Joker006 released an updated version of his F-16 Special Liveries Italian Air Force for the recently released F-16C Fighting Falcon by Firewill on the BI forums.

    Quote :
    I made this texture pack which contains F-16 Special Liveries of the Italian Air Force.

    • Added new 4 special skin "5 stormo" "Diana" and old liveries

Written on 2015-01-07 by Armaholic


S@ndBob informed us he released an updated version of his [MIS] Jordanian Royal Army on the BI forums.

    Quote :
    The Royal Jordanian Army is part of the Jordanian Armed Forces (JAF). It draws its origins from units, such as the Arab Legion, formed in the British Mandate of Transjordan in the 1920s. It has seen combat against Israel in 1948, 1956, 1967, and 1973. The Army also fought the Syrians and the PLO during Black September in 1970.

    In 1996 the Jordanian Army finally established a Special Operations Command, the brain-child of Abdullah then a serving Army officer. It is tasked to deal with a possible Palestinian uprising and the growth of Islamic terrorism.

    The present day Jordanian Army is equipped with mainly Western (US and British) supplied weapons.

    • changed jordanian uniform texture into desert camouflage
    • changed some weapons / M16 and IGLA and METIS
    • changed SpecOps Officer
    • added SpecOps MG man

Written on 2015-01-07 by S@ndBob

Kju released a hotfix version of the All in Arma Standalone (AiA SA) project on the BI forums.

    Quote :
    All in Arma Standalone (AiA SA) allows you to use all the content of the other Arma games in Arma 3 - namely Arma 1, Arma 2, Operation Arrowhead and DLCs.
    • From terrains to weapons, vehicles, missions and eventually infantry - all your beloved Arma content available inside Arma 3.
    • AiA SA serves as an unified base for mission designers as well as for multiplayer to allow everyone to easily join servers.
    • It also makes it possible to use community made content from previous Arma products in Arma 3 (except infantry).

    • Added: A3 style grass in ACR terrains.
    • Changed: set author to BI terrains.
    • Changed: tweaked Utes' clutter.
    • Changed: Summer Chernarus has now its own map preview.
    • Fixed: crash in Chernarus/terrain with A2 structures due to faulty texture.
    • Fixed: A1 terrain crashes due to map grid definitions.
    • Fixed: EnvSounds for Takistan, Zargabad and Takistan (cut out).

Written on 2015-01-07 by kju


SavageCDN informed us LordJarhead released the first public version of his JSRS3: DragonFyre soundmod for Arma 3 on the BI forums.

    Quote :
    As most already knew, I've been working for like 6 months now on a new project, called DragonFyre. With the social, mental, powerful help of John, Yokhanan, I was building a new soundmod, based on JSRS2.2. As to given updates with the new ArmA3 Helicopter Update, I had to focus on the Helis lately to fix the given issues, port over the new changes to DragonFyre and now I'm up to date with this mod. It is a 100% working, complete overhaul of JSRS, updated scripts allow us to archive even new and more advanced effects, thanks to LAxemann at this point.
    Let me please point out that this mod is NOT made to sound "authentic" or realistic! Its not a super duper hyper realistic sound mod. Its
    my personal opinion and it was a nice project to create. So either you like it... or you just get the f*ck outa here!

    Do not mix this soundmod with others! This mod is made to run by its own. Also L_ES will disable itself automatically
    when JSRS DragonFyre is applied as those features are integrated anyways.

    The mod is NOT Final!
    There are bugs and issues still left open and I'll fix those later. Its an RC Release, so keep that in mind before you leave a nasty mean comment because YOU are unsatisfied!

    • 12.500+ new sound files!
    • New scripts allowing us to have distance firefights
    • New scripts allowing us to have distance explosions - Muffled thuds finally
    • Reflections - Sound get reflected from Buildings and Trees
    • New SD weapon effects - SD weapons are not as quiet as hollywood makes you think
    • New randomly generated Urban and Forest Reflections
    • New DLC Helicopters covered - Of course
    • Tweaked movement and gear noises - Tiny little tweaks and details, not to loud, not to quiet
    • Hundreds of volume tweaks - Best tweaked JSRS version ever optimized for Stereo and 5.1 - ITS LOUD GUYS!
    • Handheld and most vehicle weapons use sounds from gigantic pools, making each shooter sound different
    • Over 15.000 new sound effects to simulate the best battle sound experience ever heard in ArmA - Or any other video game as well?
    • All sounds reworked! ZERO sounds from JSRS2.1 are left the way they were.
    • Explosions! The danger of explosions is reproduced through new scripts, each explosion sound different than the next.
    • Close explosion-sounds are totally randomly generated on the fly.
    • Real-life recordings with the best given quality used to create perfect sounding gameplay
    • Full support of JSRS2.2 sound effects. If you have Mod weapons using JSRS sounds or entries, you can just switch to DFyre without a CFG change

Written on 2015-01-06 by LordJarhead

Silola informed us he released a new video showing an experiment he is working on using his X-Cam prototype map.
You can run the script experiment only if you have the X-Cam prototype map installed, including all required addons. The files are available below!

