[Dust]Sabre released an updated version of his UN-COM on the BI forums.

    Quote :
    Defend earth against the alien menace of the Kry'Zok!
    (Formerly known as ETA/EXT - Extra Terrestrial Adversaries).

    • reorganised the addon structure, changed some classnames
    • added a few more units and equipment
    • added landing gear to the large saucers
    • fixed alien light systems
    • added IR to ocular implants

Written on 2017-02-04 by Armaholic


IceBreakr submitted an updated version of his famous Isla Duala Terrain for Arma 3.

    Quote :
    Isla Duala is a fictional 100km2 African island divided into two countries: Molatia on North and Afrene on South. Border runs along the river and there is a constant tension between both countries. Both countries are backed by different developed world countries that abuse their natural resources: oil and diamonds in Molatia and tourism (natural beauty) in Afrene. Recent discovery of rich oil reserves on Hazena (NW Molatia) ignited the old hatred between countries and Molatia is using fresh income to boost its military. Agressive Molatia is ready to invade weakened Afrene... but US/Europe forces with UN are there to keep the balance and enforce peace.

    • enabled dust effects for vehicles and units
    • new improved satellite texture with 1m/px resolution
    • fixed oasis height near Djolan
    • remade North-Eastern island of Mangomak
    • several road and terrain fixes

Written on 2017-02-04 by Armaholic

Schwerer Konigstiger released his Weapons Grade Waifus - ArmA 3 Patch Project on the BI forums.

    Quote :
    The Weapons Grade Waifus Team has given us permission to bring their awesome patches into ArmA 3!
    And so, as part of the initial release, I am happy to present 44 unique patches! Transparency has been added to all the patches to preserve the look of your kits as well! Some patches are still [WIP], and need some touch ups and editing. Note that this project is kept seperate from the original DDC Patches & Gear modification.

    NSFW Content!
    Some patches have NSFW content in them. Be warned. Patches with NSFW content are not explictly labelled as such.

Written on 2017-02-04 by Armaholic


Johnnyboy 23961 released his JBOY Boat Random Patrol script on the BI forums.

    Quote :
    Here's a random patrol script for boats. It should work well for ambient boats. It is currently not geared for combat boats, as combat AI would compete with the scripted move commands. However it could be easily modified for a boat to exit this script if their behaviour changes to COMBAT. The screenshots below show the random paths that 5 boats took during various time frames. The last one ran 4 hours, so I think the script is pretty well tested now.

    Challenges overcome:
    1. Boats would run into the ground if move to pos too close to shore. Solved by insuring moveTo pos had enough water in front and 90 degrees right, and 90 degrees left to execute a turn.
    2. Boats still occasionally run aground or into a deep water piling or pier. Solved by flipping boat 180 degrees when this occurs. This is bad for immersion but better than a stuck boat. May replace this someday with a slow rotation of boat 180 degrees that looks better.
    3. AI simply stops responding to commandMove commands. Sovled by deleting AI and replacing with new fresh AI driver if not responding for 30 seconds or more. Downside, is new unit does not have same gear as unit replaced. This is ok for ambient boats, but ultimately replacement units should be loaded with all same gear as unit being replaced. Feel free to plug in your favorite gear replacement script here.
    4. Scripts would die after awhile giving no error, and no longer logging diag_log messages per loop execution. Solved by ending script, and spawning new script on same boat after 500 loop evolutions.

Written on 2017-02-03 by Armaholic

Jokoho482 and LAxemann released an updated version of the Immerse on the BI forums.

    Quote :
    What is this?
    Many people told me to make an "immersion" bundle out of my smaller, immersion-oriented mods, so here we go!
    The original mods will be abandoned, future updates will be applied to this bundle.

    As of christmas 2016, the mod is called "Immerse" instead of "L_Immerse" since Joko (Jokoho482) rewrote the whole thing.
    Praise our new lord!

    What does the bundle include
      • ExShake - CamShake for explosions, even distant ones!
      • Twitch - Slight "twitching" when someone or something fires nearby
      • A new, small thingy simply called recoil which applies a little screenshake when firing your weapons, intended to make shooting feel more satisfying and punchy.
      • "Force" adds a slight radial blur and darkens the screen a bit for a split second when firing

    • Fixed: Error messages in Zeus [Jokoho]
    • Fixed: Issue with put in fired EH

Written on 2017-02-02 by Armaholic

Jeza informed us Zeealex released an updated version of her FEMAL3 Heads on the BI forums.

