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World Flag Markers

by
Siege-A


Description:
  • World Flag Markers:
      Currently contains a listing of 212 flags from around the globe. Many of the flag names have been shortened/edited in order to be correctly displayed within the editor itself. I did not create any of the flags used in this pack, they were simply pulled from references across the internet. For further information regarding a particular flag
      used, research the name given in the editor and this should provide some useful details. Also, there are some flags that aren't actual countries themselves, they were just included for bonus content. There are no issues that I'm aware of.
  • World Markers Extra:
      This was just an extra addition to the World Flag Markers, which adds 251 new flags to the editor which represent various nations across the globe. The flags presented in this pack do not depict any actual country itself, but rather independent nations/city-states from various origins. Many of the flag names have been shortened/edited in order to be correctly displayed within the editor itself. I did not create any of the flags used in this pack, they were simply pulled from references across the internet. For further information regarding a particular flag used, research the name given in the editor and this should provide some useful details. Also, some flags used represent fictional nations/regions, and they were included just for bonus content.
      Additional bonus content worth noting: ArmA flags (Chernarus, Everon, Nogova, Sahrani, Takistan). This pack does not require any other 'World Markers' addon and can be used as a standalone. There are no issues that I am aware of, other than having an insane amount of flags in the editor to search through.
  • World Markers Factions:
      Another addition to the World Flag Markers, which adds 194 new flags to the editor which represent various factions/organizations across the globe. The flags presented in this pack do not depict any actual country itself, but rather independent factions/organizations from various origins. Many of the flag names have been shortened/edited in order to be correctly displayed within the editor itself. I did not create any of the flags used in this pack, they were simply pulled from references across the internet. For further information regarding a particular flag used, research the name given in the editor and this should provide some useful details.
      This pack is made up of various factions/organizations as well as Private Military Contractors, and I apologize if any of these groups included are misrepresented in any way. Furthermore, I do not support or share beliefs with any of the factions/organizations listed within this addon, and they were merely used as game content and nothing more. Any markers which include text across them are difficult to read at the default marker sizes, this could not be prevented and not real sure how to do it any better. If this is a problem, you can always increase the marker size from within the editor itself. There are no issues that I am aware of.
  • World Markers Fictional:
      Yet another addition to the World Flag Markers, which adds 26 new flags/icons to the editor which represent various fictional factions/organizations. All items included in this pack are to be considered fictional, and have no relation to any real-world faction/organization. I did not create any of the flags/icons used in this pack, they were simply pulled from references across the internet. For further information regarding a particular flag used, research the name given in the editor and this should provide some useful details. The main purpose of this bonus addon was to bring factions/organizations from other military games into ArmA. As a further bonus, I included some flags for 'Star Trek' seeing as there is a mod underway for this addition. Any markers which include text across them are difficult to read at the default marker sizes, this could not be prevented and not real sure how to do it any better. If this is a problem, you can always increase the marker size from within the editor itself. There are no issues that I am aware of.
If anyone has any requests for additional flags, feel free to ask as I don't mind adding in more. Hope you enjoy this small addition and I will try to keep updated as necessary. Thanks for the support.


Installation:
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
-mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

Note:
You can also use -nosplash to get rid of the splash art and intro videos.


And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


Included files:
world_markers.pbo
world_markers_extra.pbo
world_markers_factions.pbo
world_markers_fictional.pbo


Usage:
For use within the editor in ArmA 3.


Notes:
Not yet tested in multiplayer.


Credits & Thanks:
Thanks: VKing for help with the marker sizes.
Documentation: Ballistic Addon Studios Framework
Producer: Siege-A
Special Thanks: I would like to thank the entire ArmA community for making this game so enjoyable by producing the many mods and scripts that we use today. Also, a big thank you to Bohemia Interactive for creating the ultimate military simulator.

'World Markers Extra' is composed of many components. Each component is (c) 2014 its respective contributor(s). All rights reserved.


