Mre released an updated version of his Supremacy Framework - Multiplayer framework addon on the BI forums.

    Quote :
    I wanted to learn more about how ARMA 3 modding worked, and there is really no better way than "code to learn". Everything is coded from the ground up, except for the below mentioned 3rd part scripts.

    I don't know much about "best practises" in this language yet, or how I should or shouldn't code things, so feedback is absolutely more than welcome!

    • Features/Changes:
        - Added Water vehicle shops.
        - Updated drop zone layout on Tanoa.
        - Updated ExtDB2 to extDB3-1010.
    • Bugfixes:
        - Fixed map not completing the load when building loot is set to 0.
        - Fixed vehicles shop dialog not showing.
        - Fixed shops not removing the cash desk and NATO box.
        - Fixed attachements not spawning in world loot.

Written on 2016-08-26 by Armaholic


LSD released an updated version of his ZEC - Zeus and Eden Templates / Building Compositions on the BI forums.

    Quote :
    ZEC is a mod aimed at expanding the pre-built compositions available within Eden/Zeus to the mission maker. The mod only uses vanilla objects and requires no additional mods running on other clients or the server.

    • More Compositions added for Apex and Vanilla.
    • Structure rewrite courtesy of tupolov!

Written on 2016-08-26 by Armaholic

Revo submitted an updated version of his Simple Conversation Script (APEX Edition).

    Quote :
    Creates simple conversations between characters. Channel colour can be adjusted and lip movement can be enabled. Time between dialogue lines is automatically calculated.

    • more chat colours
    • optional dialogue background

Written on 2016-08-26 by R3vo


Adacas released an updated version of his Military Gear Pack on the BI forums.

    Quote :
    This is a personal project of mine for Arma 3 community. I aim to bring additional assets for character customization in Arma 3. This mod will cover new uniforms, vests, headgear and other related stuff.
    I will be making completely new models and also port some of them from Arma 2 or other artists work if I get their permission.

    This mod currently has:
    1. MarCiras (TeamLeader, Grenadier, Rifleman, MachineGunner) in Ranger Green and Khaki camo variants

    • Added Crye Precision G3 Field Set Uniform
    • Reworked All MarCiras Vest Variations
    • Added MarCiras Multicam Variation
    • Added MarCiras Medic Variation

Written on 2016-08-26 by Adacas

EricJ released an updated version of ADuke's Kiowa OH-58 on the BI forums.

    Quote :
    This is an early alpha version of the ADuke's Kiowa OH-58.

    Due to the extenuating circumstances and at least this aircraft can fly and do basic recon work (MMS works perfectly) I figured that at least an Alpha can be released, much as I personally dislike alphas. It should be noted that this is ADuke's (ADuke823 on the BI Forums) original work, and he farmed it to me to get it released into the public hands. Note it is uploaded "As is" for now.

    • AC5:
        - Fixed sound issue
    • AC4:
        - Increased engine sound slightly
        - Reduced max speed to 222 km/h
    • AC3:
        - Updated fuel capacity
    • AC2:
        - Doors removed from cargo view

Written on 2016-08-26 by EricJ

burnes15th submitted the first version of his Panther CLV.

Please note the author does not allow mirroring so at the bottom of our downloadpage you will find a link from where you can download this work.

    Quote :
    Initial release of the British Army's Panther CLV, or Command Liaison Vehicle. Used by Company commanders and such.
    This is still a work in progress so there are plenty of unfinished parts/features but the vehicle is fully functional

Written on 2016-08-26 by Burnes15th

lsd released his ZECCUP addon on the BI forums.

    Quote :
    A collection of many small to medium compositions for use in Eden/Zeus using CUP Objects.
    This addon is planned to be used along beside ZEC - Zeus and Eden Templates / Building Compositions v1.0 , which provides a much larger selection of compositons using vanilla objects.

    • New layout structure and few new compositions.
    • Added links to steam workshop and source as the addon is binarised now and a few have asked how its made.
    • Still doesn't work with Zeus, maybe never will.
    • Uses new menu structure with thanks to the ALiVE team. ZEC will shortly be updated and follow this same layout.

Written on 2016-08-26 by Armaholic

Raptoer released the Pooter's enhanced ASR AI on the BI forums.

    Quote :
    Pooter's enhanced ASR AI takes the base ASR AI (currently version 0.9.27) and modifies the behavior of AIs who encounter danger.

