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Screen of the week

Trixie released an updated version of his Rifle Pack on the BI forums.
This pack introduces the Lee Enfield Mk III and CZ550 which he ported from Arma 2!
It features the following versions:
  • Lee Enfield Mk III
  • Lee Enfield Mk III w/ Rail
  • CZ 550 (Scoped)
  • CZ 550 w/ Rail
  • FN FAL w/ Rail
  • Fixed "missing bone" .rpt spam.
  • Fixed AI preferring pistol instead of rifle.
  • Removed M40A3 that accidentally got in last update.

Written on 2014-07-21 by Trixie


Trixie released an updated version of his XM8 Pack which contains different XM8's ported from Arma 2 on the BI forums.

    Quote :
    Been bored today and wanted to test a few new methods/tools for porting weapons, so i had a go at the XM8 series of rifles. See OP for most details, including classnames! I've included 2 XM8 scopes that are ASDG enabled along with the weapons, however most "normal" scopes look terrible on these rifles. Couple of additional pictures are available in the OP. Don't have the GL version in it yet, think most of you know why already! Will probably stop being lazy eventually and learn how to fix it... Bipods are not animated!

    As per usual, any suggestions/feedback is welcome along with reports of various issues (which i am sure there are some).

    Current release features:
    • Weapons:
        XM8 Compact w/ Hand Grip
        XM8 Carbine
        XM8 Carbine w/ Hand Grip
        XM8 SAW
        XM8 SAW w/ Bipod
        XM8 DMR
        XM8 DMR w/ Bipod
        XM8 W/ GL (Unfinished)
    • sights:
        XM8 Red Dot
        XM8 ACOG (3.5x)
    • Ammo:
        30Rnd 5.56mm
        30Rnd 5.56mm (Tracer)
        100Rnd 5.56 C-MAG
        100Rnd 5.56 C-MAG (Tracer)

    Does not include a GL version for now!

    • Fixed "missing bone" .rpt spam.
    • Fixed AI preferring pistol instead of rifle.

Written on 2014-07-21 by Trixie

Trixie released an updated version of his Launcher Pack on the BI forums.
This pack introduces the A2 SMAW along with HEAA & HEDP rockets as well as the FGM-148 Javelin:
  • SMAW
  • FGM-148 Javelin
  • SMAW HEAA - High Explosive Anti Tank
  • SMAW HEDP - High Explosive Dual Purpose
  • Added FGM-148 Javelin
  • Fixed "missing bone" .rpt spam.
  • Misc config changes.

Written on 2014-07-21 by Trixie

Goblin informed us he released his VQI - SpectreSniper addon on the BI forums.

    Quote :
    This Sniper System will immerse the player into a scout/sniper roll. There will be several different elements to this project with the emphasis on Training, Camouflage, and Stalking the Objective. "Ballistics" are a dime-a-dozen. This Mod takes you deeper into the realm of a deadly and mysterious Sniper!

    A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel.

    In addition to marksmanship, military snipers are trained in camouflage, field craft, infiltration, special reconnaissance and observation, surveillance and target acquisition.

    SniperBuddy I:
    • Wind Direction
    • Wind Strength
    • Compass
    • Weather Data
    • Elevation
    • Humidity
    • Clock/Time
    • more coming...

Written on 2014-07-20 by Goblin

Moser submitted the Bon's Infantry Recruitment Redux script.
This script was originally created for Arma 2 by Bon_inf and Moser added some modifications and enhancements and made it working with Arma 3.

    Quote :
    The original script by Bon_Inf* was a priceless asset to COOP type missions such as Takistan Force, and is still regarded as one of the best AI recruitment scripts ever released. This port to Arma 3 uses the original scripts written Bon_Inf*, albeit with small modifications and enhancements. The main change is a switch from static unit lists to dynamic unit lists. The script will detect your unit's vehicleClass and build the list with units from your vehicleClass. No longer will you have to manually build your own unit list; however, that legacy option is still available for mission designers who want to customize the list of recruitable units.

    For example, Massi's desert Rangers will only be able to recruit other desert Rangers. Other subfactions in the same faction class, such as SEAL or DELTA, will not be recruitable if the player is a Ranger. This is solely a design choice, and in my opinion, an improvement in realism from similar recruitment scripts, such as Rommel's excellent MSO recruitment script, which included the entire faction in the recruitment lists. In the future, I will include an option to allow for the entire faction to be available in the recruitment lists.

