JShock informed us he released his Simple Flare Script on the BI forums.

    Quote :
    A modular script that allows a mission developer to create aerial or ground flares on a marker, object, or position array.

    Future plans:
    • Addon Version (In-Game Module Based) (Maybe... )
    • Multi-shot aerial flares
    • Sounds
    • Speed/Direction Alteration (depending on request)

Written on 2014-11-26 by JShock


Teeha informed us he released an updated version of his and Warlord554's GPNVG-18 Panoramic Night Vision Goggles addon on the BI forums.

    Quote :
    L3-GPNVG18 Night Vision Goggles are specialized to give their operator a wider Field of View by extending the the number of image intensifier tubes from two to four.
    This extended FOV will give any unit operating at night a significant advantage working in tight environments such as buildings or cockpits.

    Due to the advanced look of the goggles they would be perfect for any SOF kit you plan on making!

    • Added server key
    • Fixed issue where players would see the goggles in front of their camera

Written on 2014-11-26 by TAW_Teeha

AntonStruyk released an updated version of his @Ares mod, which adds a modules expanding Zeus functionality, on the BI forums.

    Quote :
    Ares is a mod aimed expanding the tools available to Zeus so that it is possible to create more varied and compelling missions. The goal is to add simple useful functionality to Zeus without requiring any extra mods running on other clients or the server.
    Ares is designed to work with dedicated servers which may be running missions that allow JIP and respawn. The new functionality it is aimed at running with trusted players in a structured mission and is not recommended for general 'public server' play.

    • Arsenal:
        - Added an 'Add All ...' option to Arsenal that adds all items from loaded mods automatically.
    • Behaviours:
        - Add ability for players to 'Release' surrendered units. Can also be applied by Zeus when dropping the module on a surrendered unit.
        - Artillery targets are now named phonetically
        - Don't allow the surrender module to affect players
        - Fix an issue where units garrisoned on a roof would not stand back up when un-garrisoned until they completed rejoining the squad.
    • Equipment:
        - Combined Enabling & Disabling thermals into a single module. Added ability to apply to sides as well as groups.
        - Combined flashlight control modules into a single module. Added ability to apply to sides as well as groups.
        - Created combined Enable/Disable NVG module. Added ability to apply to sides as well as groups.
    • General:
        - Fix an issue where the item under the mouse cursor wasn't always being detected correctly.
        - Fixed minor UI issue where 'Cancel' text in dialogs was wrapping incorrectly.
        - Removed defunct CFB_AG script
    • Reinforcements:
        - Added ability for missions to specify custom reinforcement pools. See the wiki for details.
        - Added ability to set default behaviour of troops after they unload from transport
        - Added example scripts in the 'extras' folder showing how to define custom reinforcement pools.
        - LZ's and RP's are now named phonetically
        - Tweak the default reinforcement pools to include fewer 'Lite' soldiers
    • Teleport:
        - Improved 'Teleport Group' and 'Teleport Single Unit' modules to not require teleporters.
    • Util:
        - Add more distance options when adding/removing objects from curator.
        - Made behaviour of Copy/Paste dialog consistent on dedicated servers and local servers. You MUST copy and paste by hand in all cases now.

Written on 2014-11-26 by Armaholic


Spencer42 released in our forums an updated version of this fun and immersive large-scale mission.

  • Fixed FOB Officers not appearing at created FOB's (Radio Alpha);
  • Fixed created FOB factories now usable by all;
  • Fixed Enemy FOB factories can now be used;
  • Improved add Night Vision script;
  • Added Designator Batteries to supply box;
  • Changed SquadGUI to not auto-close;
  • Minor fixes.

Written on 2014-11-26 by Spencer42

Sacha Ligthert has submitted a cooperative campaign consisting of five missions set during the 80s on Caribou Island.

    Quote Sacha Ligthert :
    These are 5 small scenarios we've made and started playing when we've just started LowTac. At the time we were pretty small (still are) so this form of minimalism and gameplay fitted our needs. We've decided to release this to the public so it may give joy to other ArmA 3 players. You are free to modify these missions (if you know how). My only request is you send me your screenshots and video-material. :)

Written on 2014-11-26 by ligthert

EvroMalarkey released his ASCZ Missing Content addon on the BI forums.