Changelog:
World Flag Markers
v1.1
- UPDATED: World Marker Icon
- ADDED: Flag (Arabic Union)
v1.0
- First Release

World Markers Extra
v1.0
- First Release

World Markers Factions
v1.0
- First Release

World Markers Fictional
v1.0
- First Release


Forum Topic:
- Armaholic Forums


Written on 2014-01-17 by Siege-A

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World of Tanks! Collection

by
Masterevan27


Description:
Have you ever felt that ARMA 3 didn't have enough tanks?
Or... that there must be some better way to travel 3 thousand meters than in a defenseless truck or on foot?
Or... do you have a Tank vs Tank fetish?
Well... Look No Further For I Offer A Solution To Your Wonders!
Welcome To The World of Tanks in Arma 3!

Styled off the Iconic Game "World of Tanks" Without the "No Respawns" and "Camper-Gameplay" And Brought To Life in Arma 3, 2 TEAMS Fight It Out With An INDEPENDENT FACTION Thrown In The Mix!, Every Tank and Artillery Unit Available including the newest Slammer UP, Featuring Destructible Repair And Refueling Stations - Prevent Your Enemy From Being Able To Repair And Score Points While At It!, Artillery Capable of Launching Fields of Deadly Anti-Tank Mines From A Safe Distance Away, Large Battlefield, 5v5 Tank Action! With Room For Up To 26 Players! With an Orbiting Helicopter For Those Wishing To Get An Aerial View Of The Battlefield, Fighter Jets Streak Over The Sky For Added Ambience, Great for Multiplayer PvP or SoloPlay, Inspired by the World of Tanks Online Game, My First Creation! Let me know how you like it, or if you find any bugs. Possible Updates in the future! :D


Mission content:
  • "World of Tanks! In Arma 3 Full" -- Most Current Version
  • "World of Tanks! In Arma 3 Vanilla Assets" -- Up to Date Version but Without Added Mods
  • "World of Tanks! In Arma 3 Full 2v2" -- Up to Date Version but Seperate Map File For 2v2 Styled-Tank-Warfare


  • Installation:
    Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.


    Notes:
    Comments or Questions are Welcome, Like If You Enjoyed!
    Tell Me Your Ideas For "World Of Tanks In Arma 3!" And I'll Try To Add Them! :)


    Known issues:
  • BUG#1 -- When Killing An INDEPENDENT FACTION-Controlled Vehicle If The Vehicle's Origin Is The same as the Faction Your Currently Playing (ex. Independent-Manned M4 Scorcher-U.S. Artillery, While Player is Playing U.S.) Friendly AI Units Of Your Faction will turn hostile as if you've killed one of their "own" Nothing I can do to fix this really and still get the same effect, as Independents don't own an artillery class armor. AND This is just ingrained into Arma 3's programming.
    ==
      Solution#1 -- An Imperfect Solution Is to: A. Dont Leave Your Tank Until You Die At Least Once, Friendly Units Will Still Follow Orders But Will Kill You as Soon As They Have The Chance. (All Hostility is Lost Upon Death) OR B. Suicide/Die At Least Once

  • BUG#2 -- Ties in with Bug #1, After killing an enemy vehicle that is the same faction as your currently played faction, your points will be subtracted by 1 per kill.
    ==
      Solution#2 -- Unsure Will Try To Work Something Out, Possibly A Function That Detects If You Killed A Vehicle of Your Same Faction Then Adds 2 To Score To Compensate. This Is A Limitation In Arma 3's Programming.


  • Changelog:
    v1.5
  • Changed Player Loadouts
  • Introduced "Hard" Boundaries (leaving boundary line == death)
  • Introduced Steps to Prevent Spawn Camping, Boundary Line In Front Of Team Home Bases +Game Should Now End After 25mins (if anyone noticed, the end trigger wasnt working as intended lol, will work on variable time setting)
  • Tanks will now respawn when "Abandoned" (no player within 300meters)

  • v1.4
  • Fixed Cause Of Unable To Start/Load, Caused By A Hidden/Leftover Dependancy On Some Modded Content.

