Spirit6 informed us he released the Mission Template Stand Alone GAIA on the BI forums.

    Quote :
    With this template you can speedup your mission making and add intelligence to the AI without scripting one word.

    What you get without one word of scripting:
    • Automated patrols of any kind. Air patrols, footpatrols, vehicle patrols, boat patrols.
    • Automated fortifications
    • Working mortars, artillery, transportation system. Basicly any type of unit is recognized by GAIA and you dont need to do one thing.
    • Smart AI system that will coordinate the attacks and adjust to what ever the player is doing.
    • Integrated caching system.
    • Integrated respawn system (so you can create endless battles)
    • A shitload more
    • All of the above by simple adding a line in the init of a group without having to understand anything.
    GAIA is the AI system that is used in the mod MCC. With this you can add GAIA AI system to your missions without MCC addon.

    This tempLate serves 2 goals:
    • How to use GAIA if you have MCC and want to use the BIS editor.
    • Run GAIA stand alone and make missions fast. Completely independent of MCC.
    For who?
    This is meant for mission editors. I will answer anything gaia related but I will not teach you how to use the bis editor. So basic knowledge of the bis editor is required.

    Why stand alone?
    I know some wanted it for a longer time. I also wanted a showcase for people that have MCC but want to use it in the bis editor. So now you can learn how to do that. The other is to make people aware of the use of this system so you can be our next big MCC fan!

Written on 2014-09-10 by Armaholic


Big_wilk released an updated version of his Gear / Load Out Weight mod on the Armaholic forums.

    Quote :
    This mod alters the default gear UI to include a displaying showing your units total weight in Kg. This display will also change colour to indicate how much fatigue carrying (X)Kg. will cause you.

    • Added Signing and Keys

Written on 2014-09-10 by big_wilk

Gulozwood released an updated version of his Infected Script on the BI forums.

    Quote :
    Based on the "Shaun: a Simple zombie AI" script by Bluebär posted on Armaholic few month ago,
    I kept sounds from his script and the "contact" function that check if targets are visible or not.

    How infected work:
    when spawning he start walking at random points, 100m around his spawn position.
    regurarly the infected check if there any uncover target in his line of sight.
    if he detect a target he start running at him, if distance <2m he does damage, he will
    lose his target if distance >100m then will return walk around his spawn point.

    • cleaning the mess
    • added "firedNear" eventhandler
    • infecteds will investigate gunshot sound position except in case of silenced weapons usage
    • infecteds can now change target when attacking.

Written on 2014-09-10 by Armaholic


Laxemann released the LAxemann's rangetables, an Arma 3 Artillery rangetables and manual firing crash course, on the BI forums.

    Quote :
    One of my favourite toys in ACE2 were the mortars or to be more precise, the mortar system.
    The vanilla Arma 3, however, comes with no rangetables and has an artillery computer enabled by default, which cripples the art of using artillery to a "click and kill"-kinda thingy.

    I therefore began to make (basic) rangetables for the A3 artillery. I fired two shots with the same elevation and measured the impact distance via script, the average distance was then taken. The distances were measured on the flat VR terrain, so keep in mind that all values won't be 100% accurate when you're above or below your target, but they're
    very helpful guidelines!

Written on 2014-09-10 by LAxemann

Ghost released an update for the Altis version of his Enemy Assault co-op mission for up to 36 players on the Armaholic forums.

