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Screen of the week




Zenophon released his VR Random Urban Area Generator Script on the BI forums.

    Quote :
    This script generates a randomized, urban-like area using the new generic VR structures. It is a simple implementation, and it is mostly meant for arena-style PvP missions or CQB practice vs. the AI. You can use this function to quickly have fun in the editor, or generate a complex VR city block by block.

    The function uses a grid system to evenly distribute large structures and small cover objects. It uses a rectangular area marker to define the boundaries of the area. The size of each grid, each of which contains one large structure, and how many smaller objects there are per grid are entirely customizable. Each object is randomly placed and rotated within the grid.

    The function is very fast, generating large areas in less than a second, and it can be used as many times as you need. There is no debug, argument checking, or defensive code, to make it as simple and fast as possible, so make sure the arguments are correct.

    Changelog:
    • Improved: Area can now turn with marker angle
    • Improved: Object rotation stays at right angles to the marker angle
    • Legal: Added license


Written on 2014-07-15 by Zenophon

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Gizz46 submitted an updated version of his Gizz46 Sniper Pack GSP which he released on the BI forums.

    Quote :
    Here I'm back again. It has been a while, but finally I can give an updated version of my mod.
    This time I added an very powerfull rifle the McMillan Tac 50. I also tweaked the ammo and damage values of the rifles.
    Also the rifles have no linked items anymore.

    I'm working also on some other rilfes, like the MSR/XM210 or the M107 CQ.
    If anybody can help me with some good pictures of the MSR this would be really nice.
    I also need better sounds.
    Have fun and any feedback or constructive critisism is appreciated.

    Changelog:
    • fix for the new Bootcamp update


Written on 2014-07-15 by gizzy46


Pwner Actual released his ArmA III Mission Builder on the Armaholic forums.

    Quote :
    This application is a graphical user interface created using AutoHotKey's powerful GUI creator and commands.
    It serves to rapidly build a custom mission with little to no coding involved. You will save a lot of time.
    Through the filling of form fields, checkboxes, and dropdown lists, your desired parameters are saved.
    The entire mission files are automatically generated. It is not necessary to go through dozens or hundreds of lines of code.
    Expert coders may however still find use in this application. All created files are commented and can be modified manually.

    Features:
    • 4 mission files are created: init.sqf, description.ext, Briefing.sqf, Tasks.sqf.
    • All four are commented and can be modified once they are created.
    • Default or custom media files are incorporated in relation to your chosen parameters.
    • These include: mission preview image, loadscreen, debriefing screen, and an intro movie.
    • The PWNR folder is also generated, which contains all the files used to create an immensely thorough and complete mission.
    • It is important one does not modify this folder. All global variables are tagged for compatibility with the user's own variables.
    • PWNR scripts deal with, amongst other things: collateral damage, friendly fire, view distance, body/vehicle removal,
    • dynamic group membership, mission intro, JIP/respawn compatibility, patrols, etc.
    • Pwner's patrol function is included within the mission builder.


Written on 2014-07-15 by Pwner Actual


GvsE ported with permission, Christian.1987's mp7 to Arma 3 and released a small hotfix on the BI forums.
We have merged the hotfix already so you only need to download one file.

    Quote GvsE :
    This is my port of Christian.1987's mp7, originally released for Arma 2.
    Compatible with different attachments thanks to various extra configs.

    Changelog:
    • makes the sounds compatible with the dev branch and the upcoming stable patch.
    • makes the mod compatible with asdg joint rails

Mp7 v2.3.2



Only required if you wish to use any of the additional configs:
- FHQ config:
FHQ Accessories pack
- FHQ + R3F config:
FHQ Accessories pack and R3F French Weapons Pack
- FHQ + R3F + Scope Mod A3 + Susat Scope config:
FHQ Accessories pack, R3F French Weapons Pack, Scope Mod A3 and Susat Scope
- Scope Mod A3 config:
Scope Mod A3
- R3F config:
R3F French Weapons Pack


Written on 2014-07-15 by GvsE


RobertHammer released a Config Hotfix for his RH M4/M16 pack on the BI forums.

    Quote RobertHammer :
    This is the M4/M16 pack for ArmA 3 and contains various ar15 rifles and attachments to them.
    There's also ammo box for these weapons.
    Enjoy those weapons!

