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Screen of the week




Zenophon informed us he released his Infantry Occupy House Script on the BI forums.

    Quote :
    This script teleports AI units into the nearest building at appropriate window positions. Units will stand and face the window so they can fire out of it. Units are moved to random windows every time. If there are enough units, every possible window will be covered; otherwise, you won't know where they are watching. When there are multiple possible windows to face, units will face one at random. Units will not be put at a window where something within 15 meters obstructs the view.

    By using this script, you no longer have to manually place units at windows and struggle with the 2d editor. This script allows you to easily simulate the AI occupying buildings and defending their position realistically. It works for just a few units to surprise players, and on a large scale to put dozens of enemies into defensive positions all across a city.

    The function is carefully optimized for almost no performance impact, allowing it to dynamically examine each position for the best possible results. There is no debug, argument checking, or defensive code, to make it as simple and fast as possible, so make sure the arguments are correct.



Written on 2014-07-24 by Zenophon

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ViperMaul informed the community about the release of a new version of the Community Base addons (CBA) on the BI forums.

    Quote ViperMaul :
    This release improves the isTurnedOut function significantly.
    It fixes some minor bugs in the new CBA Keybinding System as well as adding some new support for KeyDown and KeyUp detection.
    The CBA Keybinding system allows developers and mission makers to register default keybindings for their addons and missions. And allows users to dynamically change their them from within the games Options Controls.
    For documentation of the new CBA Keybinding System see here.

    Changelog:
    • Improved: Improve isTurnedOut function to support methods used by Arma's core engine.
    • Fixed: Error if no mods are registered keybinds when you click the delete or default button
    • Added: Keybinding should allow selection of KeyDown and KeyUp
    • Added: RegisterKeybind should take {code}, functionNames, and "functionNames"


Written on 2014-07-24 by ViperMaul


Goblin informed us he released an updated version of his VQI - SpectreSniper addon on the BI forums.

    Quote :
    This Sniper System will immerse the player into a scout/sniper roll. There will be several different elements to this project with the emphasis on Training, Camouflage, and Stalking the Objective. "Ballistics" are a dime-a-dozen. This Mod takes you deeper into the realm of a deadly and mysterious Sniper!

    A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel.

    In addition to marksmanship, military snipers are trained in camouflage, field craft, infiltration, special reconnaissance and observation, surveillance and target acquisition.

    SniperBuddy I:
    • Wind Direction
    • Wind Strength
    • Compass
    • Weather Data
    • Elevation
    • Humidity
    • Clock/Time
    • more coming...

    I'm pretty sure I'm going to re-design this and go with a different setup. The current one is too sensitive to timing issues I think. V1 will rock!

    I fixed several bug issues and shortened big parts of some the timing so you can test and use it much faster. I also built and put in a userconfig element so you can see just how it's "thinking" in the background. You can turn ON or OFF these DeBug Hints. The userconfig folder is in the Mod Folder.

    Changelog:
    • Fixed: several bugs
    • Added: userconfig (debug)
    • Removed: vqi_halo.pbo


Written on 2014-07-24 by Goblin


Max Delaney has submitted an "addon-free" version of his Takistan Insurgency mission.

    Quote Max Delaney :
    This is my insurgency i created for ArmA 3 its on the ArmA 2 map of Takistan and has a feel of the good arma 2 days.
    Also message me or tell me some other maps i could port over



Written on 2014-07-24 by NPMproductions13


RedPhoenix released in the BI forums a vanilla sandbox cooperative mission.

    Quote RedPhoenix :
    This is a MP mission with which you have a plain map, zwo Zeus and several slots.
    It's a complete vanilla sandbox, so hop on with your friends and let them do whatever you want.

    The Zeus are in godmode and have universal power.



Written on 2014-07-24 by RedPhoenix

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RedPhoenix released in the BI forums a Team Death Match gamemode mission for two team of six players each.

    Quote RedPhoenix :
    This is a 12 player mission where 2 teams with each 6 players fight against in an urban-like environment. Each time the map becomes loaded the layout changes, so you have everytime a new experience. 2 Loadouts are preset. You MUST play it on a server with other player. This is not a SP mission.

    Open a new server in the multiplayer tab and invite your friends!



Written on 2014-07-24 by RedPhoenix


vinceXD released a new version of this mission where you have multiple tasks that can be completed in any order in the BI forums.

