No-Half-Measures released in the BI forums an Arma 3 version of Murder, a Popular Gamemode in Garry's Mod.

    Quote No-Half-Measures :
    Murder is a Multi-Player Gamemode in which a single player is selected from a group in which to be the Murderer and another is selected as a Armed bystander and the remaining players are mear bystanders.

    The Murderers role is to Kill all players without being figured out.
    The Armed bystanders job is to figure out who the murderer is and kill them trying to avoid killing a innocent bystander.
    Bystanders have no real role how ever they can help the Armed Bystander out or they can cower in a corner to save their own life.

    If the Armed Bystander is killed another Bystander can pick-up the gun and essentially become the new Armed Bystander.

Written on 2014-10-30 by Big


Rydygier informed us he released an updated version of his ARTEMIS - Hunting Instinct addon on the BI forums.

    Quote :
    ARTEMIS mod is an AI algorithm that simulates animal-like hunting behaviour of controlled units (Hunters) against chosen units (Prey). It's meant as a tool for mission makers, while easiness of Artemis setup makes practically everyone familiarized with editor's basics potential mission makers able to set hunter-prey missions fast and smooth.

    This code does some heavy calculations (mainly numerous LOS checks every second). Should be more efficient than 1.0, still too many hunters at once may cause hunters' reactions delays/sluggishness. How many is OK? Not sure & depends. Let's say "one or few to several". Number of prey units isn't as crucial.

    ARTEMIS is designated as opponent for player, but should work well also against AI.

    Hunter has to his disposal two customizable senses: sight and smell.

    Sight is specified by two parameters: light sensitivity and movement sensitivity. It decides, how easily Hunter will spot the Prey according on daytime, weather, size, speed, background (sky or not, surrounding terrain) and knowledge factor (memory).

    Smell helps to follow not visible Prey by its trail. Each Prey will leave "footprints", that Hunter can scent. Old footprints will be erased, also rain gives small chance for removing some parts of the trail. Smell (range) is strongly affected by wind (direction and strength).

    If there is no Prey nor trail known, Hunter will loiter randomly starting from last known position of last prey.

    If Hunter see the Prey, his behaviour depends on situation. His goal is surprise attack, prefferably from behind. Will charge anyway, if close, but otherwise will approach, fast, or stealty, only, when flanking the Prey (out of Prey's FOV). If catched in the FOV depends on situation can hide low or run out of LOS, then try to outflank keeping out of sight.

    Is most dangerous at night, in the dense forest when visiblity is poor.

    Hunter uses only melee attacks.

    • code fixes
    • improved hunter's behaviour

Written on 2014-10-30 by Rydygier

MrEwok released an updated alpha version of the Explosive ordnance disposal suite by him and the Lancaster Studio on the BI forums.

    Quote :
    We’re glad to present the Explosive Ordnance Disposal Suit (EODS) this is an addon for Arma 3 that aims to improve the role of the combat engineer. This addon brings a new type of IEDs with many functions that are designed to extend the Arma 3 simulation. Besides of the IEDs, we’re developing a functional K9 unit (with a realistic Belga Malinois 3D Model and animations) that is going to have the ability to search for explosives in certain objects and areas.

    • added bisign and bikey files

    If you like our work, please support us in the contest!
    Vote for us in MakeArmaNotWar.

Written on 2014-10-30 by Foxhound


M1lkm8n informed us about the updated released of the JBAD Buildings addon by him and Smokedog on the BI forums.

    Quote :
    Smokedog and myself(M1lkm8n) figured it's about time we release something. So we are releasing an very early work of all the buildings we have been working on for our Jalalabad terrain. Currently this pack includes over 100+ models all converted and upgraded to A3 standards such as breaking glass, animated door handles and a3 penetration. This release includes the newly opened takistan firestation.

    • bug prevented the jbad_mil_barracks door from opening

Written on 2014-10-30 by M1lkm8n

Burnes15th submitted an updated version of his FV4034 Challenger 2 TES addon.

    Quote :
    This adds the British FV4034 Challenger 2 Main Battle Tank.

    The British FV4034 Challenger 2 TES MBT. Comes in 5 camo patterns and has a turret interior. There are many unfinished areas but i figure at this point i could do with some feedback and community testing to work out the values in armor etc. The armor has almost not been tested i gave it a quick blast to destruction just to make sure it was working, bear in mind that the real life challenger 2 is very tough. As in reported to be the most heavily armored tank on the planet. In one engagement it was hit by over 60 rpg's and a Milan anti tank weapon, the optics had to be switched out and it was back in service 6 hours later.

    The AI gunner problem is still there. AI gunner will not fire the main cannon by himself. you have to press CTRL FIRE to make your AI gunner fire but at present fully AI crewed vehicles will not fire their main gun.. There are some missing scripts for checking ammo count etc but that was down to my forgetfulness rather than them not being ready and i expect to update this later in the week with a finished interior etc.

    Anyway, this is my favorite piece of military equipment of all time so I hope I've done it justice. Let me know what you guys think.