  • v1.3
  • Added Resupply Bases For Both Teams +Points Reward For Destruction of Resupply Bases
  • Changed Layout of Team Bases
  • Added Cement Blocks As Cover Throughout Area

  • v1.2
  • Added 5 New Tanks From The "RDS EAST TANK PACK"
  • Fixed Helicopter Flight Path
  • T
  • weaked New Tank Layout (no longer will they block the road unknowingly)

  • v1.1
  • Added FOB Spawn,
  • More Availabe Players


  • Steam Workshop:
    - Subscribe



    - RDS East Tank Pack (Optional)
    - RDS East Static Weapons Pack (Optional)
    - CTRG Vehicles (Optional)
    - CTRG Key (Optional)


    Written on 2014-03-17 by masterevan27

    3-worms_meat_01.jpg 3-worms_meat_02.jpg 3-worms_meat_03.jpg 3-worms_meat_04.jpg

    Worms' Meat
    by
    R.M009


    Description:
    In this mission you can take up the SPETZNAS team OR the Spetznas sniper, who is on a mission to take out some American officers.
    If you play as the "S" team you start off at a point where you execute members of a Resistance camp.

    You then wait for the helicopter to come and pick you up. The helicopter is hit by the other Resistance fighters.

    While your extraction helicopter gets hit by a missile and crashes, HE (The sniper) has to help you get across the bridge (if there's trouble waiting for you.) after he's done with his own targets.
    (To switch Players just PRESS "T"

    Get the JOB done yourself, or use the sniper's precious and limited help. It's your choice...


    Installation:
    Extract the .pbo file(s) to your ArmA2\Missions folder.


    Written on 2009-10-27 by R.M009

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    WR5 M14 pack

    by
    WueR


    Description:
    This adds different versions of the M14.


    Features:
    - M14 Classic
    - M14 Socom
    - M14 with top rail
    - M14 with fron RIS and bipod (prototype bipod which can be foldable by pressing fire selector key)
    - M14 Desert
    - M14 Woodland
    - M14 Hello Kitty version(mandatory)
    - Class list in readme file.


    Installation:
    Extract into the ArmA 3 Directory, by default this is located in:
    32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
    64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
    After extraction it should look like this:
    Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

    You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
    mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

    When present place the "userconfig" folder into your game install folder, usually:
    "C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
    You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

    You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
    For using multiple mods you would then do so like this:
    -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

    Note:
    You can also use -nosplash to get rid of the splash art and intro videos.


    And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

    When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


    Included files:
    wr5_m14.pbo


    Media:



    Armaholic.com has its own Youtube channel where we will cover the Community made releases.
    Subscribe to the Armaholic.com Youtube channel


    Credits & Thanks:
    - Help with config.cfg, model.cfg by zGuba
    - Great Desert and Woodland textures made by Sabre
    - Model, textures, hand anims made by WinteR5


    Changelog:
    v1.0
    - first release


    Forum topic:
    - BI forums


    Written on 2014-04-05 by WinteR5

    X-file Mission

    by
    djotacon


    Description:
    Utes Island has ceased communications from two weeks ago. Our agents have reported the disappearance of almost the entire population. Images from satellites show the presence of alien forces in the area. We perform a series of operations in the area to prepare for the landing of the fighting force.

    Spanish: La isla de utes ha cesado en sus comunicaciones desde hace dos semanas. Nuestros agentes han informado de la desaparición de casi toda su población. Las imagenes de los satelites muestran la presencia de fuerzas alienigenas en la zona. Debemos realizar una serie de operaciones en el area para preparar el desembarco de la fuerza de combate.


    Features:
  • Coop 02
  • Multiplayer
  • Instant revive
  • Custom music
  • English/Spanish


  • Installation:
    Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\MPMissions folder.


