Goblin informed us he released an updated version of his H.A.L.O. System addon on the BI forums.

    Quote :
    This will be my first official Addon for the ArmA community! This HALO System will allow you to Jump from sub-orbital altitudes over 70,000ft from the mysterious rumored stealth drone "Vampyre". Other standard militray aircraft are also supported, such as the C-130, C17, and Russian IL76.
    This sub-orbital XHR-1 "Vampyre" can fly over 70,000ft and is meant to roleplay a Reconnaissance and secret H.A.L.O platform for 2035.

    The included Altimeter will be reading Barometric Pressure. ASL, Above-Sea-Level. You should know the Altitude of the DropZone and plan ahead. Tracking over 2km while in FreeFall is possible; more if under canopy for a HAHO. The jump location and altitude will be random to start. Option to re-route Flight possible. System should work for most ArmA Maps.

    There is a helmet-view complete with custom sounds and dramatic environmental effects! Your visor can (and will) fog-up, freeze over, can crack, etc. There will be thermal layers and accurate and varied temperatures displayed for most ArmA Maps and Climates. The temperature will also fluctuate with months, seasons, and time-of-day.

    The Altimeter can be displayed by using your 'Watch' button while geared-up in your HALO Gear for any Keyboard or Gaming Controller. If you are NOT Geared-up properly, the JumpMaster will deny your Jump and you will have to recheck and repack your gear. The temperature at extreme altitude can reach -70*F with little to NO Oxygen!

    Thermal Jumpsuit, Helmet, and Oxygen Supply IS required. ALL your Gear will be saved and packed into the Pack attached onto your front so you can Jump into the AO fully combat-ready! Water landings possible (and encouraged) for the Black-Ops operative you know you want to be!

    • Added: XHR-1 "Vampyre" Sub-Orbital Drone
    • Fixed: MP Menu for ALL supported aircraft
    • Altimeter: increased 'ON' to 40 seconds
    • Removed: Test/Example Editor Mission

Written on 2014-10-31 by Goblin


EricJ released an updated version of his Weapons Pack containing different weapons on the BI forums.

    Quote EricJ :
    This adds different weapons, magazines and items to your Arma 3.

    • Fixed zero of the AKM
    • Fixed Ammo configuration for the non-ASDJM and RH configs.
    • Fixed M855A1 ammo typo in the "u100_config" ammo box entry.

Written on 2014-10-31 by Foxhound

Ludicrous has submitted an Arma 3 version of the prophunt gamemode from "Garrys Mod".

    Quote Ludicrous :
    Nearly everyone knows the gamemode Prophunt for Garrys Mod. So I thought cause nobody did one let's do it for ArmA 3. There are 2 sides: Hunters and Props. The Hunters have to search the Props which are disguised as objects from the map and kill them. You have 15 mins for this. Currently it's better to kill the props with given launchers or grenades till I figure out how to kill props when their object is hit.

Written on 2014-10-31 by Ludicrous


DaOarge informed us he released in the BI forums a new version of this Search & Destroy mission where your primary mission is to clear Agia Marina of enemy forces.

  • ADDED: Farooq's Revive (turn on/off via mission parameter) - everybody with a Medkit on him can revive
  • FIXED: Unable to respawn or suicide when killed inside a chopper or plane (small error within Farooq's revive scripts)
  • REMOVED: the overview picture from the mission selection screen
  • CHANGED: Activation condition for Hawks IRStrobe script
  • CHANGED: Reduced possibility of enemy helicopters spawning
  • CHANGED: Increased spawning interval of AI
  • ADDED: Spawning System now kicks in 15mins after mission start
  • UPDATED: some scripts

Written on 2014-10-31 by DaOarge

QuickDagger released an updated version of his Dagger Scopes addon on the Armaholic forums.

    Quote QuickDagger :
    I like to play the game as a long range shooter, which means I stay 75% of the time looking though scopes. I´ve bought myself a wide screen and could not accept the fact that I had to keep using only a tinny part of its potential by looking through small scope lens all the time. It was a bit claustrophobic to me . In real life, besides the image on a scope be of a small FOV - Field Of View, in your brain the image is formed as something bigger. And the image itself can be a lot larger, should you employ proper eye relief. Don´t need to say you can always shoot with both eyes opened. All those factors have made me build some new scopes with a better screen fit. Because my FOV´s might be a little wider it does not mean they are cheating. A little wider scope for a very narrow FOV is still narrow enough.
    Then, I´ve tested the SWM mod and got amazed by their wide screen reticles. So, I thought I could do the same and ... here we are!

    All scopes were made for extremely accurate range estimation and bullet drop compensations!

    Inside this pack you will find a detailed manual explaining how to operate each one of the scopes and bringing detailed information about the magnification and ballistics math.

    • Added new scopes like H59 and some others.

