Sakuraba posted a new update of his French Special Force Ground project on the Armaholic forums.

    Quote :
    Sorry for my absence but this long time was very help full for me and the french mod. During this periode I learned a lot. And now the result is an operational HALO unit with a real rebrather mask and all his stuff.
    This is not finish yet, but it looks good already.

You can find more screens, videos and information in the Mod French Special Force Ground wip topic.

Written on 2016-12-06 by Armaholic


The ALiVE Team released an updated version of the ALiVE - Advanced Light Infantry Virtual Environment on the BI forums.
The Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario.

    Quote :
    Again another hotfix release. These releases are like London buses, you can wait around for ages for one to turn up and then 4 come at once... Anyway, once again thank you to the continued great feedback from the community. This release sees Whigital pop his Github cherry pushing several widespread code optimisations. We also fixed some regressions, ACE kills now get logged on War Room and we also fixed an issue with persistence missions getting stuck on the loading screen.

    Release Highlights:
    • Support for 1.66.139494 - Public Stable
    • Code Optimisations by Whigital
    • Fix issue where kills were not registered when using ACE medical with ALiVE War Room.
    • Fixed issue where persistent missions were stuck on loading screen
    • Update ALiVEClient.dll to fix crashing issues while indexing

Written on 2016-12-06 by friznit

LykosMactire released an updated version for his OPCAN - OPTRE Reskin Pack on the BI forums.

    Quote :
    -Operation: Canon is a reskin pack of the OPERATION TREBUCHET mod. With reskined uniforms based around the Halo Series up to halo 3 and vehicle reskins
    All uniforms in the alpha version are only accessible through Arsenal.

    • BV.3.4.1:
        - fixed URF APC not showing up in zeus
    • BV.3.4:
        - UNSC Army themed Marshall Reskins
        - CGA Themed Marid Skin
        - URF themed Marid Skin

Written on 2016-12-06 by Armaholic


Robalo released an updated version of his ASR AI 3 addon on the BI forums.

    Quote Robalo :
    This is my AI enhancement mod for Arma3.
    It was primarily developed with dedicated server / coop gameplay in mind, although it works just as well for single player use.
    I have played both campaign episodes with zero issues having this mod enabled (in fact, I probably would not have played them at all otherwise).

    All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player's machine.

    • config:
        - (new) updated green recon units
        - (new) remove reporting of "unknown contact"
        - (new) full auto bursts can be interrupted
        - (new) custom camouflage coefficients added for uniform, vest and backpacks
        - (mod) per unit camouflage values set to a unique base value on which the dynamic camo coef will be applied
        - (mod) ammo config tweaked so shots are heard at longer distances
        - (mod) reworked handheld automatic weapons shooting - slightly shorter bursts but increased intensity
        - (mod) increase AI rate of fire for single shots
        - (mod) reduce chance of switching to handguns
    • scripting:
        - (new) camouflage depends on actual items soldiers are wearing
        - (new) can set team to hold fire until I (or another when forced to) shoot with configurable keybind
        - (new) units inside vehicles can report contacts to near groups too
        - (new) vehicle gunners may keep manning their weapons even after their vehicle was immobilized
        - (rem) removed scripted shot detection for performance reasons in favor of config level detection
        - (rem) removed loners joining other groups
        - (rem) removed limping units dismissed from their group
        - (mod) spend less time stationary while shooting
        - (mod) removed AI teammate speed limiting
        - (mod) vehicles with ammo cookoff not good for cover
        - (mod) added a few more falling animations
        - (mod) suppression effect for AI when taking hits so they no longer shoot back so accurately
        - (mod) units caught in the open may throw smoke in panic
        - (mod) improve units following/regrouping on leader after moving to cover
        - (mod) prevent units from same side occupying same house position at a time
        - (mod) re-equip nvg earlier (no longer wait till completely dark)
        - (mod) medic check uses getUnitTrait
        - (mod) a great deal of code optimisation
    • settings:
        - (new) debug dynamic camouflage into RPT
        - (mod) default radioing range extended to 700m
        - (mod) allow up to 10 minute delays on radio reporting
        - (mod) tweaked default skills in userconfig; meant for regular difficulty

Written on 2016-12-06 by Robalo_AS

vbawol informed us he released his Enhanced Arma 3 Inventory on the BI forums.

    Quote :
    Enhanced Arma 3 Inventory

    • Dynamic Inventory (Double-Click) SubMenu. With built in "Repack" Ammo option.
        Extendable from mission config 'CfgItemInteractions'
    • Armor Stats
        Adds visual representation to inventory (progress bars) that show armor levels of Uniform, Vests, and Headgear as well as total armor at the bottom. When selecting or dragging the total armor bar shows a preview to show if you are gaining or reducing armor. Max armor levels are dynamically calculated from all available armor bearing items.

Written on 2016-12-05 by Armaholic

Phronk submitted his Takistan Insurgency co-op mission for 27 players.

