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Ilmarian Imperium Now recruiting
Hello everyone!

Admiral Lewis Stockton here, leader of the Ilmarian Imperium here ...
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The German Coop Community invites all German speaking Community members to take part ... Read all..
Allied task forces
Words from the commanding staff,

Building a small and fun community that allows th ...
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U.S. Army Special Operations Command
U.S. A.S.O.C. is a new ArmA 2:CO Realism/MilSim Unit. We are based on the real-world ... Read all..
1st Canadian Parachute Battalion - Now Recruiting

NOW ACCEPTING NEW APPLICANTS

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Gorillas on Bikes
Gorillas on Bikes is actively recruiting, check out our FAQ below for more ...
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Danish Defence Army
Danish Defence Army is a danish speaking realism unit, playing Arma 2 CO and are seek ... Read all..
31st Rescue Squadron
31st Rescue Squadron - Vigilance and Honor

The 31st Rescue Squadron is a r ...
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The 326. Infanterie-Division is Recruiting!
The 326. Infanterie-Division is an Invasion 1944 unit with a focus on being highly sk ... Read all..
16 Air Assault Brigade - Now Recruiting
The 16 Air Assault Brigade is looking to expand its playerbase. We are a matu ...
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Screen of the week




Delta Hawk informed us he released some new screenshots of the work he is doing with the DV-43 Rough Terrain Container Handler (RTCH) and the M1025 HMMWV on the BI forums.
He also informed us he needs some help with scripting the DV-43, so whoever thinks he can help make sure to contact Delta Hawk, for information read below!

    Quote Delta Hawk :
    I feel kind of bad about not getting stuff done, so I decided to reveal my DV-43 Rough Terrain Container Handler (RTCH), affectionately refered to by the men and women who drove her as "The Wench." At 53 tons, it is one of the biggest US Military land vehicles who's soul purpose is to move cargo containers.

    I've always found it aggravating that the status quo was 50 firearms in little crates when it should be a cargo container. Cargo containers are really what the US military uses to ship engineer equipment, weapons, gear, repair equipment .etc. Having logistic in support of combat arms brings a new realm of tactics to ArmA2, which hopefully will be a more accurate portrayal of the US military. It also creates a different role in support of operations in game that some might find appealing.

    It's no where near done though. Besides some cosmetic stuff, I'm having difficulties in getting it scripted, so who ever comes up with a script based on pseudo code will get the DV-43 to make it work and as a reward, have access to the addons for alpha testing.

    There are also some dev shots of my M1025's high poly doors, still wip!


You can find more information and leave your feedback in the US Military wip topic.


Written on 2013-05-23 by Foxhound

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Bracer released some new screenshots and a video of his Signesberg terrain on the Armaholic forums.

    Quote bracer :
    I'm working on a 10x10km terrain of a fictional area called Signesberg.
    At the moment it contains 2 big landmasses and 1 island, but I might add more islands later on.

    The island aproximatley 4x2 km big and it has 3 towns and a couple of small villages.
    The large amount of forest makes it a popular place to go camping and alot of the upper class people from Emita city owns a summerhouse there.
    Because of its large airfield it has important strategical value for the EDF (Emita Defense Force), and the base there played an important role during the civil war.

    Here's some photos of the island at an early stage, so expect higher detail and better ground textures.
    Also a video showing the city of Skantze.






You can find more information and leave your feedback in the Signesberg wip topic.


Written on 2013-05-13 by Foxhound


(CSA38)PetrTlach posted a new update of the Czechoslovak Army 1938 mod on the Armaholic forums, this time showing the SFK units.


You can find more information and leave your feedback in the CSA38 (Czechoslovak Army 1938) wip topic.


Written on 2013-04-14 by Foxhound


(CSA38)PetrTlach released a new video of the Czechoslovak Army 1938 mod on the Armaholic forums.


You can find more information and leave your feedback in the CSA38 (Czechoslovak Army 1938) wip topic.


Written on 2013-03-03 by Foxhound


D4NNY released a new update of the Modern War Crisis Mod on the Armaholic forums.