  • Removed MOD dependencies, all mods are optional and have an mp setting
  • Option to use AGM Medical module and set params for it
  • Option to Spawn EBU C130
  • EBU C130 has a PARA/HALO system by Dixon/Ghost
  • Added random side objective which may fire instead of main objective area. May be on land or in water
  • Hemtt respawn point removed
  • Removed CH49s from ramp
  • Moved FA18 to spawn list instead of on map
  • Moved Vehicle repair pad to a better area for taxing aircraft
  • AAF aircraft can now be spawned at aircraft spawn board
  • Put in check to see if vehicle spawn pad is clear and if not no vehicle is spawned
  • vehicle spawn pad area will be cleared of empty vehicles when dialog is opened even if vehicles do not belong to player
  • POW can now be a scientist or a journalist aswell as an officer or pilot
  • TOD param now has any hour available default is still 1200
  • Improved Rain and Weather system
  • Added Option for Nimitz carrier in SW ocean as optional spawn
  • Adjusted layout of MP Params
  • Markers for unconscious players needing medical support
  • Player now handles the spawn list for vehicles instead of server. Should eliminate some network traffic
  • Adjusted place charge and demo charge action priority
  • Demo and satchel charges can now be placed under water on objects but is still wip
  • Added option for Konyo MH47E
  • Added scores/ratings to tasks
  • Added action menu icons and colors and adjusted sizes for various actions
  • Improved HALO to have ventral backpack
  • Added interior lights to Terminal area
  • Added teleport action to move between base port and base terminal
  • Moved tracked ammo boxes to open field
  • Added various ramp lights to key areas
  • Added various lights for key areas
  • Option to use Raven's Lifter module for slingload and fast roping
  • Removed Raven's Lifter Module from mission
  • Player can now use Nimitz catapult for FA18s if both mods are selected
  • Map center is now found without a marker placed in editor
  • Converted most scripts to functions to improve performance
  • Can now specify a random enemy type which will choose one of the enemy types each mission location
  • Can now specify how many vehicles each player can spawn at a time
  • Tasks in buildings that are destroyed during mission should now complete or fail as applicable when building collapses
  • Added push boat action for any boat spawned
  • Added Virtual Arsenal to all crates and at base. AmmoCrate drop uses arsenal as well
  • Updated setloadout to use forceadduniform command
  • Removed atvs at base and port since they are no longer needed
  • New version of rooftopmgs function that should dynamically detect positions no matter what map is used
  • Slingload error for "picturething" should not be an issue anymore
  • Replaced Xeno reload with my own reload script

Written on 2014-09-10 by ghost644

Hiiii5 released his Better Little Bird Mod on the BI forums.

    Quote :
    This mod was created to better establish the little birds as true aerial vehicles. In this mod you will find that all little birds now have countermeasures enabled on them for both designations. Both little birds have been balanced with different speeds to ensure that there is more of a reason to fly the unarmed variant than just one has guns and the other doesn't. With this, I have also changed the fuel consumption rates and fuel capacities very minutely to balance out the game a bit more. These replace the previous little birds and do not affect mods like AGM or other mods that rename the vehicles.

    Max Speeds:
    Armed Little Bird - 265 km/h
    Unarmed Little Bird - 310 km/h

Written on 2014-09-09 by Armaholic

Snake Man released an updated preview version of the Vietnam: The Experience mod on the Armaholic forums

    Quote Snake Man :
    Vietnam War Mod goes to ArmA 3!
    This is only a preview version of VTE which includes:
    • US Army
    • Vietnamese Village Rebel
    • Vietnamese Civilian
    • Viet Cong
    • M16A1
    • AK47
    • PBR boat
    • Rung Sat Special Zone 12.8 x 12.8km terrain
    These are old models ported from existing ArmA 2 VTE.

    We are now looking for 3D modeler and texturer to join our team so we can make new content for ArmA 3. Anyone interested, please contact me. We are fully aware that especially the vegetation models look low polygon / resolution, no need to mention that thank you.

    Depending on the feedback on this preview release we will continue tweak it, however later date we plan on porting (with help of new modeler/texturer) the full VTE to ArmA 3. If no feedback is given as its been most often the case, this is the only release. Please provide some feedback, it is very much appreciated.

Written on 2014-09-09 by Snake Man

N_Icomach informed us he released the first public alpha version of the EMP Pack on the BI forums.

    Quote :
    We decided to release the Alpha build of the EMP mine, note this is still WIP!
    The EMP Pack will feature different tools that will be effective against any and all vehicles, along with autonomous turrets.

    Planned features:
    • EMP Mine (Name will come later)
    • EMP Charge (Name will come later)

Written on 2014-09-09 by N_Icomach

Whiplash has submitted a coop mission where you play as an MI-48 Pilot/Co-pilot during the last struggle of CSAT on Altis.

    Quote Whiplash :
    Our military convoy that was heading to our main front was hit by a A-164 Wipeout (Wipeout Showcase Mission) , thanks to this attack NATO forces are trying to push further , your mission is to prevent this , you have several objectives for this mission , first of all you are going to transport some AAF forces to a nearby enemy F.O.B .

    After providing support to the AAF units you will turn to the CSAT once again , we have two special units currently operating on enemy territory , provide then whatever they ask you !

Written on 2014-09-09 by PSK_Whiplash

Whiplash has submitted a Sniper Coop mission deep inside enemy territory

    Quote Whiplash :
    2 NATO/OTAN Soldiers we're tasked for a dangerous mission on enemy ground , these men were tasked to Identify the AAF Officer Kill him and head to Extraction where a Recon team will be waiting for them , as a secondary mission do not get detected by enemy forces.

Written on 2014-09-09 by PSK_Whiplash

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