Written on 2016-12-05 by Armaholic

Engima submitted his Night In July 4 player co-op mission.

    Quote :
    CSAT has only recently taken the air base west of Agia Marina, and has not yet built up protection in the form of weapons systems and radar. For every day that passes their defence will be better. Intelligence sources have confirmed that a truck with classified equipment arrived at the base earlier in the evening.

    You will be inserted as a part of a larger NATO force north of the airbase. Disembark at the air base's northern cape. Search through the bildings for information about the truck and how to identify it. Destroy it and return to the awaiting NATO force.

    Works in SP, MP and Dedi.

Written on 2016-12-05 by Engima

Devastator_cm informed us he released his Devas Helicopter Patrol script on the BI forums.

    Quote :
    My second project and this time for AI air units (at the moment only helicopters).

    • Air unit which patrols between markers and adjusts the height based on setup
    • Possiblity to limit speed
    • In case enemy is noticed during patrol it engages
    • Intel share from ground units in search distance. Which means if there is ongoing battle air unit will be aware of enemy positions
    • Adjustable communication delay for intel share
    • Restarting the patrol after air unit finds no more enemy after an engagement
    • Possibility to have multiple air patrols in a scenario
    • Script can be called from triggers or init.sqf
    • Detecting all enemies inside kill zone. From now on air units will not ignore infantry which do not fire and stay in cover. Advanced optics will detect all inside kill zone
    • Return to base (RTB) if fuel is low (20% considered as bingo fuel)
    • RTB based on damage situation (less tolerance to damage during normal flight compared to being in combat)
    • Refuel and repair functions at base

Written on 2016-12-05 by Armaholic

Devastator_cm released an updated version of his Devas Convoy & Vehicle Patrol script on the BI forums.

    Quote :
    My first release ever is based on Norrin's convoy script for which I got permission to modify from Norrin.
    General idea behind my version is actually similar to Norrin's version. I rewrite the scripts and now it has some new features and working.

    • Fixed: Workaround applied due to bug in BIS_fnc_EnemyTargets function which does not consider static weapons as enemy

Written on 2016-12-05 by Armaholic

jonpas informed us the ACRE Team released an updated version of the ACRE2 for Arma 3 on the BI forums.

    Quote :
    ACRE2 is a full fledged communications suite for Arma 3, allowing realistic radio and voice communications through Teamspeak 3.

    • Added:
        - SEM52SL radio
        - Talking underwater is now disabled. SDV now has intercom. Broadcasting on radio underwater should also work.
    • Changed:
        - Removed teamspeak plugin settings page. This is now handled by the CBA settings framework. Your settings will be lost (pre/postmix volume) and you will need to reset these ingame. In the case where the teamspeak plugin is not connected to arma, the settings will be applied the next time the teamspeak plugin connects to the game.
    • Improved:
        - Radio signal difficulty tweaks now log to RPT
        - WRP parser - Added support for 8WVR WRP format (Angel Island). The parser will now recover and assume the map is flat in cases where it can't read parts of the WRP - Previously these would cause game crashes. In these cases it is logged to the RPT.
        - Massive code/addon clean-up throughout and switched to various CBA frameworks (PFH library/Versioning/Logging/Debugging/preStart compiling)
        - 152/117f displays now have a signal indicator on the right side of the display, indicating the strength of an incoming transmission. Also the receiving/transmitting indicator is now functional.
        - Master ID Tracker on server now runs only when needed or every 10 seconds. Also executes faster.
        - Removed FPS stutters when a player had a lot of inventory items.
        - Don't calculate the signal for the local player's broadcasts.
        - Prefix of addons changed to "idi\acre"
        - Gear desync hint can now be toggled with CBA setting - default is to hide it.
    • Fixed:
        - Applied a fix to the issue where ACRE fails to initialize and you can't hear anyone. This may still happen in rare cases, but this fixes one cause.
        - 152/117F CLR Button no longer error or can 'brick' the radios
        - 117F squelch menu no longer loops
        - SetupMission API function erroring on headless clients
        - Steam plugin copy script - Doesn't run on HC/Dedicated Server.
        - ACRE no longer has issues with full/overflown inventories.
        - Remove Crew intercom from FFV seats.
        - Steam workshop - No longer block program loading if run without admin privileges
        - Sound loading should now work properly - Should fix radio sounds not being heard.
        - Radio ID Tracking - Handling of duplicate radio IDs fixed.
        - Radios are no longer initialised for units of sideLogic, this does not effect remote controlled units.
        - SetRevealToAi API call doesn't error on dedicated clients.
        - Frequency displayed on the 152/117F should now show the correct amount of digits
        - setVariable script error introduced in 1.66 when processing direct speech.

Written on 2016-12-04 by Armaholic

Screen of the week

User submissions

Submit News Submit Files



Official sites

BIS Forums - Bohemia Interactive Studio Website -

Network site

International website for user created content for different games -
International Carrier Commad: Gaea mission fansite

Link to us

Armaholic linkus button