drongo69 released in the BI forums a new style of SP/COOP dynamic campaign for Arma 3.

    Quote drongo69 :
    The last time I tried to release this campaign, some retard said it was a "racist mission". The thread was memory-holed and the moderators said they were "not comfortable" talking about it and would not answer any of my questions. They wouldn't even tell me who it was racist against.

    In the interest of sharing all of the effort I put into making this campaign, I removed all of the text that might trigger half-wits, hysterical SJWs, etc. That aside, I proudly present...

    Celebrate Diversity

    The campaign takes the form of a series of progressive missions across Altis, starting on one side of the map and moving forward as the players win. Each battle location is progressive and logical, but every battle has randomly generated objectives and randomly generated enemy forces. This provides a solid combination of logical progression, randomness and replayability.

    The players are AAF and the OPFOR are CSAT.

Written on 2015-11-27 by Armaholic


barbolani has submitted a new version of this Dynamic Whole Map mission, for SP or MP Coop, focused on Resistance Infantry and Guerrilla Tactics.

  • NEW FEATURE: NAPALM and cluster bombs.
  • NEW FEATURE: NATO Bomb Runs. For 10 NATO points you have three options for bomb run: HE, Cluster and Napalm bombs.
  • NEW FEATURE: Guard Dogs. They will reveal (by smell, no matter if on sight) any close barefoot FIA, no matter if undercover or not. They have some chance to spawn in Roadblocks, Resources, Powerplants, Airports and Bases. ISSUE: AI won't attack them, they love the Altis puppies. Humans will have to kill them by themselves.
  • NEW FEATURE: Added some guerrilla uniforms, caps, bandanas etc.. to the initial Arsenal stuff for those players who want to play Barbie.
  • IMPORTANT: You won't loose Undercover on foot by proximity (the dogs are the exception).
  • IMPORTANT: CSAT and NATO now can attack other zones than bases, airports and cities. They will not use arty and/or bomb runs in those zones.
  • IMPORTANT: NATO CAS Missions now may consist of up to three vehicles. Number and quality still depend on how much support the FIA has.
  • IMPORTANT: Petros is not included in the spawning system which gives, in some cases, a performance boost. Near HQ vehicles will despawn if more than 300 mts away.
  • IMPORTANT: Dogs in cities. But don't worry. They are just furniture. Or not....
  • IMPORTANT: FIA mortar fire may lead to a S&D AAF patrol in the surroundings, simulating a mission to destroy the battery.
  • IMPORTANT: Added some comments in initVar.sqf and initZones.sqf for the few braves who dare to try to modify Antistasi or try to make it work in custom islands.
  • IMPORTANT: An FPS check will be done before performing lots of actions. Specially spawning units. AAF garrisons will stop spawning when a minimum is done (mainly building and static weapon groups). Players won't be able to recruit or ask NATO anything if the server is too loaded. Exceptions: FIA garrisons (not NATO!!!), basic AAF garrisons, sidemission units, small counterattacks. Big ones will be just delayed but won't spawn less units. Some other processes in the game will be bypassed when the check fails, such as the surrender script. If you want to disable this (and burn your server maybe) just put your FPS limit on a lower setting. Mission will allow you to set it on zero, and have a full Antistasi no matter what.
  • Reworked CSAT and AAF surrendering code, better performance.
  • NATO Air attacks will only consist on transport vehicles, as player can provide CAS and Bomb Runs separately.
  • CSAT will use proper ammo types in their bomb runs.
  • Reworked Persistent Save and destroyed buildings, it wasn't working after a second Load.
  • Added some ACO optics to the possible Arsenal asstets. Added IR beams to AAF ammoboxes.
  • Civ Percentage config is now in 1% basis and has a minimum of 5%
  • Double garrison spawning now depends on FPS too, if everything is OK, double garrison is spawned.
  • Better code for Radio Tower killed check.
  • Reworked vehicle spawn/despawn system to have some better performance and maybe less explosions when spawning.
  • AAF will make big attacks even with no money.
  • Kastro Castle is excluded from any ground attack from AAF, as the AI mess up with vehicles and castle door.
  • Added some voices to non unconscious injured soldiers when they ask for a medic.
  • Hopefully the near HQ parked Ammo trucks will be almost empty on persistent load.
  • Safer vehicle spawning in airports.
  • Surrendered units won't generate traffic in the network.
  • Defend HQ missions by mortar fire were not spawning properly in MP
  • Now players can add Air and other types (no NATO) of vehicles to the garage pool.
  • In City Supplies missions, in MP, undercover near track units were not loosing undercover. Solved.
  • Reduced the maximum number of bomb runs in CSAT punishment from 6 to 3. Most of the cases will be 1 or 2.
  • Corrected: FIA soldiers were spawning with AT weapons with no ammo.
  • Civilian defense in CSAT punishments is now spawned instead of picking them from the already spawned civs. Minimum of 8, their number depends on % Civ spawning rate, population and FIA support. Very untrained.
  • Militia with GL ifles will spawn with 3 HE grenades.