    Quote :
    This contains only the FEMAL3 from the Zee Identity Pack.

    The heads component of FEMAL3. (Required for the uniforms component)
    To give some background, as a gamer who happens to be female, I didn't quite like the idea of having a large scale sandbox milsim/shooter like Arma 3 with no women, I'm no feminist, but did every woman on Altis and Stratis die or something? It seemed a bit strange when you consider that the games before A3 had women in of some description.
    So I did something about it. Aaaand here it is, FEMAL3. It's currently based on infantry rather than civilians, but don't worry I'm getting to that.

    Inside are female heads which are fully compatible with headgear, and all heads will look okay with eyewear.
    All heads now have a basic eye rig, with oakes supporting a mouth and nose rig too.

    FEMAL3 is still a continuing project, so updates are likely. Right now desired extensions are looking into the civilian side of things, and some technical updates as well, still not happy with the RVMAT files.

    • Complete head overhaul with ground up models and textures and new workflow
    • Hair Selections
    • New Uniforms
    • Bug Fixes
    • Removed redundant classes

Written on 2017-02-02 by Armaholic

Feint submitted his Anti-Collision Lights Switch.

    Quote :
    Have you ever wanted to turn on your anti-collision lights with a keystroke or your joystick instead of using the action menu? Well now you can! This addon adds two keystrokes to your in-game menu which enables you to switch the anti-collision (AC) lights of a vehicle on and off via keyboard commands or mapped to a joystick or throttle (HOTAS).

    • works on all vehicles with anti-collision lights
    • ON and OFF separated into two keypresses so you can map to a toggle switch on your HOTAS
    • Very small addon (0.1 MB)
    • customizable controls via Configure Addons menu (CBA)

Written on 2017-02-02 by Armaholic

Dr_Eyeball submitted an updated version of the Tactical Battlefield addon, a PvP Modification, which was released on the forums.
The changelog is very long and can be found on our downloadpage.

    Tactical Battlefield (TacBF) is in continual development for improvements, along with regular mod and mission updates.
    Visit forums for more information and to join the discussion.

    Many thanks to both Harold, omL & anyone who was involved with testing, detecting and reporting many of these bugs.
    Special thanks to Harold for finding the cause & providing solutions to most of the S&D bugs.

Written on 2017-02-02 by Armaholic

LAxemann and Jokoho482 released an updated version of the Enhanced Soundscape addon on the BI forums.

    Quote :
    Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas.
    The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed.

    Real-time calculated Hill/mountain reverb:
    The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from.

    Forest reverb:
    So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest!

    Urban reverb:
    The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun.

    • version 1.06:
        - Fixed: We left the debug on
    • version 1.05:
        - Fixed: Error with "put" in the fired EH
        - Fixed: Should now differenciate between silencers and muzzlebreaks

Written on 2017-02-02 by Armaholic

Taro8 released his Reduced haze on the BI forums.

    Quote :
    I cooked up a simple little config mod that reduces haze on all of the vanilla, apex and CUP maps. This is more of a personal tweak as the default settings made me feel like there is a constant fog hanging in front of me. I only reduced the haze as removing it completely made the terrains look bad.

    The fog still works fine, the shorter view distances also look fine. The only known issue is the fact the sky gradient looks a bit off.

    By default only Stratis, Altis and VR are enabled. You can enable the reduced haze for other maps by moving/copying pbos from the "optional" folder.

    For interested, I changed "hazeBaseBeta0" setting in CfgWorlds for each of the maps.

    The above screenshots were done with 6km view and object range.
    Before: hazeBaseBeta0=7.9999998e-005;
    After: hazeBaseBeta0=2.9999998e-005;

Written on 2017-02-02 by Armaholic

Screen of the week

User submissions

Submit News Submit Files



Official sites

BIS Forums - Bohemia Interactive Studio Website -

Network site

International website for user created content for different games -
International Carrier Commad: Gaea mission fansite

Link to us

Armaholic linkus button