    Media:


    Forum topic:
    - BI forums



    - Arma 2
    - Alienz Mod


    Written on 2014-01-14 by djotacon




    XActionUI

    by
    X39


    Description:
    XActionUI is an API which was made to a new and fancy way to create a standarized UI libary
    XActionUI itself will NOT add any features! Its just a mod api for modders.
    If you want to see an example of this mod in action, download and try XMedSys.


    Features:
    • easyToUse UI
    • Actions can have subActions:
      • SubActions can be from type "BUTTONS" or "LIST"

    Installation:
    Extract into the ArmA 3 Directory, by default this is located in:
    32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
    64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
    After extraction it should look like this:
    Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

    You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
    mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

    When present place the "userconfig" folder into your game install folder, usually:
    "C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
    You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

    You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
    For using multiple mods you would then do so like this:
    -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

    Note:
    You can also use -nosplash to get rid of the splash art and intro videos.


    And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

    When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


    Included files:
    x39_actionui_uis.pbo
    x39_actionui_scripting.pbo


    Usage:
    Wiki page: http://x39software.unitedtacticalforces.de/wiki/index.php?title=XActionUI


    Changelog:
    v1.0.2
    - Fixed: no output in RPT log when something moved wrong during validation of sub arrays

    v1.0.1
    - Fixed: script issue in validateActionArray.sqf

    v1.0.0
    - RELEASE


    Forum topic:
    - BI forums


    Written on 2014-02-19 by X39



    XEventSystem

    by
    X39

    This version is no longer supported, XEventSystem is now part of the XLib by X39.


    Description:
    XEventSystem is a function libary which was created to provide and standarize the custom event creation for large scripting based mods/missions.

    XEventSystem is made for devs!
    Its just a feature API (which is also possible to be excluded so that its inside of a mission instead of provided as seperate addon)


    Features:


    Installation:
    How To Install (as addon):
    Extract into the ArmA 3 Directory, by default this is located in:
    32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
    64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
    After extraction it should look like this:
    Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

    You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
    mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

    When present place the "userconfig" folder into your game install folder, usually:
    "C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
    You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

    You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
    For using multiple mods you would then do so like this:
    -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

    Note:
    You can also use -nosplash to get rid of the splash art and intro videos.


    And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

    When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

    How To Install (as mission libary):
    Unzip the file
    UnPBO the "@XEventSystem/Addons/x39_eventsystem_core.pbo"
    Move the content of the entire pbo (starting with the folder "x39_eventsystem_core") into your mission folder
    Add the following lines to your init.sqf (after theese lines you can start using the mod):
    _res = [nil] execVM "\X39_EventSystem_Core\X39_EventSystem\createFunctions.sqf"; waituntil{scriptDone _res};
    _res = [nil] execVM "\X39_EventSystem_Core\X39_EventSystem\Functions\initMod.sqf"; waituntil{scriptDone _res};
    Start using it (please take a look into the devReadMe.txt until the wiki for this is done)


    Included files:
    x39_eventsystem_core.pbo


    Usage:
    Read the included devReadMe.txt!


    Credits & Thanks:
    Project management:
    - General lead - X39 (more commonly known (in ArmA) as Cpt. HM Murdock)

    Coders:
    - X39

    Special thanks to:
    -/-

    You also helped and youre not listed in here? Then please send a pm to me (BI Forums)!


    Changelog:
    v1.0.0
    - first release


    Forum topic:
    - BI forums


    This version is no longer supported, XEventSystem is now part of the XLib by X39.


    Written on 2013-12-21 by X39

    XLib

    by
    X39


    Description:
    XLib is a script/module/functionality libary accessible for anybody
    Modules inside (for a functions list please visit the Wiki): So im a modder, what benefit i get from your mod?
    First of all, THX for your interest! Please report bugs inside of this thread
    check it by yourself: http://x39software.unitedtacticalforces.de/wiki/index.php?title=XLib


    Installation:
    Extract into the ArmA 3 Directory, by default this is located in:
    32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
    64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
    After extraction it should look like this:
    Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

    You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
    mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

    When present place the "userconfig" folder into your game install folder, usually:
    "C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
    You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

    You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
    For using multiple mods you would then do so like this:
    -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

    Note:
    You can also use -nosplash to get rid of the splash art and intro videos.