    • version 3 alpha:
        - Fixed Icon missing error
        - Fixed Reference to bad weapon type in animationsources
        - Fixed Recoil animation
        - Fixed Eventhandler error
        - Fixed further texture errors
    • version 2 alpha:
        - Fixed - missing track texture (bad file path)
        - Fixed - missing commander sight texture (bad file path)
        - Fixed - cannot load woodland texture (had it mapped to a proxy by mistake)
        - Fixed - missing sandbag proxy (Bad file path)

Written on 2014-10-30 by Burnes15th

Zenophon informed us he released an updated version of his Co-op Mission Framework and SQF Library 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

    • Fixed: Zen_AddFireSupportAction did not check its remote execution flag argument
    • Fixed: Zen_RotateAsSet tried to get the height of markers as though they were objects
    • Fixed: Zen_ReassignTask and Zen_RemoveTask deleted the task's internal data, making future changes impossible
    • Added: Framework macros for Zen_FindGroundPosition arguments
    • Added: Framework macros ZEN_FMW_Code_WaitDistanceGreater and ZEN_FMW_Code_WaitDistanceLess, for Zen_FindGroundPosition
    • Added: Framework macro ZEN_FMW_CFG_VehicleWeapons, to parse a vehicle's true weapons
    • Added: Standard macros ZEN_STD_Parse_ToArray and ZEN_STD_Parse_ToString
    • Added: Zen_StringGenerateRandom now has a parameter for character type
    • Improved: Renamed almost every framework and standard macro
    • Improved: Zen_OrderExtraction and Zen_OrderInsertion now make the helicopter land at the correct spot and stay there
    • Improved: Zen_RotateAsSet significantly optimized
    • Improved: Zen_SpawnItemsOnTable now randomly puts the object anywhere on the table
    • Removed: Standard macro ZEN_STD_OBJ_VIA
    • Documentation: Added for ZEN_FMW_Code_WaitDistanceGreater, ZEN_FMW_Code_WaitDistanceLess, ZEN_FMW_ZFGP_Beach, [*]ZEN_FMW_ZFGP_DeepSea, ZEN_FMW_ZFGP_Flat, ZEN_FMW_ZFGP_Forest, ZEN_FMW_ZFGP_Hill, ZEN_FMW_ZFGP_LandingZone, [*]ZEN_FMW_ZFGP_NotForest, ZEN_FMW_ZFGP_Urban, ZEN_STD_Parse_ToArray, ZEN_STD_Parse_ToString
    • Documentation: Improved for Zen_AddEject, Zen_AddFastRope, Zen_AddFireSupportAction, Zen_AddGiveMagazine, [*]Zen_AddLoadoutDialog, Zen_AddRepackMagazines, Zen_GiveLoadoutOpfor, Zen_GiveLoadoutIndfor, Zen_GiveLoadoutCustom, [*]Zen_GiveLoadoutBlufor, Zen_MultiplyDamage, Zen_SetWeather, Zen_RemoveFireSupportAction
    • Documentation: Updated for Zen_StringGenerateRandom and every macro

Written on 2014-10-30 by Zenophon

devilslayersbane released in the BI forums the first mission of his single-player campaign which details (his speculation) how CSAT was a little under-handed in stripping away NATO's declining power..

    Quote devilslayersbane :
    Community, today I get the pleasure of delivering the first mission of my single-player campaign which details (my speculation) how CSAT was a little under-handed in stripping away NATO's declining power. In this campaign you follow an Army National Guard Auto-rifleman in his deployment. This particular mission is relatively easy, but it does really help introduce the mood of the campaign. Currently, the first mission is very bare-bones. There's no scripted dialogue, the briefing is extremely short, and ambiance is somewhat lacking.

Written on 2014-10-30 by devilslayersbane

HallyG informed us he released in the BI forums a new version of this singleplayer mission where you have to infiltrate the village of Kyra Nera to find out why local NATO activity has increased.

  • Fixed Disguise script
  • Fixed and Enabled Reinforcements (may make the mission a lot more difficult so I will remove if requested)
  • Changed font on the title screen to something a bit more pleasing to the eye
  • Added more enemies and randomised their presence

Written on 2014-10-30 by HallyG

Jan has submitted a cooperative mission where players must complete six tasks.

    Quote Jan :
    Players must complete six tasks.
      1.Hostage rescue
      2.Find and mark container with IR grenade
      3.Clear terrorist Camp
      4.Destroy devices
      5.Kill the leader of terrorists
      6.Destroy trucks with devices

Written on 2014-10-30 by janko

Chris_Acrobat released in our forums a re-imagine of the Arma 2 mission "Detector", a deathmatch with a distance viewer to your closest enemy.

    Quote Chris_Acrobat :
    Prepare for a fast-paced mission with up to 24 players and a lot of panic.
    In this mission you will spawn at a randomized position, with a randomized weapon (even weapons from loaded mods!) with only one or two magazines. So make every shot count!

    For variation, you can select from three different spawn types:
      * Old school - Spawn on ground, nothing special.
      * With parachute - Spawn in the air and choose where you want to fight.
      * With thunder - Madness and a lot of fun.

    This mission take place during the night, so avoid streetlights if you do not want to be seen. But be aware: there is a small chance to spawn with night vision goggles, so your clever hiding spot may not be as clever as you think.

Written on 2014-10-30 by Chris_Acrobat

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