Aplion informed us he released his Hellenic Armed Forces Mod on the BI forums.

    Quote :
    Hellenic Armed Forces Mod (Greek Mod) is my work which was started during ArmA 1 era and is continous till now for ArmA 3 Stable Branch only.
    The mod consists by Aircrafts, Helicopters, Ground Vehicles (Wheeled & Armored), Units & Weapons, trying to reflect parts of real Greek Armed Forces.
    Current version of the mod is version 5.0 and the only requirement/dependency is the use of CBA_A3 addon (Community Base addon).
    For anyone have already installed any previous version of the mod, you must to completely delete the old folder and install the new one in order to avoid any conflicts.
    The mod have been tested only in vanilla game, using CBA_A3, so I'm not responsible for any conflicts might be occur using other mods.
    A Classnames.txt file is also provided for mission makers use.

Written on 2017-02-12 by Armaholic


Janez informed us he released an updated version of the Notepad++ SQF Syntax Highlighting and Auto Completion plugin for the Notepad++ opensource editor on the BI forums.
This plugin which was originally made by Nicolas and updated for Arma 3 by GossamerSolid, Sanjo and Bakerman.

  • added: commands introduced with 1.66

Written on 2017-02-12 by Sanjo

Fiddi released an updated version of his Light advanced vehicle respawn on the BI forums.

    Quote :
    I present to you the vehicle respawn that will change your life (probably not..), it has the capabilities to save much of the customization available in the Eden editor and apply it on respawn. You simply set up your vehicle how you want it in the editor and this applies whatever settings you want. I've made it as light as I can, it should not affect performance noticably (though with hundreds of respawnable vehicles, it could).

    • Multiplayer and singleplayer:
    • Init Support
    • Respawn Delay
    • Custom Loadout/Inventory
    • Custom Paints
    • Custom Parts
    • Respawn Limit
    • Wreck Disposal
    • Minimal Performance Impact

    • Fixed issue with missionNamespace variable.
    • Small readability tweaks.
    • Switched to uiSleep instead of Sleep.

Written on 2017-02-12 by Armaholic


Von Quest informed us he released an updated version of his =VQI= SCAR -- Enemy Spawn System on the BI forums.

    Quote :
    Enemy Spawn System! This is the Stand-Alone Module system of my DARK Project from SpookWarCom. Fully customizable, and intensely dynamic game-play for any and ALL ArmA Maps. Even NEW Maps!! Create quiet "behind-enemy-lines" Missions, Defending a NATO Base, Terrorists and War Lord controlled territory, or full-blown chaotic War-Zones where you are fighting for the freedom of an occupied sovereign country.

    The heart of the System is the Areas-of-Operation. You can select 'Known' Intel, or probable 'Unknown' Intel. Select Passive or Aggressive Patrols for either slower realistic or more intense styles of play. Select the EXACT number of AOs or select RANDOM for each group. Mix-n-Match the Modules and Options as you wish for trillions of variation. Easy to use. Very very noob friendly!

    • Fixed: Re-Write of AO System!
    • Fixed: Arty Reinforcements
    • Added: Marker Color Options
    • Changed: Force Multiplier is Enemy Intel on Player
    • Changed: AO Radius is 1km for ALL AOs
    • Removed: RADAR -> moved into L.E.A.P Project
    • Removed: Marker Alpha Option

Written on 2017-02-12 by Von Quest

Igneous01 released an updated version of his GN Events Framework on the BI forums.

    Quote :
    I am proud to present a new framework for mission makers to use.

    IGN Event Framework gives mission makers custom event support, being able to define events, add handlers, and raising events. There is support for MP as well (serverEvent, localEvent, clientEvent, etc)

    While CBA does have similar support for custom events, it is an addon that includes other functions. If you just want to be able to create and use custom events in a light weight and addon free way, this will be a great addition for you.

    The framework was originally developed back in 2014 when I released Tiger Shark on the steam workshop (which heavily used it for updating tasks and controlling mission flow). Most of the 'pilot xxx' missions on Steam Workshop also use this framework.

    "An event is a message sent by an object to signal the occurrence of an action.
    The action could be caused by user interaction, such as a mouse click, or it could be triggered by some other program logic. The object that raises the event is called the event sender. The object that captures the event and responds to it is called the event receiver." - MSDN -Events and Delegates for .NET

    • added path parameter to IGN_EH_INIT.sqf, which lets you specify the path where IGN will compile scripts from. Useful if you wish to move the folder to a different directory.
    • compileFinal used instead of compile
    • rewrite of all functions to utilize new scripting commands (push, params, etc)
    • added proper MP support with global events and remote handlers
    • added new demo mission IGN_EH_MPDemo1_DedicatedServer.VR which showcases using events on dedicated server with clients
    • updated documentation

Written on 2017-02-12 by Armaholic

firewill released an updated version of his FIR Pilot & Crew Pack on the BI forums.

    Quote :
    This Pack is provide of USAF/USN and NATO Countries Pilot, Crew.
    More Contents is will be updated.
    current version is Alpha version.

