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Bohemia Interactive released a special Arma 3 developer diary video about Tanoa island, the new terrain featured in the upcoming Arma 3 expansion, which is set for release in the first half of 2016.
Tanoa island is a 100 km² South Pacific archipelago.

In this developer diary, Arma 3's Creative Director Jay Crowe and Project Lead Joris-Jan van 't Land discuss how the devteam came to a South Pacific destination, describe some of the key characteristics and points of interest on Tanoa and reflect on development so far and the roadmap ahead.

    Quote :
    Prague, Czech Republic, Thursday July 30th 2015

    Tanoa will be the first South Pacific destination featured in the Arma series. Previous Arma locations included the Mediterranean islands of Altis and Stratis (Arma 3), the Eastern-European country of Chernarus (Arma 2), the Middle-Eastern nation of Takistan (Arma 2: Operation Arrowhead), and various other terrains in the fictional Armaverse.

    Besides the new Tanoa terrain, the Arma 3 expansion will include new vehicles, weapons, attachments and gear, characters, playable content, and more. The expansion is scheduled to be released in the first half of 2016 and will be distributed as DLC for the base Arma 3 game.



Written on 2015-07-31 by Bohemia Interactive

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TECAK informed us he released an updated version of his Tab My squad addon on the BI forums.
This addon adds a tab "My squad" and removes tab "Team".

Changelog:
  • bug fixes


Written on 2015-07-30 by tecak



RickB released an updated version of his Walkers addon on the Armaholic forums.

    Quote :
    This adds some walking dead to spice up your missions with.

    Changelog:
    • New: Sliders - can be stinkers or not, but they will speed up run and slide for your ass with up to 60km/h. They really tend to hurt themselves at that speed, falling or smashing what´s left of their brains on different obstacles but still a great threat.
    • New: optional respawn mode added to walker_spawn_module: non silenced shots within 70m of the spawn module will very likely attract more walkers (up to 10 at a time)
    • New: walkers can be distracted with all kinds of smoke grenades/shells they somehow like the sound and looks of smoke. maybe it reminds them of the gas that made them what they are ^^
    • Added: hurt sounds when hit by walker
    • Added: adjustable maximum damage inflicted by walker hits
    • Added: action to hide dead walker bodies before they despawn
    • Adjusted: eventhandlers
    • Fixed: walkers won´t spawn next to players anymore (at least 30m away)
    • Fixed: killed units will be resurrected where they died
    • minor bug fixes
    • still working on full dedi server ZEUS support and other stuff


Written on 2015-07-29 by RickB

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Hector Corral submitted his French Army 2035 addon.

    Quote :
    Join the battle with the French army! Its role within NATO is crucial because of the gain of influence of CSAT in Eastern Europe. Get ready to join one of the last pillars of the falling European Union.

    Features:
    • A new faction: France
    • A new uniform: Combat Fatigues (CE) + Recon, Diving and Ghillie variants
    • Two new equipments: ECH (CE) and Carrier Lite (CE)
    • Two new camo for all MX weapons: Brown and CE
    • French names for units of 'France' faction.
    • All the content of this mod is available on all Arma 3 official languages


Written on 2015-07-29 by HELL-KILLER-Fr


kripto202 submitted an updated version of his Kommunity Insignias addon pack.
This pack contains many different Insignias that were made by different community members and anyone can add their own insignias.

    Changelog:
  • added Fallout Perks
  • added Portal
  • added Kingdom Hearts
  • added Monstercat
  • added Markiplear Stash
  • added JTF insignia patches
  • added Pietsmiet
  • added NXT
  • added NXT
  • added Backyar3d
  • added NRU
  • added US Special Warfare Command


Written on 2015-07-29 by kripto202


Heeeere's Johnny! sent us an updated version of his Automated doors script which he previously released on the BI forums.

    Quote :
    This script manages triggers to automatically open doors of buildings, fences and cargo containers when a (human) player is close.

    At some point, I got annoyed of having to walk really close to a door and sometimes even having to scroll, if my default action is something different, to get the right action to finally open it. Maybe there's some people out there feeling similarly.

    Changelog:
    • added "Land_BarGate_F" to buildings array


Written on 2015-07-29 by Heeeeres Johnny


aliascartoons released in our forums a new version of this cooperative mission where your objective is to launch a diversionary attack on the southern part of Altis.

Changes:
  • changed re-spawn policy, still one life per player but if you die you can occupy an AI slot if available
  • Psycho revive script replaced with the one fixed by Alwarren
  • changed the pbo file name
  • weather minor changes
  • changed units loadout
  • changed scripts which didn't work after last A3 update
  • changed few triggers
  • tweaked special effects
  • new special effects
  • additional messages



Written on 2015-07-29 by aliascartoons


Goticwar released an updated version of his =ARC= Japan units on the Armaholic forums.

