Zenophon informed us he released an updated version of his ArmA 3 Co-op Mission Framework on the BI forums.

    Quote :
    Ladies and gentlemen, Armaholics of all ages, I am proud to present a work over a year in the making: Zenophon's ArmA 3 Co-op Mission Framework. My framework is a library of over 190 SQF functions organized into a carefully designed API that is both easy to use and extremely powerful. The functions cover everything from manipulating arrays to an extensive task system. Each one has been meticulously designed and tested to provide useful features with minimal bugs and issues. The framework is designed so that each function is a logical building block that achieves a straightforward effect. The strength of the framework is that each small part fits together neatly with others, allowing you to quickly implement your mission design intuitively.

    The framework works with any map and requires no addons. It is compatible with any mod because you choose which functions execute. There is effectively no performance impact to compile the entire framework, and every function has been diligently optimized. All 150 public functions are also carefully documented in an exacting style, and many resources are provided to help you learn to use the framework.
    The framework is created with these goals in mind:
    • Simple co-op fun for both players and mission makers
    • Bottom-up design using flexible pieces that you control
    • Truly random and dynamic missions without extra work for mission designers
    • Procedural mission design instead of manual placement using the editor
    • Eliminating large, static functions with assumptions about what you want in your mission
    • Server-oriented execution to create more efficient multiplayer missions
    • A simplification of locality and interacting with clients in multiplayer
    • A solid, powerful, and bug-free library to use as a foundation for your own code

    • New Function: Zen_SpawnFlare
    • Fixed: Zen_ArrayFilterCondition argument check did not allow the first argument to not be an array
    • Fixed: Zen_ArrayInsertSlice argument check did not allow the first argument to not be an array
    • Fixed: Zen_CreateTemplate now correctly saves templates that are not on the ground
    • Fixed: Zen_IsCached gave the wrong default value when given an invalid identifier
    • Fixed: Zen_MoveAsSet shifted the set of objects to the height of the given position
    • Fixed: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderHelicopterLand, Zen_OrderInfantryMove, Zen_OrderInfantryPatrol, Zen_OrderVehicleMove, and Zen_OrderVehiclePatrol now give duplicate move and addWaypoints commands as a failsafe
    • Fixed: Zen_OrderVehicleDrop argument check now enforces the format of its second parameter
    • Added: Zen_ArrayFilterCondition parameter to filter nested arrays
    • Added: Zen_CreateControl property Angle
    • Added: Framework macros ZEN_FMW_Loadout_BasicInfantryPreset and ZEN_FMW_Loadout_HeavyInfantryPreset
    • Added: Zen_OrderVehicleDrop argument to delete the aircraft after making the drop
    • Added: Zen_UnCache can add units to a cache identifier
    • Added: Zen_InvokeTask, Zen_InvokeTaskBriefing, and Zen_UpdateTask parameters for task icon type
    • Improved: Zen_AreInArea, Zen_AreNotInArea, Zen_CreateTemplate, Zen_FindGroundPosition, Zen_IsForestArea, and Zen_IsWaterArea optimized using the new inArea command
    • Improved: Zen_ArrayGetRandomSequence, Zen_ArrayInsert, Zen_ArrayRemoveIndex, Zen_IsPointInPoly optimized
    • Improved: Zen_ArrayInsert, Zen_ArrayRemoveIndex, Zen_ArrayRemoveIndexedSlice, Zen_ArrayReplaceSlice print an error when an invalid index is given
    • Improved: Zen_ArrayRemoveDead now filters finished thread handles
    • Improved: Zen_ArrayRemoveNonLocal now filters non-local groups
    • Improved: Zen_Cache initial cache time significantly reduced
    • Improved: Zen_Cache and Zen_MoveInVehicle optimized using the new select {} command
    • Improved: Zen_CreateTemplate prints an error when it cannot find any objects
    • Improved: Zen_GetFreeSeats properly deletes its temporary object variables
    • Improved: Zen_ConvertToGroupArray and Zen_ConvertToObjectArray print an error when an incompatible type appears in a nested array
    • Improved: Zen_IsPointInPoly now checks that a given string is a marker
    • Documentation: Fixed for Zen_OrderVehicleDrop
    • Documentation: Fixed Notepad++ SQF language for black background displayed some SQF commands in the wrong color
    • Documentation: Added for ZEN_FMW_Loadout_BasicInfantryPreset, ZEN_FMW_Loadout_HeavyInfantryPreset, Zen_SpawnFlare
    • Documentation: Improved AI Caching demonstration
    • Documentation: Improved for ZEN_STD_Math_VectCartCyl, ZEN_STD_Math_VectCartPolar, ZEN_STD_Math_VectCylCart, ZEN_STD_Math_VectCylPolar, ZEN_STD_Math_VectPolarCart, and ZEN_STD_Math_VectPolarCyl
    • Documentation: Updated for Zen_ArrayFilterCondition, Zen_ArrayRemoveDead, Zen_ArrayRemoveNonLocal, Zen_GetTaskDataGlobal, Zen_InvokeTask, Zen_InvokeTaskBriefing, and Zen_UpdateTask
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.62 stable commands

Written on 2016-09-22 by Zenophon


The Swedish Forces Mod Team released an updated version of the SFP: Objects addon for Arma 3 on the BI forums.