    Quote D4NNY :
    After many hours of modeling, texturing and testing I can finally say, that a canadians weapons are done for now. Why for now? Because the pack is including only a firearms, still missing a launchers and C14 Timberwolf.
    Anyway I hope, that a other work will goes faster, I was trying many techniques and I chossed the best for my.

    Ok, here is small prewiev showing the C7A2 EOT M203 and the C9A2 EOT.

    For more pics visit the MWC Modification blog. There you can read a list of incuding weapons for now too.


You can find more information and leave your feedback in the Modern War Crisis Mod wip topic.


Written on 2013-03-03 by Foxhound

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W0lle sent us an update about the current status of the Cold War Rearmed² project together with some screens showing the wip Desert Island 2013.
Also he announced CWR² development will stop with Arma 2 (the project will be finsihed), so we will not see any CWR in Arma 3!

    Quote W0lle :
    With 'Full Steam ahead' announced some days ago we think it's time to inform you, our fans about the future of Cold War Rearmed.
    I will get straight to the point: Cold War Rearmed development stops at ARMA 2, we will not move on to ARMA 3.

    While this are bad news for some of our fans, let me explain you the decision - which was made almost a year ago already.
    We believe that modding for ARMA 3 will not be as trivial as it was for ARMA 2, and even there it is hard work already. Before I proceed, let me give you some details. Currently our Mod has:
      - 12 Helicopters/Planes
      - 15 Armored vehicles
      - 39 Wheeled vehicles
      - 61 Weapons
      - 44 Human models
      - 5 Terrains plus several bonus ones

    In Arma 3, rvmats and configs will probably be more complex than they are now; vehicles will require inverse kinematics for hand steering and also PhysX support. We need physically accurate cars and tanks. Infantry will need to be able to change clothes, roll around on the ground, and shoot from their backs (which means new models and new rigs). Weapons will require support for the customization system (where available). The Helicopters will require rotorlib flight models and inverse kinematic animations like in Take On Helicopters. And, let's face it, so far Take on Helicopters has not seen a single new helicopter model added since it was released.

    From the perspective of an addon maker, this is adding yet more layers of complexity which requires even more time and effort. Currently, we have only one guy in the team who is able to do all that work. How much work the terrains will be no one can tell. But, as many of you may know, we were only able to deliver all of them last year. We started the Mod after the ARMA 2 release in 2009, in all the years we had great help from skilled and dedicated people; we also received a lot of model donations from very kind supporters and Bohemia Interactive. Nevertheless, we are still not done 4 years later. If we would move to ARMA 3 with the current team the estimated development time would be around 8 years or even more. By then, no one would even remember ARMA 3.

    Besides the time and workload affect, I also have no interest in spending the entire lifetime of another game creating a Mod which only gets done when the next game is released. I'm also tired of constantly running after people, begging them to help us out, only to receive broken promises. I joined the original team shortly after the ArmA release in 2006 and spent 7 years of my life on this Mod already. Enough is enough, it's time for me to draw a line and finally enjoy ARMA 2 while it lives.

    What are our future plans:
    We will finish this Mod as promised. We will not give up and leave you back with a half-finished Mod. Now we may not be able to deliver everything we had in mind, and some vehicles must be replaced with alternatives but you will be able to play the Campaigns and Missions a better Bohemia Interactive once made.
    We are currently waiting for some external developers to finish their work, we need a face texture for Guba, we need a proper Angelina and the OH-58 model need some love. Both campaigns are finished as in they are ready to test.
    As soon as the aforementioned problems are solved we will release a public beta available to everyone for reviewing and testing. Should this take longer than expected we will continue to release single addons which are already done as we did in the past.

    Long term plans:
    What happens after the release depends a lot on how many of the current team is left then (or if new people join us). I hope that you will see at least some decent missions after the Mod is released. Eventually, we may be able to produce even more Addons or terrains. But everything is open right now. Bug Fixes and improvements will be done as long as possible.
    I personally will use ARMA 2/CWR² until I have enough of it and then finally leave and move on.

    Please, if you can help us with any of the above problems: Face texture, Models, textures then get in touch with me. The more people help us, the faster we can release the Mod.