    Quote :
    The "Japan Units" mod ( by Goticwar) aims to add japan contents on BLUFOR side of Arma 3. More precisely, the mod add new units and vehicles.
    From a technical standpoint, units and vehicles that use 3D models of the game Vanilla with new HD textures.
    You must keep in mind that it is only re- texturing , so that some units will use clothes and gear that are not used IRL.

    Changelog:
    • News: Patchs
    • News: beret
    • News: caps
    • News HD icons for New unifomrs and Vests
    • Uniforms camo Types:
    • News camo (JASDF) Pattern 1988
    • (JASDF) Pattern Digital Correction texture (uniform & vests)
    • (JMSDF) Pattern Navy Correction texture (uniform & vests)
    • News Vests DLC camo Types:
    • Vests DLC (Japan) Kaki
    • Vests DLC (Japan) Tan
    • Vests DLC (Japan) Grey
    • Vests DLC (JGSDF) Jeitai
    • Vests DLC (JGSDF) Jeitai Desert
    • Vests DLC (JGSDF) Jeitai Desert 2012 (Iraq)
    • Vests DLC (JASDF) Pattern 1988
    • Vests DLC (JASDF) Pattern Digital
    • Vests DLC (JMSDF) Pattern Navy
    • Vehicules Types: Correction Code for all vehicules
    • GhostHawks Camo & Blue
    • Commanche Rh 66 Camo
    • MATV Camo & OD
    • L39 Albatross Blue


Written on 2015-07-29 by soronelite


Kash697 submitted the first version of his IAF Indian Air Force texture replacement pack.

    Quote :
    This addon represents Indian Air Force. Currently it only has C130j textures but in the coming days i'll add textures for more IAF warplanes Which are available on Armaholic website. You can also go through the website and do requests for me here, after which i'll ask the original modder for permissions and then make texture pack for the mod.



Written on 2015-07-29 by kash697


The ACE Team released an updated ACE3 version on the BI forums.

    Quote :
    We have noticed that when using ACE with 3rd-Party mods that do not fully support CBA Extended Eventhandlers (XEH) that some units do not work with Interaction fully. You may see the cursor but no menus.

    Workaround:
    The latest Community Base addons A3 has an optional PBO that you can activate to help resolve these situations.
    1. Move the cba_enable_auto_xeh.pbo and its signature file from the CBA optional folder to the CBA Addons folder
    2. Restart Arma.

    If you have identified the 3rd-Party mod that causes ACE Interaction to break, contact the developer and ask them to support the CBA XEH. They can contact CBA Devs for help.

    Developers can update their mods by one of the following methods to work with ACE.
    Reference: Two guides to help developers get started with the CBA extended event handler system.

    Changelog:
    • Changed:[ist]- Updated Spanish translation
    • - Updated German translation
      - Updated Portuguese translation
      - Updated Polish translation
      - Updated Czech translation
      - Various 3D models and textures
      - Medical litter models
      - Optimized wind deflection code
  • Fixed:
      - IED Class Inheritance
      - Bug with Advanced Medical medication configuration (hr min/max)
      - Wirecutters unable to cut concertina wire
      - Interaction with explosives while swimming
      - Vanilla damage effects incorrectly playing
      - Zeus module was broken on dedicated servers
      - CheckPBO wasn't checking for extra client addons
      - Earplugs being added when combat deafness was disabled or unit already had
      - Couldn't interact with the map when it was shaking
      - Rallypoint object classnames
      - Pain effects showing in zeus
      - Binoculars had safety mode
      - Combat deafness while using zeus
      - addActionToObject function wasn't working correctly
      - Concertina wire damage wasn't globally applied
      - Impenetrable tactical ladder
      - Repeating medical animations during rapid treatment
      - Vector Lag (RPT Spam)
      - Unloading unconscious pilots and boat passengers
      - Loading unconscious into co-pilot seats and boats
    Added:
      - Cut parachute/Reserve parachute
      - Actions to buildings (UserActions - Ladders)
      - Zeus/Curator interaction menu
      - Sitting
      - Finger pointing
      - Open action for boxes/crates
      - 'parachute' and 'camera' hitpoints to the HuntIR model
      - Missing ammobox animation sources
      - Virtual attach object placement
      - DAGR 10 digit grid support for all map configurations
      - Headgear provides hearing protection
    • Removed:
        - "Treat at" action menu entry when using ace_medical


Written on 2015-07-29 by Armaholic

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