    Quote GranQ :
    This pack includes Scandinavian objects and houses. To be used for the SFP island but also other islands if they want.

    • No new objects but many fixes and better support for Eden editor.

Written on 2016-09-22 by granQ

Profcupcake released his Dead Simple Tracker Markers Script on the BI forums.

    Quote :
    This script provides an easy solution to tracking units via regularly (but not necessarily often) updating markers.

    The markers are in the form of a dot, with a trailing line. The line extends from the mark's position at the previous update to the current position. This gives you a way to see the distance that has been travelled between marker updates and thus get an idea of the speed your target is moving.

    The markers will be automatically corrected to account for respawns, however they will not remove themselves from units that have died - you'll have to do that yourself if you want that to happen.

    The markers are entirely local to whichever machine you run the scripts on. Bear this in mind when setting them up.

Written on 2016-09-22 by ProfCupcake


Djotacon released an updated version of his Easy Hostage Script on the Armaholic forums.

  • Removing all public variables
  • Reduced distance to actions
  • Code cleaned
  • Removed limitations (You can put more 1 hostage at the same time)

Written on 2016-09-22 by djotacon

djotacon released in our forums an updated for the Sigma Quadrant Series.

  • Added Sigma Quadrant 11,12,13
  • Added new compositions
  • Updated mission to Arma ver 1.62

Written on 2016-09-22 by djotacon

Dj Otacon has submitted an update for this singleplayer mission where your main target is shutting down the Italian druglord operations in the island.

  • Added more patrols
  • Updated task
  • Updated mission to Arma 1.62

Written on 2016-09-22 by djotacon

Djotacon released an updated version of his SVDEBUG on the BI forums.

    Quote :
    A simple mod tool to debug mission on Arma 3.
    Using the action SVDEBUG action menu you have access to following commands:
    • Weather: Change the weather time using profiles (Clear, Overcast, Rain, Storm,Random).
    • Daytime: Change the Daytime time using profiles (Morning, Day, Evening,Night,Random).
    • Grass: Change the amount of grass.
    • Fatigue: Enable/Disable fatigue.
    • Arsenal: Show the Virtual Arsenal.
    • Camera: Load the Splendid Camerra.
    • Repair: Repair a vehicle and heal the player.
    • Save: Enable save in the mission.
    • Spawnquad: Spawn a quad near to the player.
    • Spawnheli: Spawn a heli near to the player.
    • Spawntank: Spawn a tank near to the player.
    • Spawnboat: Spawn a armored boat near to the player
    • Teleport: make a teleport of the vehicle using the map.
    • Captive: Makes the player and the vehicle "captive" to the enemy.
    • Damage: Disable damage for the vehicle and player
    • Skiptime : Add 12h to the actual time
    • Destructor: Destroy every object added by the user/map-editor pointed by him.
    • Only works on SP/COOP/Editor

    • Added Spawn truck function
    • Added Ear plug function

Written on 2016-09-21 by djotacon

Armyinf released his RHS NVG Enhancement on the BI forums.

    Quote :
    Thanks for looking! This is my first publicly released work, so please if the BIKEY/SIGN don't work let me know!

    We at the 15th MEU (SOC) love RHS, but a lot of members complain about the NVG optic view, so we sought out to improve it, using ACE as a learning curve after looking at how they did the wide view NVG using the p3d.

Written on 2016-09-21 by Armaholic

Zeealex released her Fifty Shades of MP7 on the BI forums.

    Quote :
    A weapon mod containing an MPA1 and an MP7A1 naval configuration, with a rotex II suppressor, in a growing list of colours!

    • Colours:
        - AOR1
        - Black
        - Green
        - Ranger Green
        - Woodland Camo
    • Accessories:
        - Rotex II suppressor

Written on 2016-09-21 by Zeealex

Stirgoy submitted his AdvancedEP addon.

    Quote :
    Advanced plugs with persistent settings.
    • Switch plugs (alternating between 10% and 100%)
    • Put caps (sound 10%)
    • Remove caps (100% sound)
    • Volume Up (+ 10%)
    • Volume down (-10%)
    • Menu settings.
    • Notice the volume level when switching

Written on 2016-09-21 by stirgoy

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