Written on 2015-11-27 by BARBOLANI

AUTigerGrad released in the BI forums a new mission where You have to travel deep insde Taliban territory and locate areas of Taliban resistance.

    Quote AUTigerGrad :
    You are a member of the elite Pathfinder Platoon, Britain's elite recon unit of the 16th Air Assault Brigade. Your mission is to travel deep insde Taliban territory and locate areas of Taliban resistance. Though you work as a small unit, you have an enormous amount of support, such as Artillery, Close Air Wildcat Attack Helicopters, and Fighter Bomber support. You can also call in reinforcements to help take and hold key positions. The British Army Presence is strong around your FOB of Rasman Airbase, but beware....the further you drive, the more dangerous it becomes.

    This is a fully functioning, ALiVE campaign with a fully fleshed out Airbase featuring JBAD Buildings, a fleshed out Spec Ops Hangar, Vehicle Spawners, Troop Spawners, and a plethora of other goodies. If you've played my other British Afghanistan campaigns, then you know you'll get a slew of IEDs, suicide bombers, hit and run attacks, ambient animal life such as herds of goats and sheep, Civilian traffic with suicide attacks and insurgents disguised as Civs, and lots of Taliban installations to blow up. Remember, when you discover a Taliban must destroy the building with explosives to remove it. The mission is built for persistance and the files can be downloaded for your own dedicated server in the link below. As always, I hope you enjoy it.

Written on 2015-11-27 by Armaholic


shuko released in the BI forums his latest cooperative mission where two Force Recon groups are sent to capture a rebel commander.

    Quote shuko :
    Simple mission which might end up not being so easy after all.

    Two Force Recon groups are sent to capture a rebel commander.

      - 5 difficulty levels (selectable via parameter), which scales the amount of enemy and their skill levels.
      - Players' starting location is semi-random.
      - Respawn type is group.

Written on 2015-11-27 by shk

Igitur released an updated version of his High Command Converter addon on the BI forums.

    Quote :
    This addon enables a leader player to convert any unit or group of units into a controlable HC group. Conversely, any HC group under player's command can join the leader's group.

    The default High Command system has been modified to allow thoughtful plans and coordinated execution via the addition of a few new commands in the game's commanding menus.

    • fixed : 'Radio' and 'Custom' entries were mixed in the 'Reply' HC menu (ingame bug).
    • fixed : you couldn't create HC groups with units in vehicle.
    • changed : entries order in HC move menu.
    • Added : effective doWatch command (Left Alt by default).
    • Added : active suppression system.
    • Added : 3D icons selection (ON/OFF).
    • Added : groups stance management (stand/crouch/prone/auto/copy).
    • Added : groups speed management (copy + slow vehicles).
    • Added : groups combat mode management (Blue, Green, White, Yellow, Red) + engagement behaviour (enable Attack true/false).
    • Added : transport system (menu 5) : Land/Sea/Air + cursor selection.