    Quote :
    This little mod will add some additional content which is already in the game, but not available.
    Mainly adds NATO and AAF vests in additional variants (Khaki, Coyote, Olive, Black) and NATO Uniforms in Woodland and Sage variants.
    Further more it allows you to spawn Dogs (and other animals) in the editor, which were for some unknown reason hidden from editor.

    This mod is using stringtables for all available Arma 3 languages. So all content has proper name as it would be, if it was official.

    In future I plan to add some missing backpacks color variants and unlock some other hidden content.

Written on 2014-11-25 by EvroMalarkey

Zorrobyte submitted an updated version of his ZBE Caching addon and script which he released on the BI forums.

    Quote :
    This caching script enablesimulation false & hideobject true all AI units but Team Leaders if players are not within X distance OR enemy AI units are not within X distance. Also empty vehicles are enablesimulation false if no unit near (including AI) allowing the mission dev to spawn thousands of vehicles with minimal server/client FPS drop.

    I was toying with an ambient vehicle spawn script and found empty vehicles still simulated Physx on all clients and killed framerate when spawning 100s/1000s of vehicles. Also, AI caching greatly improves server performance in Co-Op if mission is heavy on AI.

    • Caches AI, all but teamleader so group still moves (tested: 25%+ FPS gain DUWS)
    • Caches empty vehicles (tested: 2385 vehicles 4 FPS no cache, 49 FPS cache)
    • Uncaches AI for players and other enemy AI groups
    • Compatible with virtually every addon and script (including HETMAN/HAL, bCombat, ASR_AI)
    • Per group/vehicle FSM which is performance friendly and fast
    • Enable/Disable caching for a specific group at anytime
    • Cached AI units in group are setPOS(moved) to TL's position so they can still receive damage from artillery, bombs, etc
    • Units that die while cached are uncached and removed from the caching loop
    • If the group leader dies while group is cached, the next group leader is uncached
    • Cached empty vehicles can still receive damage and display damage/explosions
    • Option to prevent AI from uncaching if FPS lower then set
    • Useful RPT/hintSilent debug option

    • Added per vehicle type caching distance setting (Car,Air,Boat)
    • Fixed missing }; for script version
    • Don't forget to update userconfig if using addon!

Written on 2014-11-25 by zorrobyte

Taurus4K released his ASCZ Heads addon on the BI forums.

    Quote :
    I was disappointed with that small amount of faces Arma 3 has.
    I know what this game needs, more faces with facial hair!
    ASCZ Heads is an add-on, that adds about 26 new faces to your game and also unlocks 5 faces the ones in the campaign of the game. This add-on also redoes the Custom face, where I have added config of legs and hands and new normal map for face, which was not included in the Final release of the game. Unfortunately this is only for faces with white skin tone. (face.jpg in your ...\Documents\Arma 3 -> most servers have restrictions for maximum sizes of 100kbs per file) AI will use those face as well.

Written on 2014-11-25 by Taurus4K

Video of the script version!

Champ-1 released an updated version of his CH View Distance Addon on the BI forums.

    Quote :
    So I have finally overcome my fear of dialog controls and made this script (now in addon form). It's very similar to TAW View Distance Script by Tonic (that's what inspired me after all), but with a couple new features:
    • objects view distance and sync view distance options for every situation;
    • all settings are saved to profile;
    • ability to limit maximum view distance and objects view distance for the mission.

    • fixed: pbo file signature
    • fixed: spelling mistake
    • changed: default input focus is now set to slider instead of textbox to prevent accidental typing

Written on 2014-11-25 by Champ-1

McRuppert submitted a new video of the Jurassic Arma project for Arma 3.

    Quote :
    Hey guys, heres a little update on the Trex Model and Animation...enjoy

You can find more information and leave your feedback in the Jurassic Arma WIP topic.

Written on 2014-11-25 by Ruppertle

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