    Changelog:
    • updated for the new 1.24 sound config standards



Written on 2014-07-15 by RobertHammer

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Wiki has submitted a new version of his Operation Aegean Spear campaign that takes place in 2033 in alternate world than East Wind campaign.

Changes:
  • Added mission 10 to 13
  • Fixed some things in previous missions



Written on 2014-07-15 by Wiki


RobertHammer released a hotfix for his KAC PDW pack on the BI forums.

    Quote RobertHammer :
    Adds the KAC PDW pack for Arma 3, compatible with BIS attachments.
    There's also ammo box for these weapons and enjoy those weapons!

    Changelog:
    • updated for the new 1.24 sound config standards


Written on 2014-07-15 by RobertHammer


RobertHammer released a hotfix for his RH Pistol pack on the BI forums.

    Quote RobertHammer :
    This is the Pistol pack for ArmA 3 Alpha and contains various pistols and attachments for them.
    There's also ammo box for these weapons and Enjoy those weapons!

    Changelog:
    • updated for the new 1.24 sound config standards


Written on 2014-07-15 by RobertHammer


GranQ released an updated version of the Swedish Forces Pack for Arma 3 on the BI forums.

    Quote GranQ :
    The Swedish Forces Pack is more than just new soldiers and weapons.
    Includes features such as buddy reload, backblast and advance missiles.

    Changelog:
    • Fixed: Support for boot camp.
    • New: Ikv91 light tank.
    • New: Added correct sight for the Carl Gustav.
    • Fixed: SFP backblast scripts gets automatically disabled if running AGM.
    • Fixed: Strf90 may now lower the cannon 10 degrees (5 previously)
    • Fixed: The backblast is no longer a instant killer if standing on top of a building.
    • Fixed: Weapons damage and ballistic for all AT launchers.
    • Fixed: More support for JSRS.
    • Fixed: Most ballistic on infantry weapons now features realistic trajectory.
    • Fixed: SVD have new recoil, soundeffect and adjusted dispersion.
    • Fixed: Kobra sight calibrated, zeroed for 100m on the above and 400m on the below line.
    • Fixed: Several minor issues with display texts/pictures on weapons and mags.
    • Fixed: Adjusted weight and protection level of all different headgears/vests.
    • Fixed: Weapons are no longer "bullet proof shields".
    • Fixed: 90's Loader was missing the correct backpack.
    • Fixed: Some instruments was rotating around the wrong axis in the Mi24.


Written on 2014-07-15 by granQ


Dslyecxi released his ShackTac Stamina Bar on the BI forums.


    Quote :
    The ShackTac Stamina Bar is a mod created to help give a subtle visualization of your current stamina level, inspired by the most recent changes to Arma’s stamina in the Bootcamp update. This has no prerequisites – no CBA or anything like that.

    This is a very simple way to maintain awareness of your stamina state. In reality it’s very easy to tell how tired you are, how long it will take to recover, etc – whereas in a game, having breathing or screen-dimming effects doesn’t convey the same detail of information. One of the concerns about any sort of stamina representation is that it could clutter the UI, and because of that, I’ve gone to extra effort to ensure this is a very subtle visualization.

    The stamina bar appears in the lower-left of the screen, mostly translucent at the start. As fatigue increases, the bar becomes more visible and begins to fill up, changing color smoothly from green to red as you accumulate stamina. You’ll learn a lot about how the stamina works in the Bootcamp update via this, and hopefully it will help you both plan your movement better as well as give more data-oriented feedback to BIS regarding how the stamina behaves, instead of it often being guesswork.

    A few other features:
    The stamina bar is disabled if driver, gunner, or commander of a vehicle. Passengers will still see their stamina. This is intended to allow an embarked infantryman to know how their stamina is recovering while in a vehicle, whereas it’s assumed that the driver, gunner, and commander are staying in their vehicle and don’t need to know that info.
    The stamina bar will disappear once the camera perspective and the player model are sufficiently far apart (~5 meters). This makes it usable in third-person, but if you go into a camera mode or similar, it will disappear in order to allow for easy cinematic shots without the UI element being there.



Written on 2014-07-15 by Dslyecxi

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