    And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

    When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


    Included files:
    x39_gm_insurgency.pbo
    x39_xlib_core.pbo
    x39_xlib_scriptobjectcreation.pbo


    Usage:
    More info on the wiki: http://x39software.unitedtacticalforces.de/wiki/index.php?title=XLib


    License:

    XLib by X39 is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


    Changelog:
    v1.2.5
    ADDED
    - reduntant function X39_XLib_fnc_scalarToBool (exists also as X39_XLib_fnc_intToBool)
    - "Display Name/Rank" Module --> Displays name (up to 50 meter) & rank (up to 100 meter) of any unit on the side of the player on the HUD
    FIXED
    - InsurgencyModule groupRecreation if old group got deleted was not creating a RED;COMBAT group
    CHANGED
    - GarbageCollector module icon

    v1.2.4
    ADDED
    - function X39_XLib_fnc_executeLocalToUnit - Executes !SMALL! commands automatically local to given unit
    - class "x39_itemcore" which can be used to add simple items to the game which wont do anything
    - RequestSystem --> Allows a modder to ask simple Accept/Deny questions to the player in a non blocking way (no UI is generated! Its a HUD element like the hint is)
    - function X39_XLib_fnc_createAcceptRequest - Creates a new Accept/Deny dialog for given target
    - InsurgencyModule
    - minDistanceToPlayableUnitsForSpawn option - Sets how far a newly spawned unit should be away before it is allowed to spawn
    - maxDistanceToUnitGrid option - Sets the max distance an insurgency unit is allowed to walk away from its original grid before it gets despawned
    - maxDistanceToOwner option - Sets the max distance an insurgency unit is allowed to walk away from its 'Owner' (the unit which triggered the spawn) before it gets despawned
    - function X39_XLib_fnc_damageTypeFromProjectile - Returns UNKNOWN, BULLET, GRENADE, SHELL or EXPLOSIVE depending on the projectile type
    FIXED
    - ActionMenu opens other interaction menu when nothing has been targeted
    - modProperties menus TYPE_COMBOBOX did not worked propper in selection menu
    CHANGED
    - ActionDisplay will close if there is no actions to display

    v1.2.3
    FIXED
    - 0000060: Clicking self/other interaction multiple times will cause unwanted feature
    - X39_XLib_fnc_unregisterKey param1 default value is now -1 instead of 0 (was possible to abuse the function easily)
    CHANGED
    - ActionDisplay will close if there is no actions to display

    v1.2.2
    - FIXED ActionDialog feature sometimes overwrites actions when they are registered BEFORE the ActionDialogs init has been processed
    - FIXED KeyCatcher feature sometimes overwrites keys when they are registered BEFORE the keyCatchers init has been processed
    - FIXED KeyCatcher feature sometimes throws script issues when keys are registered BEFORE the keyCatchers init has been processed
    - CHANGED ActionDialog is now using ctrlSetEventHandler instead of buttonSetAction so that now SQF is supported ... (stupid arma ...)

    v1.2.1
    - game crash when addon gets loaded without XMS2

    v1.2.0
    ADDED
    - KeyCatcher feature (automatic key catching without the need of integrating custom keyEventHandlers)
    - function X39_XLib_fnc_unregisterKey
    - function X39_XLib_fnc_registerKey
    - ActionDialog Feature (generic dialog available for anybody and accessable by simply adding new actions via script commands)
    - New entry in properties panel to configure the self/others interaction key
    - function X39_XLib_fnc_ActionDialog_registerAction
    - function X39_XLib_fnc_convertCodeToString which converts a code (for example: '{hint "BLABLA"}') to a string (keeping the example: '"hint ""BLABLA"""')
    FIXED
    - Escape cant be selected as key anymore (still dont know why you guys always chose it ...)

