Drongo69 released an updated version of the Middle East Irregulars on the BI forums.

    Quote Drongo69 :
    This addon attempts to simulate an "Al Qaida" type force in Arma 3. None of the assets used have been made be me, I only did the config and adapted the randomization script.
    Their uniform, headwear, vest and pack are randomized, so they provide a lot of variety. They are equipped with Russian weaponry from massi's weapon pack. There is also another PBO which offers these units mounted in a range of Arma 3 and All In Arma vehicles and static weapons.

    All of the assets referenced belong to their respective authors, this addon only accesses it at the config/script level.

    • Removed all protective vests and switched to bandoliers (as default)
    • Allowed all units to be optionally equipped with tac-vests by placing a logic named driVests
    • Fixed the incorrect faction side of the civilians (thanks ARJay)

Written on 2014-03-03 by Armaholic


In this weeks wip report we feature 18 projects by different authors. When you want to view all wip updates make sure to click "read more.." at the bottom of this news item otherwise you might miss out on some interesting new addons and mods coming to the Arma series.

Arma 3 - Favslev 3.0

    Muggi is working on the Arma 3 version of his famous Favslev and posted some wip screens on the Armaholic forums.

      Quote Muggi :
      Im replacing all textures from scratch, higher resolutions and messing with them a bit in photoshop to make it look nicer.
      Also, adding a beach on the entire east side of the map. Inspired from our huge danish.... west-side shoreline... But it fitted more on the east side of Favslev.

      Now for some screenshots, and Im happy with it so far. It looks really great in A3, but please remember theres still alot to do. Im gonna release this if Im happy with the outcome when Im done. This is a huge job for me, especially when considering im not even playing/using this game anymore!

    - Armaholic forums

Arma 3 - Max UK Police Mod

    Maxjoiner posted some first wip screens of his next project, the Max UK Police Mod.

    - Armaholic forums

Arma 2 - Dutch Armed Forces

Arma 3 - Speed Of Sound

    Bigpickle released a new video in which you can hear the new Flyby script in action which he has added to his Speed Of Sound soundmod.

      Quote Bigpickle :
      New Flyby Script in Action, plane enthusiasts are gonna love this and I can add all planes to this and make them all sound like their real life counterparts.
      Any aircraft modders who want their aircraft included in the script, pm me a BIS Forums and I'll add them and create the flyby audio for them.

    - BI forums

Arma 2 - Daringd Island Project

    Daringd released some new wip images of his island project on the BI forums.

    - BI forums

Arma 2 - The Unsung Vietnam War Mod

    Showmaker posted some screens and a video showing his Mekong Delta map.

    - BI forums

Click "read more.." to view this weeks entire Work In Progress report!!

Written on 2014-03-02 by Armaholic

Morieza released in our forums a new version of this mission for Arma 2 and/or Arma 2: Combined Operations.

  • Added: Center-Peel /Aussie Peelback tactic with AI teammates, peel option: left/left-back, right/right-back, formation heading.
  • Improved: Lowering starting-skill and resetting auto-increase-skill multiplier, now the easiest mode will no longer become the hardest, now if enemy unit dead, units remaining in his group will gain an extra skill (more casualties more group skill), new 20 difficulty mode, end mission bonus = +1%..... +400%.
  • Improved: Few ruins of destroyed buildings will be hidden to avoid OPFOR AI stuck when they trying to change group formation heading direction near ruin.

Take The Red On v1.02

Arma 2: Combined Operations (Optional)

Written on 2014-03-02 by morieza


Oi8124u submitted a new version of his Rifle Platoon Resource.
This contains three units organized into basic USMC Rifle Platoons.

  • Edited: Marked all personnel in main platoon as playable.
  • Edited: Small changes to Mission.sqm files.

Written on 2014-03-02 by oi8124u

Another123 has sent us a new version of this pack containing 4 missions playable singleplayer and coop modes.