    Quote :
    I have prepared a small X-Cam experiment.
    The basic idea is to extract certain parts of the prototype map and then import all the objects as a script file on the VR map.

    The individual steps of the experiment are as follows:
    • On the prototype map I collect various areas and detect all objects in these areas. Each object record is then stored as a single Prefab.
    • Then I go to the VR map and start a new project there. In the next step I read each Prefabs back and save them in the new project.
    • Finally, I'll create a script file from the whole project, which then can be used by everyone on the VR map.
    • The script file contains data from approximately 26,500 objects that are generated either with or without markers.

    Things that do not work in this experiment:
    - Roads can not be detected.
    - Objects have no Annimation (trees do not move, gates will not open).
    - The individual scaling value of the objects can not be seen (Scaling is allways 1)
    - Some objects have a wrong position (height) because the right terrain height model is not available.

    For this experiment, I have used the "light" version of the prototype map.
    To reproduce all the steps I've created a video which you can view below.

You can find more information and leave your feedback in the "X-Cam" and "DAC" Project WIP topic.

Written on 2015-01-06 by Armaholic

Today the time has come to announce the winners of the Armaholic Xmas caption competition 2014.

We would like to thank all who participated, we had a good time reviewing all your entries. Its always a blast seeing the captions people come up with.
So, without further delay, here are the winners we have chosen:
  1. Tier1Voodoo
  2. slingfig
  3. Gibbins.S

Tier1Voodoo will be able to choose first out of the three games we have available, than the next one to choose is slingfig and Gibbins.S will get the last remaining prize.
In case you forgot here is the list of games we offer as prize: We will contact all people who have won by sending them a PM and those people have until january 13th 23:59:59) to claim their prize.
Any prize which is not claimed after that time will be given away at a random person who also took part in the contest and did not win already in the 2014 caption competition!
So, make sure to check your PM's later today!

All winners should reply to a PM they recieve from Foxhound and give their email which they can use to claim gift games with their Steam account. So make sure you give us a valid email address!

Here are the winning entries:


We would again like to thank Jeza for supporting us with the contest and providing us with the prizes!

Written on 2015-01-06 by Armaholic

Sabre[Dust] submitted his Texture Templates containing the C130, An-2, Mi-24 and T72.

    Quote :
    Texture Templates and Examples of variable quality.

    • Mi-24 UN Variant
    • T72 UN Variant
    • C130 Fat Albert, LC130, Coast Guard
    • An-2 - Various Textures

Written on 2015-01-05 by SabreD

Reyhard released his RDS RHS Compatibility Patch on the BI forums.
This addon adds RDS Static Weapons to RHS Russian and American factions avaiable in editor.

Written on 2015-01-05 by reyhard

Reyhard released version 1.3 of his RDS Tank Pack on the BI forums.

    Quote :
    New tanks comes with additional configs to make it possible to use them with the CAF Aggressors and Kaelis South Zagorian Army Mod. Gearbox & psyhX thing need a lot of tweaking (same as T34 sight) but I thought it's already ready to be played with so enjoy!

    Things that are worth seeing are new sights and armour code. I spent actually some time making ZSU upper plate movable when gun is set at high angle. I'm planning making to add some features to it so game play should slightly resemble SAM simulator. Of course, psyhX is on board

    • tweaked t72b & ZSU physx
    • added compatibility with RHS damage system
    • added few muzzle flashes here & there (main cannons still lacks it)
    • some other small tweaks here & there

Written on 2015-01-05 by reyhard

Reyhard released version 1.2 of his RDS Static Weapons Pack on the BI forums.

    Quote :
    This adds different east static weapons.

    • added A3 muzzle flashes
    • tweaked AGS30 recoil
    • tweaked belt animations
    • fixed missing west statics in Zeus
    • fixed artillery elevation bug
    • tweaked Mk19 model
    • added compatibility with RHS damage system

Written on 2015-01-05 by reyhard

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