    The decision wasn't really an easy one especially with the stupid SciFi Setting in Arma 3 which needs proper units, weapons and vehicles. I'm sure someone else might pick up the idea and comes up with something similar.

    Now I have some sort of WIP screens for you, really boring ones actually.
    This is Desert Island in 2013, complete new textures and the Western part is as flat as it was in 2001. It maybe makes the place even more boring but the bumpy terrain the current island has makes converting missions even harder; especially when lots of buildings are placed there.

    I'm also happy to say that we already found someone able to help us with Angelina. Thanks LODU, we're looking forward to see the girl in this 'little' Mod.



    You can find more info and leave your feedback in the Cold War Rearmed² : Demo 4 topic.


Written on 2013-02-28 by Foxhound


Quincy released a new wip update about his new Ramadi Iraq map on the Armaholic forums.

    Quote Quincy :
    I have began to create my second favorite iraq city called Ramadi which shares simular features with fallujah such as many ruins, mosque, and appartments and neighborhoods. Ramadi will consist of mostly regular damaged Operation arrowhead buildings, a few rellevant mgb buildings, and a few pmc buildings all of which are modern mods all to avoid use of caa1 and old arma textures.

    The city will portay a close image of the real city with some sections of the city left out or altered to avoid making the real soldiers who faught there uncomfortable for exmaple they might stumble upon a street in the game that they have been to during their tour. The goal of this city is to allow arma 2 players to experience server house to house urban combat in iraq while fighting on narrow streets, alley ways and surrounded by buildings.
    Allmost all buildings will be enterable and reconizable by AI. All steets and alley ways will be ai frendly, this entire city is built for AI since I never play online. There will be mosque, markets, shops, appartments, neighborhoods, forwoard operating bases, checkpoints, bridges to cross the river and even bridges in the city that the AI can use and an airfield.

    This map will not contain undergrowth or or vegetation except for a few trees I place my self because vegetation is one of the biggest causes of decresed framerates in arma 2 so I want as many users as possible to play my city smootly.
    All roads and animations are workin properlly.
    I hope to finsh this city in a few weeks but I am still in phase one of 3. Please share your ideas and expectations with me while the city is still being made

    I re-added some of the mgb african buildings as i realized they do not cause a decrease in framerates. The problem is my hard drive cache/buffer size was 8mb. I tried running the map on another hard drive with 16mb cache/buffer size and noticed a major increase in smoothness but it still wont be enough once the city is finshed do to the amout of high resolution textures being loaded from all the objects.




You can find more detailed information and leave your feedback in the Ramadi Iraq WIP topic.


Written on 2013-02-25 by Foxhound


Daveygary1979 released some new wip screens on the Armaholic forums showing the reworked models of his Rangers units.
He has tucked in the shirts and tweaked textures and any model problems which were popping up.


You can find more information and leave your feedback in the daveygary's Rangers topic.


Written on 2013-02-23 by Foxhound


-=XTRA=-Larsiano from the Battlegroup -=XTRA=- released a couple of new screenshots of the Dutch Armed Forces on the Armaholic forums.
On the screenshots you can see the Royal Dutch Airforce F16 with new textures by -=XTRA=-Gooz3.



You can find more information and leave your feedback in the Dutch Armed Forces wip topic.


Written on 2013-02-15 by Foxhound


Jeza posted a new update about his West-Kent map on the Armaholic forums.

    Quote Jeza :
    Here's your quarterly update. It is not dead, I am just busy with pre-med and such but I finally got around to it for the first time in months, got rather far. Main roads are complete as are most side roads, will probably change the clutter at some-point also.

    Featured below is the now complete farming and fields area, a large area with hay-bails, because you know its a farmers field. Also featured is, the downtown town I guess you can call it residential area with flats, shops, recreational area and more semi-detached houses (with sheds!) Also we have country lanes featured below with public footpaths throughout most of the forests which actually lead somewhere! Aside from the roads Uk architecture to follow, however maybe initial release without I do not know yet.


You can find more detailed information and leave your feedback in the West-Kent Map UK WIP topic.


Written on 2013-02-12 by Foxhound

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