an enemy.
    • AI shoot with tracers.
    • AI Units are not bulletproof like the Vanilla Units.
    • AI Vehicles are filled with crews.

    • Error with "10Rnd_762x51_Mag" and "10Rnd_762x54_Mag" solved.
    • more magazines in vest.

Written on 2015-10-04 by CHIMERA_Cyborg

Clayman has submitted a new version of this combat search and rescue mission.

    Quote Clayman :
    Combat Search and Rescue.
    Two of our men have been captured on a secret mission far behind enemy lines. Tomorrow morning they will be publicly executed. Of course we cannot accept this. It is your mission to rescue our comrades and return them home safely...

Written on 2015-10-04 by Clayman

Goschie released his Rotation Menu System addon on the Armaholic forums.

    Quote :
    - The Rotation Menu System is a context based action menu, designed for external interaction with other objects.
    - The system does not currently have a personal menu, but will in future updates.
    - Any object, door, ladder, or hatch with a RTMS menu attached to it will present with a menu icon. If it's expandable, a fluid rotatable menu will appear for easy interaction
    - All default external actions are already apart of the system, which means get in gunner, driver, ect, are all included.
    - The Rotation Menu System is fully expandable and modifiable for any user, with an infinite menu structure. What this basically means is that a sub sub menu is always possible for any menu item. (see part 3 in tutorial).
    - The system seems to work better than arma 3's action menu, especially for doors, gates, and other once confusing obstacles. Occlusion also seems to be better, where objects once use-able through walls are blocked in the Rotation Menu System.
    - Making menus (see part 1,2 in tutorial) is relatively easy and powerful, and will allow object and class based custom menus.
    - There may be some missing actions for special kinds of objects in the game, but hopefully through user feedback any bizarre special cases will be remedied.
    - The system is fully script based, with no additional addons (besides CBA for the mod version), or dialogs, or strange initialization requirements; this means its vanilla (I have made it into a addon/mod as well)
    - For the mod/addon version, you can still add and remove all your own menus at runtime. Basically, you have no loss of functionality besides adding/removing menus during RTMS's init process.
    - Now works on non Arma 3 maps (AiA/CUP included).
    - Now has keybindings from CBA.
    - Now has personal menu and quick button.
    - Now has incremental doors.

Written on 2015-10-04 by Goschie

Zenophon informed us he released an updated version of his ArmA 3 Co-op Mission Framework on the BI forums.

    Quote :
    Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.

    The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
    The framework is created with these goals in mind:
    • Simple co-op fun for both players and mission makers
    • Bottom-up design using flexible pieces that you control
    • Truly random and dynamic missions without extra work for mission designers
    • Procedural mission design instead of manual placement using the editor
    • Eliminating large, static functions with assumptions about what you want in your mission
    • Server-oriented execution to create more efficient multiplayer missions
    • A simplification of locality and interacting with clients in multiplayer
    • A solid, powerful, and bug-free library to use as a foundation for your own code

    • Fixed: Zen_CloseDialog and Zen_RefreshDialog did not return void
    • Fixed: Zen_InvokeDialog does not immediately fire list selection events when called
    • Fixed: Zen_RefreshDialog did not always refresh changed controls
    • Added: Zen_CreateControl control types DropList and Slider
    • Added: Zen_CreateControl properties Picture, PictureColor, PictureColorSelected, and SliderPositions
    • Documentation: Fixed for Zen_GetControlData
    • Documentation: Fixed JIP demonstration didn't synch global dialog and control data
    • Documentation: Improved POWDialog tutorial with MP and locality section
    • Documentation: Updated for Dialog System
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.52 stable commands

Written on 2015-10-04 by Zenophon

Mynock released in the BI forums a new mission where a small team of 8 SpecOps NATO soldiers have to clear out a terrorist cell at an abandoned factory complex.

    Quote Mynock :
    I threw this together while testing some snow effects by Goon and testing some trigger/task things. This mission is short and to the point because of that, but will still hopefully be fun to play around with in the blizzard either by yourself or with some friends.

Written on 2015-10-04 by Mynock

Code34 has submitted an update for this cooperative mission where the ultimate goal is to conquer the Altis island facing the Enemies forces.

  • fixing the player vehicles bug that didn't respawn anymore
  • fixing the doghfight module. Enemy planes come again on map and fight against players
  • add warning for enemies planes
  • tune west side checking for PVP games
  • add artillery marker and warning
  • fix client side bad init bug
  • add deployement menu instead automatic deployement
  • tune minimap view, add zoom and unzoom
  • fix distance vehicle camera view
  • add lamp at base

Written on 2015-10-04 by code34

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