  • Works now with CAF Agressors 1.5.
  • Removed R3F_Armes dependencies (R3F Armes is not requied mod anymore).
  • Relocated units on some of the missions.

Written on 2014-03-02 by Armaholic

Ozzie has submitted a mission where due to CSAT Forces advancing NATO plans to destroy a CSAT supply base.

    Quote Ozzie :
    Welcome To Operation: Stallion. The First Of Many Operations That Shall Be Released By Me.

    Situation Briefing:
      The Recent String CSAT Attacks Have Forced The Remaining NATO Forces On Stratis To Retreat To The Last Defendable Location On The Island, Which Is Stratis Air-Base.
      With Their Backs Against The Wall, The NATO Commanders Have Decided To Try And Slow The Supplies That The CSAT Forces Have By Attacking Their Vehicle/Supply Base At The Old Kamino Firing Range.

      An Element Consisting Of Foxtrot And Omega Are In Position, Awaiting Orders To Proceed With The Operation.

Written on 2014-03-02 by Ozzie

SAN informed us he released a new cooperative mission in the BI forums.

    Quote SAN :
    Europe 1945. In Horgau, a municipality with 600 inhabitants 17 km west of Augsburg, locals do not even know what's going on in the forest. At the station appear more frequently gray cars all with an "OT" on the license plate. "OT" stands for Organisation Todt - the building team which is assumed to the Minister of Armaments and built the Atlantic Wall in Normandy and in Peenemunde the launchers for the V2 rocket. The order in Horgau is secret and people ask: "What is out there in the woods?

    Your order is to scour the target area and clear it.

Written on 2014-03-02 by SAN

Dwringer submitted his ASINC scriot.
This is a simple, RPG-like interactive text conversation system for NPC's (single player).

    Quote dwringer :
    This is a simple console-RPG style conversation system (similar to dialogue seen in games like Final Fantasy VI or Knights of the Old Republic).

    I have been putting this together over the last few days, and have gotten to a point where my desire to add features outweighs my desire to debug/troubleshoot. So, I am releasing what I have as of now in case others may be interested in using it to make missions, or even just to play around with how to make custom dialogs and onscreen resources. I am a complete novice when it comes to those topics, so it is likely some may find serious inadequacies in my code. Nevertheless, it seems to work pretty smoothly now, and I think I've worked out the major performance/initialization hiccups.

    • This is a purely text-based interactive conversation system, completely independent of the system built into the game.
    • In interactive mode, the player can be presented with up to three responses, each of which can lead to a new conversation state for the unit (or unit class, represented by a Game Logic).
    • The responses can also have associated actions, which are just chunks of code that will be compiled and executed at the time of selection (thus, forks in the mission flow can be set up, tasks can be given, etc.).
    • The system can also work passively, where NPC's provide non-interactive dialog for a specified number of seconds before the frame disappears. This is mainly for visual consistency, as the game currently allows this type of scripting without any real complications anyway.
    • I have included a demo mission, which for simplicity's sake doesn't quite illustrate the full potential of the system. However, it is a bare minimum display of all the different functions involved.

Written on 2014-03-01 by dwringer

Austin(medic) submitted his Animations script .

    Quote austin(medic) :
    This script was mainly created to try and make it easier to use animations that BIS_fnc_AmbientAnim did not cover. It contains all of the animations that I could get to work on both the player and the AI.

Written on 2014-03-01 by austin(medic)

Cobra4v320 released an updated version of his Defuse the Bomb script, which is an updated version of the defuse the bomb script from Arma 2 by Igneous01 on the BI forums.

    Quote cobra4v320 :
    This is an updated version of the defuse the bomb script from ARMA 2 by Igneous01.
    Code is a randomly generated array of numbers, has a custom gui for the keypad, # is to enter the code, and * is to clear the display.

    • Updated GUI for cutting wires.
    • You can now cut a wire to defuse the bomb.
    • Added clipping sound effect for wires.

Written on 2014-03-01 by cobra4v320

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