McLupo released an updated version of his Marks, Labels & Insignia - Soldiers addon on the BI forums.

    Quote :
    As long as I played ArmA I always missed a means of seeing what faction is shooting at me. I never saw marks, labels, or insignia.
    So I did what must be done. I created an addon for providing the missing decals, because I never want to hear: "Hold fire! Blue on Blue".
    This expansion will complement the MLI – Camo (redifined vehicles).

    • Fixed: AAF-Groups - Wrong camo of the AAF-Infantry Squad (Woodland) - desert to Woodland

Written on 2015-11-30 by McLupo


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.

    • Removed PIF Backpacks from the Taliban Technical
    • Tweaked QD Suppressor model, and added it to the usable list for 5.56mm weapons.
    • Removed C8 SFW
    • Added ACOG-Ibexes in both black and Tan. Currently they are only 3D, 2D ones will be done after the 7th

Written on 2015-11-30 by Armaholic

IvosH_cz released in the BI forums an updated version of this mission playable in singleplayer and cooperative modes.

  • Added voice acting

Written on 2015-11-30 by Armaholic


phronk informed us EricJ released an updated version of his Taliban Fighters on the BI forums.

    Quote :
    A simple set of fighters that represent closely what is in real life, using ported from A2 models and textures (Takistan civilians).

    It should be noted that other than a couple RGOs, they're unarmed and decided to keep it relatively simple given player preference on weapon mods and the like, so you'll have to gear them up in the Editor or Virtual Arsenal, etc.

    • - Removed A2 legacy proxies

Written on 2015-11-29 by Armaholic

Drongo69 released a new version of his Drongos Artillery addon on the BI forums.

    Quote Drongo69 :
    Drongo's Artillery is an addon for Arma 3 (both SP and MP supported). It is heavily based on CoC Unified Artillery for OFP. The aim is to put AI-controlled batteries of artillery under player control. A degree of skill should be both required and rewarded by the system. Hopefully a balance between realism and gameplay can be struck.

    Drongo's artillery requires some degree of map-reading and the ability to call adjustments. The rounds are not spawned in, the artillery assets are given target coordinates, calculate the aimpoint based on various factors and fire real shells. The buggy doArtilleryFire command is not used, so it is possible to select both high and low angle fire.

    Each side is partially voiced. NATO features edited lines from Generation Kill, REDFOR and INDFOR feature edited sound files from Arma 3. The default BIS artillery assets (and 3rd party addons that inherit from them) are supported. Simply place them on the map and they will be detected and available to the appropriate side. To access the artillery system, tap the up arrow key (can be reassigned by the user). Arma 3's default radio, ACRE radios and Task Force Arrowhead radios are all supported by default (others can be added).

    The system gives you control over aimpoint, warhead types, rounds to fire, high/low angle, sheafs (circular or box), groundburst/airburst/mixed and airburst height. After inputting the aimpoint, it is usually necessary to fire spotting rounds and adjust the fall of shot. Once the spotting rounds are on target, the spotter can call fire for effect, or store the mission for later use (with a reduced delay). Typically, it will take 60-90 seconds for the first shell to land (though this can be increased by using the "Realistic Delay" module).

    The are modules for no delay, realistic delays, no initial error, disallow mapclicking for target input (force manual entry) and debugging (text, markers and smoke trails for shells).

    • Self-guided shells semi-implemented (can't get them to reliably hit the target, they often miss by a few meters)
    • Other stuff I can't remember

Written on 2015-11-29 by Armaholic

VanZant released an updated version of his VanZant's SteadyShot addon on the BI forums.

    Quote VanZant :
    This addon allows to tweak the sway and recoil values in an easy way. It is also very flexible as it allows to balance different categories independently, stances, weapons, ... apart from the global multipliers that affect everything.

    • Changed: Usage of the new commands in v1.54

Written on 2015-11-29 by VanZant

VinceFrunier submitted his RHS BMP desert camo retexture addon.

    Quote :
    Desert camo variant of the BMP-2 by RHS (with arab numbers) - will find it's place in Syrian-Iraq and other Middle-Eastern themed mods.

    • BMP-1 and BMP-2 in desert camo variant

Written on 2015-11-28 by VinceFurnier

Austin(medic) submitted his Inventory System script.

    Quote :
    This inventory system allows you to define some custom objects that you can use, without them actually existing in the game itself.

Written on 2015-11-28 by austin(medic)

EricJ released an updated version of his UH-60 A3 Pack on the BI forums.
This adds different versions of the UH-60 A3.

  • Fixed texture issues.

Written on 2015-11-28 by Armaholic

R0adki11 released his Nogovan Armed Forces for Arma 3 on the BI forums.

    Quote :
    Following the wars that ravaged the islands in the 1980’s, it was decided that the old militia system of weekend warriors with a minimum of training was insufficient to ensure the defence of the Nogovan Republic. Permanent armed forces based on universal conscription were therefore established, built around a core of former FIA guerilla’s and returned expatriate officers.

    The modest resources of the islands of Nogova, Everon and Malden preclude massive investment into modern armaments, leading to an emphasis on acquiring smart soldiers rather than smart weaponry. Rigorous and extensive training programs have been developed to ensure that raw recruits are brought to a high professional standard with a variety of military skills. In joint exercises with Western militariesNogovan draftees have outperformed the foreign regular counterparts on multiple occasions.

    All soldiers must pass an extended basic training for a period of six months before entering advanced military training. Part of the soldiers are then enrolled in the combat arms, part in the supporting services.

    Due to the relatively long ininital training all forces have a firm background in basic infantry skills regardless of their subsequent specialisation.

    The main part of recruits enter the light infantry which provides soldiers with training for operations in both alpine and desert conditions. Nogovan light infantry doctrine places a high value on dispersed and independent operations by platoon sized units against numerically superior or more heavily armed forces, mimicking the resistance tactics developed in the wars against the Soviets.

    Part of the troops are assigned to the armoured corps, which specialises in combined operations with tanks and armoured personnel carriers.

    The Nogovan Light Horse endorses fast aggressive tactics to quickly disrupt airborne or amphibuous invasions before initial assault forces are able to establish a firm bridgehead. Its reliance on brute force contrasts with the more fluid tactics of the rest of the army.

    After basic military training and the light infantry course the best and brightest of the recruits can volunteer for service with the airborne company, undergoing extensive advanced training imparting airborne and amphibuous infiltration techniques, demolitions skills and use of foreign weaponry and equipment.

    Endurance and initiative are highly stimulated in airborne candidates, a high number of which eventually enter non commissioned – and subaltern officer training courses at the ViktorTroska Military Institute.

Written on 2015-11-28 by R0adki11

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