KangarooSwag has submitted a template of a United Nations Outpost situated on the outskirts of Zelenogorsk, in the shadow of Green Mountain.

    Quote KangarooSwag :
    This project was born out of a need for a UN base, as i had noticed there seemed to be a lack of UN-exclusive Outposts.

    Along with the base constructed by the USMC in the North of Chernaurus (Wartorn Plateau), a UN force retained a small garison on the outskirts of Zelenogorsk, to help prevent another insurgency and provide humanitarian aid in South Zangoria.

Written on 2014-09-01 by KangarooSwag


KangarooSwag submitted his KS Russian Firebases & Airfields Pack template.

    Quote :
    A compilation of Russian Firebases and Airfields, complete with a fully equipped Artillery Base. All outposts have been fully fleshed out, containing many ambient features that add tone to your missions :). There are three main parts of the release:

    A Forward Operating Base
    An Airfield, fully stocked with air vehicles
    And an Artillery Base, equipped with multiple batteries

    All are situated towards the Northern Border of Chernaurus, which is keeping with the knowledge that Russia is north of the country.

Written on 2014-08-27 by KangarooSwag

KangarooSwag has submitted a highly militarised plateau staffed by USMC personel in the North of Chernaurus.

    Quote KangarooSwag :
    In the aftermath of Operation Harvest Red, a recovering Chernaurussian government requested that the USMC retain a small outpost on a low plateau in the northern region of the country. Over time, the situation developed and another war broke out between the CDF and Insurgents. This time, Russia openly supported the rebels and threatened to engage the US base in Chernaurus. This caused the plateau to be pre-emptively upgraded to wartime standards.

Written on 2014-08-24 by Big


KangarooSwag submitted his Fortified North-Western Airfield template.

    Quote :
    A fortified version of the North-West Airfield, (Chernaurus National Airport).

    All gates have been fortified and edited to open only for blufor.
    The wire mesh perimeter fence has been replaced with hesco barriers, making for an (almost :) impenetrable outer wall.
    The actual base itself has been broken roughly into 4 parts:
    • A CDF Outpost
    • A UN Base
    • Refuge Camps
    • And American Camps and Hangars
    Base is stocked with plenty of weaponry including ground and air vehicles and MTVRs packed with custom Cargo's. Custom signs for each outpost and the main gate have also been created.

Written on 2014-08-17 by KangarooSwag

3-ppeffects_01.jpg 3-ppeffects_02.jpg 3-ppeffects_03.jpg

geqqo released an enhancement of ppEffectsViewer by Przemek_kondor on the BI forums.

    Quote :
    This is a direct enhancement of ppEffectsViewer by Przemek_kondor that I'm releasing on his consent. For now it's only for Arma 2 with no idea when/if an Arma 3 port might happen (I hear Arma 3 does the GUI somewhat different and thus the mission will not be "directly portable", besides I don't own a copy of Arma 3 at this time).

    I initially intended to just increase the size of the sliders and add a background for better visibility of color-correction sliders for personal convenience but ended up with a lot more.

    Changes and enhancements:
    • Added background for better visibility of sliders
    • Added slider value editboxes for value preview and input
    • Added "multiplier" buttons for contrast and offset
    • Added RGB-slider locking for color corrections
    • Added aperture preview
    • Added per-slider and general slider & value reset functionality
    • Added draggable move-handle
    • Added compact string export
    • Added clipboard import
    • Added hint-notice when copying to clipboard
    • Added hint-notice when modifying dynamic blur
    • Increased slider-height
    • Reversed the sliders (lower values towards the bottom)
    • Modified ranges for brightness, contrast and offset
    • Modified precision of brightness, offset and color inversions
    • Modified step/page "speeds" of sliders for fine control
    • Modified text strings to fit containers. This depends on the used aspect ratio apparently and will not look 100% as intended with some formats
    • RPT export now outputs only the code without surrounding double-quotes
    • Made the daytime slider initialize and stick to current time
    • Fixed showing a leftover from previous color correction when first enabling

Written on 2014-08-03 by Foxhound

Sabre[Dust] submitted his JATO Script for C130.

