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EricJ released an updated version of his Taliban Fighters on the BI forums.

    Quote :
    A simple set of fighters that represent closely what is in real life, using ported from A2 models and textures (Takistan civilians).

    It should be noted that other than a couple RGOs, they're unarmed and decided to keep it relatively simple given player preference on weapon mods and the like, so you'll have to gear them up in the Editor or Virtual Arsenal, etc.

    Changelog:
    • Disabled glasses from all units (Taliban, civilian)
    • Removed BIS Vest
    • Removed RGOs


Written on 2016-09-30 by EricJ

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Adacas released an updated version of his Military Gear Pack on the BI forums.

    Quote :
    This is a personal project of mine for Arma 3 community. I aim to bring additional assets for character customization in Arma 3. This mod will cover new uniforms, vests, headgear and other related stuff.
    I will be making completely new models and also port some of them from Arma 2 or other artists work if I get their permission.

    Changelog:
    • Added Fleece Jacket/G3 Field Pants Uniform
    • Added hidden selections for patches "patch_left", "patch_right"
    • Added "insignia" and "clan" hidden selection
    • Tweaked Multicam texture


Written on 2016-09-30 by Adacas


ViperMaul informed the community about the release of a new version of the Community Base addons (CBA) on the BI forums.
The changelog is very long and can be found on our downloadpage.

    Quote ViperMaul :
    This release brings full compatibility with Arma 3 v1.62, including Joint Rails for the new weapons and optics as well as XEH compatibility with new assets from the APEX expansion.
    NOTE Due to critical files not being present in Arma versions before v1.62, this version no longer supports the v1.54 Linux/MacOS ports. Use CBA_A3 v2.5.0 instead. This does not mean that you have to have bought the Tanoa DLC to use CBA_A3 however.

    Changelog:
    • Added: Joint Rails compatibility with new weapons and optics from Tanoa DLC (#388) robalo
    • Changed: Fire Teams no longer have to be synched by CBA (#424, #430) PabstMirror
    • Fixed: XEH compatibility with new assets (#399) commy2
    • Fixed: Error Message / Server crash Script userconfig\cba\settings.sqf not found (#425, #426, #427) commy2


Written on 2016-09-30 by ViperMaul

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[PSV]Grom informed us he released his NATO: Tropic Vehicle Textures on the BI forums.

    Quote :
    This mod adds greenish textures to the pacific version of the NATO vehicles.

    The base content is shown automatically on all Tanoa-vehicles. Mission makers will have to make sure their missions are using the right classnames. The additional content is only useable if included in the mission by the mission maker or somebody able of mission editing.

    Base Content:
    Tropic camo (based on FS 34086 "I.R. Dark Green") for the following vehicles and variants:
    • Slammer
    • Scorcher
    • MLRS
    • Panther
    • Cheetah
    • Marshall
    • Hunter
    • HEMTT

    Additional content:
    Tropic camo (based on FS 34086 "I.R. Dark Green") for the following vehicles and all variants and derivative vehicles, and new variants. Requires scripting to work (see included Readme):
    • Stomper
    • Marshall unarmed
    • Strider
    • Gorgon
    • Gorgon unarmed


Written on 2016-09-30 by Grom


Wyqer released an updated version of his KP Ranks on the BI forums.

    Quote :
    This mod provides a automatic ranksign system for players, based on the users own config via dedicated server userconfig files or via unit init line in the editor.
    The ranksign for the german Bundeswehr (green and brown ranksigns) and the US Army are implemented. They will be automaticly attached to a players uniform.

    Changelog:
    • Rewritten the Code
    • Added own textures for the ranksigns
    • Added uniform list
    • Added Mission Module
    • Renamed from "KP Dienstgrade" to "KP Ranks"


Written on 2016-09-30 by Wyqer


EricJ released an updated version of his UH-60 A3 Pack on the BI forums.
This adds different versions of the UH-60 A3.

