Drongo 69 released in the BI forums a mission where you must defend Air Station Mike-26 against waves of FIA infantry..

    Quote Drongo 69 :
    This is a fairly simple COOP/SP mission where a few fireteams must defend the base from waves of attackers. The default units are the players as AAF and the enemy as FIA. To win, the defenders must kill 100 or more enemy. The defenders lose by all dying.

Written on 2014-02-14 by Big


Korneel van 't Land informed us Bohemia Interactive have announced the first Arma 3 DLC "Arma 3 Zeus".

    Quote :
    Prague, Czech Republic, Thursday 13th February 2014

    Bohemia Interactive, creators of the award-winning Arma™ series and DayZ™, today announce their first planned DLC for Arma 3: Arma 3 Zeus. Made available in the second quarter of this year, the free Zeus DLC delivers a new form of multiplayer, in which players can take on the role of Game Master and curate the online battles of other players. The concept is further introduced in the DLC’s reveal trailer.

    Improvisation is the ultimate key to success in Arma 3 Zeus. Inspired by popular tabletop games such as 'Dungeons & Dragons', a limited number of players can assume the role of Game Master, and influence the multiplayer experience of those with boots on the ground. Watching the battlefield from a bird's-eye view, wielding an intuitive real-time editor, Zeus can create, manipulate or expand mission content to generate new stories and a flow of challenges. The result is incredibly dynamic, unscripted combat gameplay - and multiplayer sessions which are filled with unexpected, challenging, and creative events.

    The Zeus multiplayer concept works across all familiar multiplayer game types, such as Team Deathmatch and Sector Control, where players can either work with or go up against Zeus. The most distinctive game type in Arma 3 Zeus, however, is ‘Zeus Game Master’. Here, Game Masters are entirely free to create objectives, spawn units, and steer players across Arma 3’s massive Altis and Stratis terrains.

    On top of the diverse range of official Zeus scenarios that will be available, Arma 3 Zeus can also be implemented into player-created multiplayer scenarios.

    Zeus’ Design Lead Karel Moricky:
      "The best thing about Arma 3 Zeus is how naturally it fits within the game. Dynamic combat, massive islands, and editing features - it was all there. But now we've added an interface which gives players full control over the multiplayer experience. The Zeus system is pretty modular too, so community creators can easily use it in their missions. Or take it apart and turn into something completely different. There are no rules, only those you make yourself.”

    While the reveal trailer already gives a taste of what to expect, the Arma 3 development team will also be hosting an official ‘Arma 3 Zeus Gameplay Reveal’ livestream this Saturday, February 15th, at 17:00 UTC. During the livestream, Zeus’ Design Lead Karel Moricky and Arma 3’s Creative Director Jay Crowe, alongside other core members of the Arma development team, will be giving a one-hour demonstration of how it is to play as Zeus and what it’s like to be one of Zeus’ subjects. The session will be streamed live from Bohemia Interactive’s HQ in Prague onto Arma 3’s channel.

    For more information about Arma 3 Zeus, please visit Also be sure to keep track of the Arma 3 social channels (Facebook, Twitter) and stay up to date of all the latest developments.

Arma 3 information topics:Discuss Arma 3 on our forums.

Written on 2014-02-13 by Bohemia Interactive

Slatts released the Rpg-18 disposable launcher on the BI forums.

    Quote Slatts :
    The RPG-18 is short range disposable launcher developed in the Soviet Union. This small addon adds in the RPG-18 from Arma 2 with the same ballistics giving it an effective range of roughly 200M. Although you can hit targets further if you're lucky.

Written on 2014-02-13 by Slatts


PetraCephas released a new video of the ARMSCor mod which will include South African military equipment on the Armaholic forums.
In this video you can view the A109 family they have been working on.

You can find more information and leave your feedback in the ARMSCor wip topic or on the ARMSCor blog.

Written on 2014-02-13 by PetraCephas

BogatyrVoss released an updated version of his Unused Animations Mod on the BI forums.

    Quote BogatyrVoss :
    This mod edits some configs to make use of the animations that are otherwise not used in the game. I made no animations, nor the original config, that credit goes to BIS.

    • Re-made the entire thing
    • now added the jumping animation
    • plus a new walking animation
    • now you can be very specific as to what animations you want
    • fixed the issues that were brought up thanks to BIS's updates

Written on 2014-02-13 by Foxhound

Pokertour released an updated version of his =ATM= Airdrop script on the Armaholic forums.
With this script you can make a HALO jump where you want.

  • Fixed some error in script
  • automatically deploy your parachute at 150m

Written on 2014-02-13 by pokertour

LordHeart released his LHM Parachute Fix on the BI forums.