    v1.1.2
    ADDED - AmmoCaches modules endMission is now optional (default: disabled) + you can choose the end type
    FIXED - InsurgencyModule is not spawning units after a random period of time (was caused by a deletion of the group so that the module tried to spawn units in a NULL group)

    v1.1.1
    FIXED - AmmoCaches module is not working because of a not broadcasted variable
    CHANGED - AmmoCaches module will now end the mission when all caches got destroyed using "end1"

    v1.1.0
    ADDED - Ammo caches module
    FIXED - Insurgency module freaks out when to many units are spawned (should! untested)
    CHANGED - Insurgency module will now despawn units if player is to far away from spawner insurgency objects

    1.0.0
    - ADDED
    ui base class RscMultiColumnListBox
    multiple new functions
    mod properties feature

    v0.1.4 BETA
    - added function X39_XLib_fnc_intToBool
    - new parameter options for X39_XLib_fnc_getUnitsBearing

    v0.1.3 BETA
    - added function X39_XLib_fnc_getUnitsBearing
    - added module: Resupply
    - removed wrong dependency on XActionUI (sorry for this)

    v0.1.2 BETA
    - finnalized the GM_Insurgency module set
    - added example mission for GM_Insurgency module set
    - added example mission for the GarbageCollector module

    v0.1.1 BETA
    - Combined XLib with XEventSystem
    - Changed some stuff on the GM_Insurgency module which fixed some problems
    - added GarbageCollector module (removes dead units, dropped items, empty groups)

    v0.1.0 BETA
    - first release


    Forum topic:
    - BI forums


    Written on 2014-10-08 by X39

    XMedSys

    by
    X39


    Description:
    The XMedSys was designed to fill the giant blank ACE left after ArmA 3 came out but ACE did not. Controling everything works in the same way like in ACE to make a move over as simple as possible (may change in the future) so that everyone who knows ACE should be able to use XMedSys!


    Features:
    • Units are bleeding:
        - Bandage bleeding units to prevent death
        - If bleeding too long you will die
    • Knockout:
        - Unit can get knocked out if too much damage received
        - Unit can get perma knock out or temporary knock out (temp knock out is calculated everytime!)
        - Epinephrine can be used to get knocked out units back
    • Custom death:
        - Unit can be revived with a dephibrilator (After Bleeding is stoped)
    • Broken legs:
        - When you receive too many hits in your legs you wont be able to move anymore until a medic heals you with a MedKit
    • Drag KnockedOut / Death units
    • A Module for simple implementation:
        - Just add the module to your mission and every player will get initilized after
    • Pain and with this also usable morphine
    • Reusable Medkits
    • Real value output of checkunit
    • autoapply to all missions (optional via userconfig)
    • some settings are editable via the module

    Installation:
    Extract into the ArmA 3 Directory, by default this is located in:
    32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
    64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
    After extraction it should look like this:
    Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

    You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
    mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

    When present place the "userconfig" folder into your game install folder, usually:
    "C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
    You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

    You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
    For using multiple mods you would then do so like this:
    -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

    Note:
    You can also use -nosplash to get rid of the splash art and intro videos.


    And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

    When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


    Included files:
    x39_medsys_items.pbo
    x39_medsys_ressources.pbo
    x39_medsys_scripting.pbo
    x39_medsys_settings.pbo
    x39_medsys_uis.pbo


    Media:



    Armaholic.com has its own Youtube channel where we will cover the Community made releases.
    Subscribe to the Armaholic.com Youtube channel


    Known issues:
    At startup there are two different script errors which popup (dont worry, the mod is still working)
    behaviour of limitation reimplementation is not having any effect (its just not fully implemented)


    Notes:
    Please do not initiate the units (putting something like "this X39_MedSys_fnc_InitializeUnit" into ALL inits line of playable units)!
    use the module or a gamelogic with "[] call X39_MedSys_fnc_initMod" and ONLY initialize the AI (not in the init handler like in the example mission as its not 100% sure that only the server executes the init)

    Also I want your feedback inside of the feedback tracker/forums:
    If you decide to use the mod, why?
    If you dont want to use the mod, why?
    Any ideas for improovements?


