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11th MEU
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We are the 11th Marine Expeditionary Unit, and we are recruit ...
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3rd Marine Special Operations Battalion
INTRODUCTION

The "3rd Marine Special Operations Battalion" ...
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CFr-DayZ: First server opened
The CFr-DayZ is happy to announce that its server is now open !

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Where the metal meets the meat!
We would like to welcome you to our =SEALZ= Gaming Society!

=SELAZ=Clan is a dedic ...
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Arma 3 Alpha Lite keys giveaway!
The Arma 3 Alpha Lite is a limited version of the Arma 3 Alpha – providing people w ... Read all..
The Arma Interview Blog
Hey Arma-People! After taking so much im happy to finally give something back!
Im pr ...
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We would like to welcome you to our =SEALZ= Gaming Society!
We would like to welcome you to our =SEALZ= Gaming Society!

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1PARA 8 Man Squad Competition now OPEN


1PARA will soon be holdin ...
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11th Marine Expeditionary Unit
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We are the 11th Marine Expeditionary Unit, and we are ...
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18. Mechanizovany Prapor


18. Mechanizovany Pra ...
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Screen of the week




[SAF] J. Kingsley submitted his NATO Loy Manara Air Base template.

    Quote [SAF] J. Kingsley :
    For those of you that are looking for a decent air base with a lot of detail but still enough room to fit your vehicles and other base assets, this is for you!

    It has a well made entrance checkpoint with an animated gate. There is a built in trigger to animate the gate up and down when anything drives close to it. There is also a very well detailed staging area, with still loads of room for ammo boxes etc. There are built in helipads for choppers, including two medical helipads.



Written on 2013-06-10 by Foxhound

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SpunFIN released his Infiltration Script Pack on the Armaholic forums.
With this script the player can take clothes from dead bodies and infiltrate that way to enemy forces.

    Quote spunFIN :
    This is purely for SP.
    Infiltration has a cooling time, and it failes if any enemy knows about player before infiltration has succeeded, or if player - infiltrated as civilian - picks up a weapon or military vehicle.
    Weapons can be hidden into backpacks and vehicles.
    Includes also hud dialog which shows current side and animated cooling meter.

    Features:
    • animated infiltration hud (shows your side & coolometer)
    • cooling time for infiltration
    • change clothes -function for all dead bodies
    • you can infiltrate as bluefor, opfor, independent soldier or civilian
    • as civilian you will be revealed when you're seen carring a visible weapon, but you can hide them into backpacks or vehicles to avoid it
    • you will also be revealed when you get into military vehicle while being infiltrated as civilian
    • as infiltrated military person you will be revealed if you attack "friendly" units or civilians
    • if you change clothes while some enemy unit knows about you, infiltration fails

    Note: This script assumes there's only 2 military sides; bluefor and opfor, and when player is 'revealed' he will join independent side.



Written on 2013-06-06 by granQ


columdrum released an updated version of his Revive script for the ACE2 Wounding system on the BI forums.
The archive does now also contains the addon version!

    Quote columdrum :
    I hope, will be the final release.

    If you find any other issue please report it. I also accept translations for the addon version to any of the languages supported by arma. The script version its also easily translatable if you edit the "revive\Data\language.sqf" file, but would be a bit messy to include them on the release so you can also share your own translated version of this file.

    The download contains both the addon and script versions!

      Changelog:
    • Small general corrections(mostly messages not properly displaying).
    • Added a option to kick to the lobby to the players that run out of lifes.


Written on 2013-05-31 by Foxhound


Goon submitted an update for his Napalm Script.

Changes:
  • Fixed performance issues when large amounts of players drop Napalm.



Written on 2013-05-26 by Foxhound


Elec submitted his HeadLessClient Auto Detection Switch.

    Quote elec :
    I wrote a script to auto-detect a headlessclient and let the mission be able to choose it to spawn units or do script stuff on it.
    Basically it's just a "auto" switch that ask if a HC is connected. If so, your scripts - like upsmon or whatever - will execute on it. If not the scripts will run on the server like normal.

    The thing is, you don't have to be change your "if (!isServer) exitWith{};" every time you build a headlessclient mission local to test it.
    Also if you want to build a mission that should be able to spawn your units on a headless client but it should be also run if no headless client is available or something like that.

    Read the notes in elec_HC_detect.sqf!



Written on 2013-05-20 by elec

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Will Hart submitted an updated version of his tool, AnvilMG - An Arma Mission Generator.

Changelog:
    - New "Capture" mission type generator
    - New "Patrol" and "Air Patrol" mission type generators
    - New units added, now ACE and RU, US and INS units supported
    - Select generator type in UI
    - Add map markers
    - Optionally add waypoints for BLUFOR
    - Support for Chernarus, Takistan and Lingor
    - Text box to filter unit type in mission generator wizard
    - Add "airfield" type spawn points for air patrol missions
    - Units and Groups are all named in the mission SQM to make scripting easier



Written on 2013-05-19 by Foxhound


Ei8ght released his R91 Charles de Gaulle Template on the BI forums.

    Quote Ei8ght :
    I release my last template for ARMA2!
    I made a simple version of the R91 for MP.
    I think making a second version for the SP with animated characters and more.
    For actived the ILS use the radio.

    Features:
    • Airplanes:
        - 2 E-2C HAWKEYE
        - 18 Rafale (MICA,GBU,AS30L)
    • Helicopters:
        - 1 EC-725 RESCO
        - 1 SA 330 RESCO
    • Vehicles:
        - 8 Aircraft tractors
        - 4 Clark



Written on 2013-05-11 by Foxhound


Zorilya released an updated version of his Garrison script on the Armaholic forums.
This script will allow you to make a more lively urban environment.
The archive contains both an Arma 3 as well as an Arma 2 version!

    Quote zorilya :
    This script will allow you to make a more lively urban environment where you have to check every window and door in every house rather than having in the back of your mind 'it's arma, AI don't go in buildings very well'. the units you put into buildings will remain there pretty well under fire but if you get bogged down they will come to you so bust in a clear 'em out.
    You can also use this to liven up a patrol route by setting the waypoint init with the script so the group gets there and garrisons a nearby building.

      Changelog:
    • Added : new optional Variables for more customised use of the script.
    • Added : new AI check to help AI recognise a door as a possible entry point for enemies.
    • Changed : silenced check for arma 3 so it now works as intended.
    • Fixed : patrol script error where units would just stop if nothing was around.


Written on 2013-05-11 by Foxhound


Eggbeast released an updated version of his Cockpit Loadout Selection script on the BI forums.

    Quote eggbeast :
    Here's a little script I'm working on for Arma2 and 3 aircraft to have armoury loadouts manually selectable from the cockpit, while stationary in the friendly airbase.
    It is pretty simple and allows you to choose for a range of standard mission functions for every aircraft type.

    Changelog:
    • PRACS fully working now
    • tweaks to most scripts - debug and realism
    • made CRV7 an integral part of hydra loadout for A10, AV8, etc.
    • added some transport choppers


Written on 2013-05-10 by Foxhound


TAW_JKingsley submitted his PL Menu - Loadout Script which adds an action menu to select gear quickly from a pre-defined set of loadouts.

    Quote TAW_JKingsley :
    Got a nice little script here for you all.
    It is a semi-advanced loadout script which allows you to scroll on ammo boxes and select pre-defined loadouts for quicker mission starts.
    You can define all weapons and unit class names in the Init.sqf via the code that is included.
    The archive has an example of the loadout structure and a tutorial on how to install it for missions.



Written on 2013-03-26 by Foxhound

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