    • Recruitment lists are dynamically built by the subfaction of the player by default
    • Static, customizable lists of units are now optional
    • Multiplayer cleanup of player's AI on disconnect
    • "Dismiss" action for each AI infantry unit

Written on 2014-07-20 by Moser


Major_Shepard released a new version of his Loadout Editor for Arma 2: Combined Operations and ACE 2 on the BI forums.

  • Fixed: Mission Editor: compatibility with ArmA 2 OA patch v1.63. Script error displayed in game when a slot is disabled.

Written on 2014-07-20 by Big

Belbo submitted an updated version of his ADV Move Respawn Marker Script.

    Quote :
    This script creates a respawn marker for every player that follows the current group leader of the player after a specified amount of time.
    The respawn marker is put in place in a radius around the group leader of the player. If the player is group leader, the marker is placed around him.

    • fixed small problem for dead players

Written on 2014-07-20 by Belbo

Tpw released an updated version of his TPW MODS on the BI forums.
TPW MODS consists of a number of independently configurable mods.
With this update it is important that you update the tpw_mods.hpp.

    Quote tpw :
    In the months since Arma 3 alpha was released I wrote a number of mods which did different things, but all of which had a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity increased, I found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I took the decision to bundle them all into one addon, imaginatively titled TPW MODS.

    OK this release comprises a pretty significant change to TPW FALL. Firstly I have pretty much completely overhauled the code so it's a lot more optimised and streamlined. More importantly, I have implemented PhysX based ragdolling for bullet hits. In the absence of BIS commands to access ragdolling, the legendary Das Attorney provided some original code enabling an invisible PhysX enabled geometry object (originally provided to me for TPW EBS by MrFlay) to collide with and force ragdolling of footbound units. This enables a much more realistic ragdolling and also works on the player. The only downside is that PhysX only works out to 100m from the player. Beyond this the system falls back on the temporary-unit-replacement-by-killed-dummy approach which is not as seamless. So now TPW FALL enables 3 kinds of reaction to bullets: animated falls for low damage impacts; realistic PhysX ragdolling for high impact hits out to 100m from player; and dummy replacement ragdolling for high impact hits past 100m where the slightly jerky transitions are hopefully not as noticeable.

    Just to head off any comments at the pass - forcing ragdolling by object collision is neither new nor novel and has been used in several implementations. Secondly, don't expect or ask for Hollywood style flying ragdolls - hit units simply drop. Other than these, comments and suggestions are welcome!

    • [CORE 1.04] Reduced CPU spiking when scanning for habitable houses.
    • [EBS 1.22] Reduced severity of player suppression - no slow motion movement when suppressed.
    • [SKIRMISH 1.14] Reduced CPU spiking when spawning groups.

Written on 2014-07-20 by tpw

BusterBlader released his MP5K addon on the BI forums.
This adds one version of the MP5K to your Arma 3 game.

Written on 2014-07-20 by BusterBlader

Sushi released his Advanced JTAC TAB module on the Armaholic forums.

    Quote :
    JTAC TAB is ArmA3 addon that provides advanced JTAC system support. Current version allow to call fixed and rotary wings CAS and rotary wings transport with escort when needed. JTAC operator can chose approach direction, type of attack and target mark type. JTAC TAB is based on real CAS and TRANS requests. Like in real world, if u mark target with smoke, you must confirm smoke color when pilot asks for it etc. However, some details had to be slightly modified for ArmA purpose.

    JTAC TAB is also easy to use for mission makers. There are 4 modules to put and synchronize on the map. You can just “put and play”, or you can adjust each cas parameters for your own.

    • JTAC tablet (avaible if player have UAV Terminal in slot)
    • Fixed and rotary wings CAS
    • Ability to chose different types of ammo and attack (gbu, carpet, direct fire, at and ap missiles)
    • Different types of tagret marking (laser, smoke)
    • Pilots recocnize smoke color, and JTAC operator must confirm it before engage (like in real life)
    • Rotary wings can hoover in Battle Position, and JTAC operator decide of missle type and time of engage
    • Transport request for rotary wings - heli taxi
    • Taxi can be call with escort if enemy is near
    • Abort codes for abort requested cas
    • Live track requested unit
    • Realistic request templates
    • Simple usage (modules)
    • JTAC operator field manual (PDF)

    • Fixed: smoke LZ mark for transport
    • Fixed: RTB for CAS direct
    • Fixed: Transport spawn with escort works fine now
    • Added: Abort codes that allow abort requested support
    • Added: Requested Units screen - allow live track and abort requested unit
    • Removed: "Send to base" for rotary wings CAS (you need to abort them by abort code now)

Written on 2014-07-20 by bp.sushi

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