Written on 2014-10-30 by QuickDagger

Bad Benson released an early alpha version of his Arma: Enhanced Movement on the BI forums.

    Quote :
    This is a pre-alpha version of the addon. I sadly had to rush it to meet the deadline of the contest (and uploaded a broken version so could've spared me that). This goes especially for the animations. I literally made all 12 anims in less than two days so bare with me while I'll slowly polish every single one over the next weeks.

    I'm going to update it very frequently from now on. I'm using the pre-alpha term, eventhough the features I planned for the first release are all there, for the following reasons. The thing I'm trying to do is pretty ambitious considering the engine I'm doing it in .

    So naturally there will be some quite obvious but expected issues for now (look below for more info). So I'm not comfortable calling this even alpha. This goes, clipping etc. aside, also for data issues in the main game like missing roadway lods on a lot of objects. That for example is the reason you can climb on a vehicle but will get stuck on it in the most hated anim, the falling anim . I'm working on ways to fake roadway lods to allow climbing on everything, period.

    Detection is very loose atm because i'm still experimenting with different settings/methods. I will soon deploy more exploit prevention (climbing through walls etc. can happen) to make this useable in PvP some day.

    There is also a lite version of my earlier interaction key adventures in there. While there are also more elaborate addons doing the same available, I still like to have everything I personally like and am able to achieve myself in my own addon. So if for example a server allows my climbing addon but not someone's action menu replacement I still have a key to open doors, climb ladders etc.
    That being said I will soon add a check for said addons that will deactivate my own system to allow best possible combination with other addons.

    • one context sensitive key to:
        - jump
        - climb on/over and step onto obstacles..note: these actions are not allowed while a rocket launcher is in your hands or you are 60% (might change) fatigued
    • one context sensitive key to:
        - open doors/hatches and perform any close by actions (no get in yet)
        - climb ladders
        - access the gear of any object (vehicles, ammoboxes, etc.)
        - access gear of group members ( use yet)

    If you like our work, please support us in the contest!
    Vote for us in MakeArmaNotWar.

Written on 2014-10-30 by Foxhound

Celoush has submitted an openworld style singleplayer mission, where you will fight against not classic enemies

    Quote Celoush :
    Fight for your soul. Your power is your enemy. Free yourself.

    Openworld style singleplayer mission, where you will fight against not classic enemies. You have big power, but you must use it … carefully.

    Experimental enemy fear system.

Written on 2014-10-30 by Celoush

MrEwok released an updated version of his EWK_HMMWV's (HAFM Extension) on the Armaholic forums.

    Quote :
    This pack gonna add all HMMWV's form arma2 and more, with upgraded visual an features.
    This addon is an extention pack for the HAFM - ArmA 2 HMMWVs import.

    I have renamed the @EWK_M1151 folder to @EWK_HMMWV so be sure to delete or replace the old pbo.

    • Fixed Frag6 inside bags
    • Fixed zeus compatibilty
    • Fixed M1114 gunner proxy on all lod's
    • Added deployable camonet (desert/woodland) on M1151_M2_Deployment

Written on 2014-10-30 by MrEwok

Tortuosit released an updated version of his Dynamic weather script on the BI forums.

    Quote :
    The script creates dynamic weather, is heavily configurable, has starting presets, weather trends and min/max values. Standard behaviour is that script lets weather cycle between min and max values. But you can also pin the weather at a specific level with the "constant" trend.

    - Presets are respecting min/max values.
    - Rain min/max is not available, as rain control is usually taken over by ArmA.
    - Generally, fog levels are more likely to be low.

    Weather changes / trend changes are executed every 20 minutes with no brute force, i.e. no abrupt changes and no cpu spikes (except at startup). After all, especially cloud/overcast change is slow in ArmA.

    Script is for SP usage, I have no clue about MP. The script is derived from a script of forum user Meatball.

    • Adresses above setovercast problem.
    • "oscillate" trend (jumps permanently from full cloud to zero clouds) was broken by design. Fixed.
    • You can now alt-tab to Arma the tort_islands.sqf (userconfig), edit it and return to your mission and your changes will be applied after mod restart.

Written on 2014-10-30 by tortuosit

No-Half-Measures released in the BI forums an Arma 3 version of Murder, a Popular Gamemode in Garry's Mod.

    Quote No-Half-Measures :
    Murder is a Multi-Player Gamemode in which a single player is selected from a group in which to be the Murderer and another is selected as a Armed bystander and the remaining players are mear bystanders.

    The Murderers role is to Kill all players without being figured out.
    The Armed bystanders job is to figure out who the murderer is and kill them trying to avoid killing a innocent bystander.
    Bystanders have no real role how ever they can help the Armed Bystander out or they can cower in a corner to save their own life.

    If the Armed Bystander is killed another Bystander can pick-up the gun and essentially become the new Armed Bystander.

Written on 2014-10-30 by Big

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