    Quote LordHeart :
    So after playing Arma for a period of time, eventually parachuting into AO's comes up and you go off and do it. Only to land and either glide 20-30m from where you landed and end up prone or other oddities happen.

    • No awkward landings
    • No gliding across the ground
    • Signed and keyed for your benefit

Written on 2014-02-12 by LordHeart

BangaBob released an updated version of his Enemy Occupation System (EOS) script on the BI forums.

    Quote BangaBob :
    Enemy Occupation System (EOS) is a highly customisable and powerful script that enables mission designers to easily populate their scenarios with AI units. Furthermore, units spawned within the EOS environment are automatically removed when not required to save resources and ultimately enable larger multiplayer missions without lag and de-sync.

    • Spawn AI infantry, divers, boats, motorised infantry, armoured vehicles, helicopters and Static placements.
    • Automatically spawn/deletes units to save server resources
    • Realistically cache units
    • Units patrol marker area
    • More control for advanced users
    • Extensive instructions for beginners
    • Customise AI skill levels
    • Bastion defense option

    • Vehicles are crewed manually using unitpools "_crew" and "_helicrew". Increase flexibility for custom units.
    • Removed functions;EOS_LightVeh,EOS_Armour,EOS_spawnStatic, EOS_Chopper. Replaced with EOS_fnc_spawnvehicle.
    • EOS Unit eventhandlers function created. Named: eos_fnc_grouphandlers.
    • Safe positions for vehicles handled by: EOS_fnc_findSafePos.
    • Cargo fill function adapted for EOS_fnc_spawnvehicle
    • New unit pools created for EOS_fnc_spawnvehicle function.
    • Optional probability parameter added for each type of unit spawned
    • Optional height limit and debug parameters added

Written on 2014-02-12 by bangabob

Kazimierz posted a new update showing a sneak-preview of the Harrier in operational grey and heritage grey/green on Armaholic forums.

    Quote kazimierz :
    I have three projects ready for release.

    The Hercules C5 (C-130J BiS Reskin) is ready in three versions:
    C5 in current NATO green, C5 in early '00s grey, C5 in fictional Gulf War Desert Pink. The model represents the USMC C-130J Super Hercules, which is only slightly different from the C5 model employed by the RAF. Permission is granted to me to use previous work by Morris.
    The Lightning IIb (F-35 BiS Re-skin) is ready in one version; current factory paint RAF. The model is still BiS, which represents the XF-35B technology demonstrator - in many aspects not the production version of the F-35B. The texture is a hybrid to suit the model, whilst keeping to the production F-35B. Permission is requested by me to use previous setups by Feint.
    The Harrier GR.X (AV-8B BiS Re-skin) is (almost) ready in four versions; Harrier GR.X No.3 Sqn, 90's NATO green - Harrier GR.X No.3 Sqn, 00' Operational Grey - Harrier GR.X No.3 Sqn, last flight tail-paint - Harrier GR.X No.1 Sqn, last flight '70s heritage paint. The model is BiS resembling the AV-8B Harrier II plus, differing considerably from the Harrier Gr.7/9s used by the RAF. In that sense, I have dubbed the model the GR.X (ten) as a fictional '10s pre-F35 Harrier. Permission is requested by me to use previous work

    Other versions are optional on request (time permitting of course).

You can find more information, view all new screenshots and leave your feedback in the Texturing Project wip topic.

Written on 2014-02-12 by kazimierz

Alduric informed the community on the Armaholic forums about the ArmA 3 Combat System he is working on.

    Quote alduric :
    Today I'd like to shed some light on a project thanks to which me and my buddy Szwed have been spending sleepless nights over the last few months.

    Many of you probably notice that some mechanics of ArmA 3 are lacking, so we've decided to meet your expectations and develop some of important elements of the gameplay that we consider lackluster.
    Our mod, A3CS, will be developing basically every branch of the gameplay, that is: medical system, technical system, mortar handling and many many more.
    Regarding the interface, it will be based on the "Flexi Menu" from the CBA, well-known from the ACE mod from ArmA 2.

    The wip topic will be kept up to date with additional content that is yet to come. I'd like to recall that our mod is in the advanced phase of production, we've been working on it for quite a bit of time (few months) and we're sure that it will fill a certain niche in the ArmA 3 community.

    We'll launch a subpage within a few days, where you'll be able to send us your ideas or see the movies/screens from the tests.

You can find more information and leave your feedback in the ArmA 3 Combat System wip topic.

Written on 2014-02-12 by alduric

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