    Bugtracker / FAQ:
    I also want to please you to check http://feedback.vbundeswehr.de/index.php?project=2 as this is the official bug tracker for this project (so please try to post bugs inside of there)
    + another thing
    check out the FAQ! I tried to explain when to use which items for the right revive process etc.


    Credits & Thanks:
    Project management:
    - General lead - X39 (more commonly known (in ArmA) as Cpt. HM Murdock)
    Coders:
    - X39
    Texture designers:
    - X39
    - sancron
    Model designers:
    -/-
    Special thanks to:
    - Tinter (BI forums) - for the code which added camShake
    - "Bier AIG" group - for intensive testing on regular bases
    - All people who gave feedback and searched bugs
    - The general community for being one of the most insane and epic communities i ever saw in my entire live
    - To NKey who made the v0.3.6 beta update possible (got plenty of stuff to do currently in RL + XMS2)

    Notes:
    You also helped and youre not listed in here? Then please send a pm to me (BI Forums)! Im also just a human :F


    Changelog:
    v0.3.9 BETA
    - Fixed no putInVehicle/removeFromVehicle action available
    - Fixed "RevivalMeasures" option is showed everywhere

    v0.3.8b beta
    - Fixed AGM compatibility pbo issue where self bandaging was not possible

    v0.3.8 beta
    * Removed XActionUi depency (you now need to use either XLibs ActionDialog feature which is also configurable by using the mod properties menu or AGM)
    * Added AGM interaction menu support (can be used instead of the XLib one (XLib is still required!!!))
    * "Fixed" XMedSys items not showing up in virtual arsenal



    Forum topic:
    - BI forums



    - XActionUI (included)
    - XLib (included)

    Optional:
    - Authentic Gameplay Modification


    Written on 2014-10-23 by X39



    XTacticalHud

    by
    X39


    Description:
    X39s Tactical HUD gives the player a good reason to use the tactical goggles! When worn the tactical goggles are worn in combination with a GPS they will be linked together so that the current heading is displayed.


    Features:
    - When TacticalGoggles and GPS is worn a small HUD item will become visible which shows the rough direction (N, NNE, NE, ...) + the exact direction (0 - 359)
    - AirMissions - JTACs can use the "AirMission control device" to create missions for pilots. The JTAC(only with tactical goggles and mission is in viewDistance) and the pilot(only when pilot helmet is worn and mission is assigned) are able to see the missions on their 3D HUD


    Installation:
    Extract into the ArmA 3 Directory, by default this is located in:
    32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
    64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
    After extraction it should look like this:
    Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

    You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
    mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

    When present place the "userconfig" folder into your game install folder, usually:
    "C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
    You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

    You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
    For using multiple mods you would then do so like this:
    -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

    Note:
    You can also use -nosplash to get rid of the splash art and intro videos.


    And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

    When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


    Included files:
    x39_tacticalhud_items.pbo
    x39_tacticalhud_res.pbo
    x39_tacticalhud_scripting.pbo
    x39_tacticalhud_settings.pbo
    x39_tacticalhud_uis.pbo


    Usage:
    Wiki can be found here: http://x39software.unitedtacticalforces.de/wiki/index.php?title=XTacticalHud


    Media:
    Armaholic.com has its own Youtube channel where we will try to cover the Community made releases. Make sure to visit our channel and subscribe!
    Armaholic.com on Youtube


    Notes:
    v1.1.0 note: XTacticalHud currently uses an unofficial version of XLib! So please take the one from the zip


    Changelog:
    v1.1.0
    - changed command to get heading from direction to eyeDirection* added airMissionSystem
    - enlarged the default HUD text
    - now also displaying grid coordinates
    - rscText elements are now centered
    - added userconfig file where you can set the keys for the airMission feature and enable/disable some hud elements

    v1.0.0
    - first release


    Forum topic:
    - BI forums



    - XLib (included)


    Written on 2014-04-06 by X39

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