    Specifically it causes AI to get into cover behind specific objects (any object that is tall enough is eligible).
    It also causes AI to counter attack if they have detected danger and then were left alone for long enough. If the AI are continuously detecting danger then they will not counter attack until the danger has ended.
    AI in buildings will also attempt to either lower their stance or move to another position in order to get out of fire.

    The mod is compatible with both single and multiplayer, however I have never tested the campaign with it.

    There are expanded settings in the userconfig for various delays as well as the maximum distance at which the AI will attempt a counter attack.

    There are two downsides to using this mod:
    • Slight performance decrease per instance of AI detecting danger (mainly the first time each group detects danger).
    • AIs can be a little cowardly, especially at long ranges. The AI will go into cover, then may decide that it really likes the cover and sit there.

    • fixes problems related to debug code.

Written on 2016-08-26 by Armaholic

Kaelies released his Belravninan Army (BVS) on the BI forums.

    Quote :
    This mod adds the Belravninan Army (or Armed Forces) [BVS] and Belravninan Defense Forces [BSO] to your game, along with their equipment. In short, the Belravninans are an isolationist splinter nation from the northern flatlands of Chernarus, whose buildup was secretly planned years in advance. This has resulted in them largely having conventional military capabilities, though the doctrine has been developed independently from other armies.

    You can expect a fictional faction using domestically-produced, fictional weapons and equipment. Naming of this gear is in accordance with the Belravninan version of the GRAU index, with the 1B and 2B prefix denoting domestically-produced equipment. The faction is intended to be on the level of other conventional militaries that produce their own equipment. Doctrine is focused on mechanized infantry with little air support, so most aircraft currently in possession of the BVS has been traded away or hidden in storage. Furthermore, Belravnina does not posses a navy of any sort. Unlike my previous South Zagoria units, Belravnina is a well-planned secessionist movement with heavy involvement from the local government and local CDF bases, and the country claims compliance with international laws as far as military behaviour goes.

    The current release only contains infantry and their equipment, as well as a bicycle. A "Belravninan" language protocol, based on Arma 2 Russian, is included, along with a few Arma 2 faces (female).

Written on 2016-08-26 by Kaelies

Genesis92x released an updated version of his Vcom AI script and addon suite on the BI forums.

    Quote :
    Vcom AI aims to improve the AI’s combat abilities.
    This mod is not a miracle worker but attempts to create a CooP experience that is more dynamic and challenging than the traditional AI battles of ArmA 3.
    Perhaps watch the video and read the features to see if it is something you’d like to try out!

    This is the first iteration of the new AI expect bugs...I tried to test for them all, but I know I missed some. Thank you!

    • New: The first revision of AI rearming is now in. AI will attempt to grab nearby ammo when low.
    • New: Added "VCOM_AIMagLimit" to the config. When the AI reach this number of mags left, they will begin searching for ammo.
    • New: VCOM_AIDEBUG = 1, now makes the AI talk about what is going on. Although this is funny/cute, it is purely for debug purposes to see what is going on during combat or to see how the AI are. THIS IS MESSY. Large numbers of AI will cause problems.
    • New: When entering combat, AI now wait 30-120 seconds before calling for help. If the group is destroyed before this timer, no help is called for.
    • New: Added Vcom_ActivateAI variable. When set to false no AI new AI will be processed by VCOMAI. This variable can be toggled on/off dynamically.
    • Fixed: AI getting stuck when exiting combat and refusing to move.
    • Fixed: AI getting stuck when Enemy is too far away.
    • Fixed: AI getting stuck when no enemy's present on the map.
    • Fixed: AI friendly factions firing upon friendlies.
    • Fixed: Dismiss waypoints are improved.
    • Fixed: AI will not properly call for help when coming under fire.
    • Fixed: AI should be less willing to jump from helicopters to end their lives sooner.
    • Changed: AI will not instantly know the where-abouts of a unit when coming under fire. They will always know the *general* direction of fire, but not the exact position of the unit. So they will still be able to return suppresive fire after they re-collect themselves.
    • Changed: Civilian AI's removed from VCOM's interactions by default. (Thanks Vasily!)
    • Changed: AI should prefer sticking close to their squadmates in most situations, but still willing to spread out to flank and get into cover.
    • Changed: AI call for help ranged increased from 800 to 1000 by default.
    • Changed: AI hearing gunshots reduced from 800 to 500 by default.
    • Optimisation: VCOM AI is now less demanding on resources. However, most tests show an average impact of ~6-10 FPS with 215 AI present on a map.

Written on 2016-08-26 by Genesis92x

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