    Quote :
    This is a very simple JATO script, it creates jet assisted take off - actually rocket assisted take off.
    It also features the reverse thing I call JASL (jet assisted short landing) inspired by Operation Credible Sport.

    It works in single player, multiplayer and on dedicated server.
    Things can get messy with multiple users / AI using it at the same time due to me not fully understanding the concept of variables/scopes in MP.
    Sometimes the rockets might blow up so use at your own risk.

    The parachute drop at the end of the burn time is fictional afaik. I just got carried away by my first success with scripting a little. Just ask me for a version without parachutes if necessary.
    Someday I might make it into an actual mod with custom rockets attached to the plane properly.

Written on 2014-07-12 by SabreD

Reynaert submitted his Field Rations script.

    Quote :
    Always wanted to add a bit more realism to your missions without mods? This very simple script allows you to add that little bit of realism. With over 20 kinds of meals based on the United States rations of 2012. The script is user friendly, easy to use and easy to edit to your preference.

    • Able to eat or drink after receiving a field ration.
    • Eating or drinking a ration sets your damage to 0.
    • Sounds included.

Written on 2014-05-11 by Reynaert

Opteryx released his OPX MLODs on the Armaholic forums.

    Quote Opteryx :
    These are most the old OPX mlods for Armed Assault (ArmA 1).

    A few people have been tracking me down and requesting me to release the ArmA1 OPX MLODs, now I've been kind of reluctant to do this because I've always felt they were subpar quality compared to other content and especially now that they're 6-7 years old, but I figured what the hell, they've just been sitting here on my HD for years doing nothing, so here goes.

    This is most of the OPX content, a few things have been removed for various reasons, but there a lot of content for people to improve on these models if they feel like it.
    I highly encourage people to enhance the quality of these p3ds beyond what I was capable of at the time.

    Also, there are (almost) no source textures present due to my current internet connection being very slow, so you'll have to work with the UV maps and .paa files already released.

    If you have any further questions, just ask in the release thread.

Written on 2014-02-24 by Opteryx

Naught released an updated version of his AI Caching and Distribution script on the BI forums.
This script was designed to dynamically cache and distribute AI units across machines for maximum performance.

    Quote Naught :
    This script will be my first fully-autonomous script, meaning no setup required! This script is completely plug-and-play, with no dirty work required. It will cache all AI units and spawn them when players get close to them, and will automatically distribute AI across multiple headless clients. And the best part is is that you can still use your current method of AI spawning, whether it's through the editor or via a script. The only requirement is making a headless client slot, which is very simple and shown below.

    Now mission makers who have been too intimidated by the script knowledge needed to make headless client or cached/respawning AI missions can utilize all of the performance benefits that it brings with them! Even users who already have implemented headless client will benefit from the script immensely due to the pure efficiency of it's caching and distribution mechanisms, which are much better than most which are already implemented in missions.

    There are a few important fixes in this release, so I'd recommend updating if you can.
    This is a full-release, but does not contain a guarantee of any type of support.
    Bugs and other issues should have been found and patched through testing, but are still possible in the RC. If you find one, report it back in this thread or on the Github issues page.
    This release candidate has been deemed stable enough to be used in production environments. Proceeding v1.0 updates should be sparse, should contain nothing major, and should not be mandatory.

    • Fixed: Crewed vehicles retain their states over caching and distributions.
    • Fixed: Units now properly retain set positions if specified before caching/distribution.
    • Fixed: Vehicles are no longer distributed (needless operation).
    • Fixed: Setting of vehicleVarName should now propagate to all machines.
    • Fixed: Renamed array manipulation function to match syntax (minor edit).

Written on 2014-01-28 by Naught

McKnightG submitted his Static C-130J Halo script.

    Quote McKnightG :
    So heres my first template on Armaholic. This is a template that allows the player to teleport to a Static C-130J. Once in the Static C-130J players can walk around freely and halo when ready by exiting out the rear cargo door.

Written on 2014-01-06 by McKnightG

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