Changelog:
  • Fixed various AH-96 versions, now shows up properly in the appropriate positions in the Eden Editor, as well as Zeus.
  • Faction specific AH-96s now have the appropriate skin when spawned in or placed via Eden or Zeus
  • Adjusted various geometries to make the skin names look better on the external textures.
  • Cleaned up more textures and reduced some texture requirements.
  • Fixed various selections and tweaked some geometries, adding some detail in various places.
  • Removed some unused files, reducing filesize somewhat.
  • Improved glass geometries using the UH-80 textures in lieu of the old A2 textures, improving the look of various helicopters
  • Removed old sounds for the XX-92s, now uses the stock Ghost Hawk sounds
  • Thanks to Lord Jarhead, the H-60s now use the JSRS Ghost Hawk sounds for rotors.
  • Tweaked the Cherokee Container textures as well as improved details somewhat
  • Added a Medic Container, holds 200 First Aid Kits as well as 20 Medkits, and heals the wounded as well.
  • Retextured M230 armed helos
  • Repair Container has a proper texture
  • Fixed UH-60M control sticks, now moves appropriately
  • Adjusted Pilot position on the AH-96, now sits correctly with the legacy AH-1Z
  • AH-96 pilot has control over the gun and DARs.
  • UH-92 Cherokee changed to UH-92 Cherokee, to reflect factional alliance, classname is the same.
  • Added a fictional "SEC-FOR" skin, to represent the Avatar universe for the AH-96. It is only selectabl with the NATO version of that vehicle.
  • Tweaked textures
  • H-60Ms (all versions) now have a Compass MFD back with newer geometries.
  • Added a "NATO" UH-92, the main difference being that the HMD is in metric, and not in Imperial. Otherwise colored differently and has a basic desert scheme as well.
  • Removed color specific S-94s given the new Appearance filter for the various factions. Mission makers will have to simply place an S-94 or Utility version and select the color appropriately.
  • UH/MH-92 Gunner FLIR is OFF when starting engine, it can be turned on ahd off normally
  • Requires Game version 1.64
  • Added a generic "Desert" scheme, usable for the NATO faction as well as a Black scheme
  • Removed the rescue hoist from non-US Navy UH-60Ms


Written on 2016-09-30 by EricJ


Goticwar released an updated version of his Japan units on the Armaholic forums.

    Quote :
    The "Japan Units" mod ( by Goticwar) aims to add japan contents on BLUFOR side of Arma 3. More precisely, the mod add new units and vehicles.
    From a technical standpoint, units and vehicles that use 3D models of the game Vanilla with new HD textures.
    You must keep in mind that it is only re- texturing , so that some units will use clothes and gear that are not used IRL.

    Changelog:
    • New Add AH-1S Cobra
    • New HUD on fighting helicopter
    • New Sounds
    • AH-1S Cobra Weapons:
    • 38 Rnd Hydra in pilote
    • 240Rnd Flare in pilote
    • 8 Rnd scalpel in gunner (Copilote)
    • 2000 cannon20mm in gunner (Copilote)
    • Laser designator in gunner (Copilote)


Written on 2016-09-30 by goticwar


Von Quest released an updated version of his L.E.A.P - Low and Extreme Altitude ParaJumps on the BI forums.

    Quote :
    This is the Stand-Alone Module of my HALO/PARA Infiltration System from my SpookWarCom Project. This Module will allow the player to setup transport and perform a combat parajump into any area of the map you desire. Both low-altitude parajumps, and high-altitude HALO jumps are supported. For the more extreme HALO jumps, special equipment is needed to survive the harsh and dangerous environment of the low-oxygen, sub-zero atmosphere.

    I must stress this is a fictional project. Some creative liberties are taken for better gameplay and immersion. Do not expect a 1:1 simulation of a true military freefall operation. This is a GAME.

    Changelog:
    • Changed: Default Keybinding: SHIFT + L
    • Changed: Crate Name
    • Added: Dragonfly Rig w/ GAS System (FROGS)
    • Added: SAMs are now 2x more accurate if ParaJump
    • Added: Fog-of-War for BOTH HALO and PARA Flights
    • Added: SAMs (if POOK SAM Pack) spawn at SAM Sites
    • Added: SAM Teams at 30% of SAM Sites


Written on 2016-09-30 by Von Quest


Von Quest released an updated version of his =VQI= Frogs on the BI forums.

    Quote :
    This is the Stand-Alone Module of my Comabt Diver System from my SpookWarCom Project. This will focus on the Underwater Environment and the unique elements of the murky and chilling capacity of Combat Diving Operations.

    For me, one of the greatest parts of ArmA is the Diving and NEW v1.6 water environment. What an amazing experience for a game. I want to build off the rebreather and add more layers to the SCUBA and explore some deep water possibilities and immersion.

    This project will be similar to my HALO Mod, but instead of the extreme altitude, this will focus on the deep sea and combat underwater operations. I want to explore more options of Gear & Systems (mostly fictional) for deep water ops, like salvage, recovery, surveillance, etc. I also will be adding a Submarine or three with the ability to use a Lock-Out Chamber for deploying Spec-Ops, CRRCs and SDVs.

    Changelog:
    • Fixed: Hotfix for CORE (old Ops Center)
    • Added: Trident Diving Computer
    • Added: Stingray Re-Breather Rig
    • Added: SA-2 Bottles: DIVOX & NITROX
    • Added: Combat Diver Operations Crate


Written on 2016-09-30 by Von Quest


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!

    Changelog:
    • Changed: Vastly INCREASED the startup speed
    • Changed: Default Keybinding: SHIFT + A
    • Changed: Increased Call for ARTY 10%
    • Changed: Tweaked Markers Alpha-Color
    • Fixed: QRF Heli crashing onto players, etc


Written on 2016-09-30 by Von Quest

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