Changes:
  • You can now choose enemies faction ! ( this change added many scripts/trigger modification so every spawned unit is in the right faction )
  • You can now choose your side , 10 players + 2 zeus per side !
  • Added fastroping script
  • Fixed artillery support on stratis
  • Tweaked AI skill
  • Fixed borken destroy task on chernarus


Multi Tasks Insurgency Co-12 v07-23-2014



ArmA 3 Map Pack - A3MP (Optional: for Chernarus version)
Community Base addons A3 (Optional: for Chernarus version)


Written on 2014-07-24 by vinceXD


Bux578 released an updated version of his open source tabler - Arma 3 Translation Helper on the BI forums.

    Quote :
    I'd like to present to you a new tool I'm working on. It emerged from the need to translate a lot of modules of an Arma 3 Mod without having to go through the hazzle of editing every single stringtable.xml one by one. And to be honest: It's not fun to work with XML files.

    tabler let's you define your mod working directory and parses every stringtable.xml file it finds in your mod's subfolders. From there you can view, modify or add translations and save all your changes back to the stringtable.xml files - with one click.

    Changelog:
    • Lots of UI changes
    • More colors
    • More Excel-like behavior
    • A first "Undo" feature
    • Adding a language
    • more error prone


Written on 2014-07-24 by bux578


Glowbal released version 0.2.8 of the Combat Space Enhancement on the BI forums.

    Quote :
    We are pleased to announce the public release of Combat Space Enhancement 0.2. It has been a long road, but we finally feel we have something that we can share with the rest of you!
    There is still much to do to bring this modification to a finished state, however, we believe that it is developed enough to let you all have a play with it.

    Please note that this is an ALPHA version still, so there will be incomplete, missing, or buggy features.
    If you find any bugs, we ask that you use our bugtracker to submit bug reports. Full details about how to use the tracker can be found here: Using the Bugtracker
    Please read that post before you post any bug reports or feature requests to ensure that your report is able to be processed effectively by our team.

    Combat Space Enhancement is a standalone full modification for the game Arma III and is developed by the team behind Combat Medical System.
    CSE offers an extensive amount of game-play features such as: a Combat Medical System, Blueforce Tracking, Counter-Insurgency modules including Biometric Scanning, detaining suspects and much more.

    These game-play features all come in modular form, build on top of our in house developed framework, allowing for compatibility between various modules/features with ease by both our in house created modules and any third party made content.


    This new version should have the majority of the reported issues from 0.2.5 resolved. We are happy with the feedback and reactions you guys have given us. It gives us motivation to keep working on this.

    Changelog:
    • Fixed: Bug #74823: BackBlast damage not showing on model
    • Fixed: Bug #74846: Enough damage can revive unconscious patients and make them invincible
    • Fixed: Bug #74849: can not modify keybinds in CSE
    • Fixed: Bug #74860: Unit is lying when someone is carrying him
    • Fixed: Bug #74862: Blufor Tracking in Tablet
    • Fixed: Bug #74863: AI Taking extreme amounts of bullets without dying.
    • Fixed: Bug #74873: CSE Medic System does not Override ArmA Vanilla Medic System
    • Fixed: Bug #74876: Shooting AI causes them to briefly stand up
    • Fixed: Bug #74877: AI appear alive when they're actually dead
    • Fixed: Bug #74879: Typo in QuikClot field dressings (Option button)
    • Fixed: Bug #74897: TFR Revived - Cannot be heard
    • Fixed: Disabled allow instant death made units invincible.


Written on 2014-07-24 by Glowbal


Stick_Hogue has submitted an updated version of his StickSubA3 script which allows you to use a static submarine object to simulate a working sub as a ride for divers in your missions.

    Quote Stick_Hogue (aka Stick) :
    This is meant as a slick ride for divers and it's all smoke and mirrors because I don't know the first thing about vehicle configs.
    See this article on the "Tactical Trident" SSGN submarine for reference to the inspiration for this: SSGN “Tactical Trident” Subs: Special Forces and Super Strike.

    Changelog:
    • version 1.4:
        - several bug fixes/minor improvements, plus the demo mission
    • version 1.3:
        - added a deployable .50 cal tripod on the dorsal fore deck (via action at the main door when surfaced), added simSONAR capability


Written on 2014-07-24 by Stick_Hogue

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