    • US Army Helicopter Pilot / Crew and equipments Added(UCP / Multicam)
    • HGU-55/P + MBU-12/P Oxygen mask type added(USAF/USAF 80~90s ver/USN/USMC)
    • Scorpion HMCS Added
    • JASDF Ground Crew & uniform type1 added
    • USMC Helicopter Pilot added(equip HGU-84/P)

Written on 2017-02-12 by Armaholic

Skruis released an updated version of his Athena mod on the Armaholic forums.

    Quote :
    What is Athena?
    At it's most basic, Athena is an application that you can run on your 2nd screen that provides a very highly accurate representation of the in-game map and displays icons for friendly units in real time: a 'blufor' tracker that runs outside of arma on a 2nd screen whether that screen is literally a 2nd monitor, a laptop, a Windows tablet or a Microsoft Surface but that's an oversimplification of what Athena offers.

    Athena supports multiple instances. Building a cockpit and want several map screens? Athena will let you do that without any additional performance impact on ARMA.
    Athena supports the automatic import of any ARMA map and that's both vanilla and custom. No ExportNoGrid here.
    Athena supports the generation of shaded 'height map' views for any ARMA map and again, that's both vanilla and custom.
    Athena supports the private sharing of 'ink' or 'map drawing' with other members of your communities, again, in real time and with a great degree of control that exists outside of ARMA.
    Athena displays and updates an ORBAT in real time: one of your units picks up an MG, it updates their representation to indicate that they're an AR. They pickup an AT weapon, their label is updated to indicate that they're now "AT". Know which of your team members fills the important roles at all times.
    Athena provides a convenient list of locations for the current map: "Requesting evac at Mike-26!" Don't know where it is? Look in the locations tab, click "Mike-26" and click "Locate" and there it is.
    Athena provides a way for you set custom locations, known as anchors, on the map that are important to you. Someone calls requesting a pickup and they provide you with their grid or coordinates, type them into Athena and have it create an 'anchor' for you. This is especially handy for pilots.
    Athena lets you 'track' the positions of a unit, a group and an anchor at the same time by way of tracking lines that are drawn from your unit to the chosen unit, group and anchor. It also tells you the bearing and the distance.
    Athena lets your record your own sessions and play them back later.

Written on 2017-02-10 by Armaholic

Rebelvg released an updated version of his Murshun Cigs Mod on the BI forums.

    Quote :
    Why murshun cigs? It's just a name of the community I'm playing with and made this mod for. Had no idea for another name so I decided not to change it.
    The video is pretty self-explanatory.
    The mod utilizes ewk_cigs addon and ace's self-interaction menu so ewk_cigs and ace3 are required to run the mod.
    Mod is fully multiplayer compatible so you will hear the sound of the matches from other players and you'll see the smoke coming from the cigarette synchronized between all clients.

    • There was some small issue discovered that interferes with some of ace interactions inside of the vehicle. That was part of my mod's problem and part of ace's problem.

Written on 2017-02-10 by Armaholic

Rebelvg released an updated version of his MGSR Mod on the BI forums.

    Quote :
    This is a small mod for the custom content you may have seen in my Arma 3 Remake of MGSV Trailer.
    Some people asked for eyepatch and some other content so I decided to create a mod.

    • There was some small issue discovered that interferes with some of ace interactions inside of the vehicle. That was part of my mod's problem and part of ace's problem.

Written on 2017-02-10 by rebelvg

T-800a informed us he released an updated version of his SME.Gen co-op missions on the BI forums.

    Quote T-800a :
    The intent of the mission is to have something similar to an Domination / Invade & Annex type COOP missions, but in a smaler and more infantry focused scope.
    And have a mission that is easily customize able, at least in my opinion. Most things you may want to change can be found in the files under config/.
    Also the mission is build from scratch and not a derivative of some other mission existing.

    I hope that most of the stuff works quite stable, but the mission didn't have very much "stress-testing" or balancing. This is also a reason why I release it here, gather some feedback/criticism.

    • added IFA3 variant:
      • _SMEGen_IFA3.Staszow
      • IFA3 specific Tasks
      • IFA3 specific Factions
    • main changes:
      • moved cfgRandomMissions.hpp to mission root (easier to sync after changes)
      • moved initParams.sqf to fn_params.sqf (easier to sync after changes)
      • missionFactions.hpp and missionPlayerFactions.hpp overhaul
      • player side affected by selected player faction
      • spawned vehicles can now be defined in playerFaction (new class missionVehicles)
      • vehicles in player faction can also be defined to be mobile arsenal
      • spawn positions based on markers defined in the config (make sure NO! objects are near those positons (10m radius))
      • added RHS configs by Bek & Mashroom
      • added CUP US Army Faction
      • added / changed Params accroding
    • minor changes:
      • vehicle patrols are spawned in a central location
      • JIP task publish (hopefully)
      • fixed BIS revive params include error (WTFBISOMG)
      • small positioning impro. in fn_createConvoy.sqf
      • added simpe addon check
      • removed 'scrippted' mainbases in missions (all in 3DEN now)
      • basic respawn system for the defined vehicles

Written on 2017-02-10 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