Written on 2015-11-26 by Igitur

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.

    • Tweaked RVMATs some more
    • Tweaked various textures
    • Added an "Enhanced Warhead" version of the Guided AT4 Missile. Effects are purely anti-tank, and there is no plans for an Improved HE to keep some balance within the fictional reality of the system.
    • Disabled Cursors for ALL weapons, regardless of server settings.
    • Added SVD and SVD Custom, which have a set InitSpeed of 830 m/s.
    • Added Taliban Sniper
    • While not required, the SVD can accept accessories from RHS: AFRF if the optional ASDG Joint Rails config is used from Robalo.
    • Organized Readme so things are more separated and cleaned up.
    • Tweaked various recoils to account for vertical fore grips and AFGs. Note that weapons without such accessories will still have "Legacy" recoil values.
    • Adjusted zoom for the Ibex Ring Sight (Rifle).
    • Added the C8 SFW.
    • Detailed the Barrett M103, M107, and XM109.
    • Fixed various inventory icons.
    • Added a PSO-1 scope as well as an NSPU specifically for the regular SVD.
    • Resized AK-47 style magazines and tweaked AKM Tactical model, removing the foregrip and adding an AK-107 muzzle brake.
    • Ammo boxes are now broken down into EricJ Weapons Box, EricJ Ammo Box, and EricJ Gear Boxes and also updated.
    • Fixed texture assignments for the SCAR-H EGLM.

Written on 2015-11-26 by Armaholic

FoxFort submitted an updated version of his Blastcore Tracers A3 - FoxFort Edit mod.

    Quote :
    This is my improved version of "Blastcore Tracers A3" which was originally made by Opticalsnare.
    Instead of boring ArmA 3 vanilla lasers, now you have bullet tracers instead.

    • Fixed: Problem with PBOs.
    • Changed: New PBO for ACE3 mod compatibility.

Written on 2015-11-26 by FoxFort

Kellojo submitted an updated version of his ETG Login Reward Script.

    Quote :
    This script will add login rewards to your Exile server.
    It rewards the player with items added to his inventory.
    The script has a built in progress system with ten different tiers of rewards.

    • added delay (5min) between some parts of the script (prevent login stats boosting)
    • reduced the filesize to 6KB

Written on 2015-11-26 by Kellojo

ChanceBrahh submitted an updated version of his USpack & Vests addon, it features headwear, backpacks and clothing. It also contains the customs vests created by 'cunico' and retextured.
Included is also an optional version which requires the RHS: United States Armed Forces

    Quote ChanceBrahh :
    Alright so this is a United States camo pack, it features headwear, backpacks and clothing. It also contains the customs vests created by 'cunico' and retexture by myself (ChanceBrahh) to better match the uniforms used in the pack.
    Camos that are featured are: OCP, ACU, AOR1, AOR2, Black, Winter and a custom tan/brown.

    New in this version:
    I have added in RHS helmets with camo match the uniforms. Also replaced the (aor1) vests and backpacks used for the marine units with the coyote marine coloured vests and backpacks. I have added in a tshirt uniform for each units camo. I have removed the (STOCK folder) so from now on this mod WILL require RHS US to run.

Written on 2015-11-26 by ChanceBrahh

Eggbeast released an updated version of his Rangemaster mod pack on the BI forums.
There is a patch available on the downloadpage so you do not have to download the whole full archive again if you do not wish to do so. The newest patch, as well as older ones, can be found at the bottom of the Rangemaster mod downloadpage.

    Two packs of mods that brings together lots of community developed improvements into a set of enhanced vehicles, aircraft and weapons to play with.
    I would like to offer a huge thank you to all the contributors over the past 18 months that have allowed this mod pack to come about.
    It's still a little shabby in places - my fault entirely - and we have plans to polish it up some more in due course.
    Meanwhile, I hope you enjoy playing with it.

    • Fixed minor issues with Mig25 loadouts
    • Added Mig25/31 and Su24 to dynamic rearm module

Written on 2015-11-26 by eggbeast

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