Ben@Arms submitted his Trenches and Pillboxes composition.

    Quote :
    Are you tired of shooting a bad guy behind the same looking sandbag-wall over and over again?
    I am!
    So i took a shot on what you can do with 3Den.
    In here you'll find modular buildable apex trench systems, a few concrete bunkers and pillboxes.
    I hope you have fun with it as much as i had while building those compositions. If you have other ideas on what to add just pm me.

Written on 2017-02-20 by Armaholic


Devastator_cm informed us he released an updated version of his Devas Aircraft Patrol script on the BI forums.

    Quote :
    My second project and this time for AI aircrafts.

    • Fixed: Independent aircrafts were not using laser guidence.
    • Fixed: Logic Objects on map can cause aircraft to stuck in combat mode over an area as such objects might be categorized as enemy.
    • Added: After attack while waiting the restart countdown, aircrafts will do loiter over the area.
    • Tweaked: Some code optimizations.

Written on 2017-02-20 by Armaholic

Incontinentia informed us he released his Incon Undercover script on the BI forums.

    Quote :
    This is a complex and performance friendly undercover simulation for players and their AI subordinates. Work as a guerrilla cell, go undercover, recruit comrades, and cause mayhem. SP / Coop and Dedi compatible. (For those of you who've used my previous undercover scripts, this release is a significant upgrade and represents a few hundred hours' work and testing over the last version, so hopefully you'll see the improvement!)

Written on 2017-02-18 by Armaholic


Incontinentia informed us he released an updated version of his Incon Airpower script on the BI forums.

    Quote :
    Script package for Arma 3 mission makers that allows players to call in air support for target tracking and air strikes. Unlike other CAS scripts, Incon Airpower simulates high-altitude strikes where the aircraft is neither visible nor audible from the ground. The aicraft itself is not spawned, only simulated. Ideal for single player and low-player-count COOP (lots of players using tracking may cause considerable server lag).

    • Add multiple ordnance types for a single strike
    • Choose to manually track targets / select targets to track
    • Better detection of target markers
    • When marking multiple targets for an airstrike, the aircraft no longer looks for targets that are already marked for the current strike
    • Automatic detection of dusk and dawn.
    • Quicker voice procedure
    • Numerous bugfixes and code cleanups (plus the script will reset itself after a short time if there are any errors, preventing issues where the script would get stuck indefinitely)

Written on 2017-02-17 by Armaholic

Phronk released his Simple IED Script on the BI forums.

    Quote :
    'Simple IED Script' will spawn IEDs on / alongside random road segments within predetermined IED area markers setup by the mission designer. The position, direction, appearance, and blast magnitude of the IEDs are all random. Additionally, the script will also spawn trash randomly along the roads; trash can sometimes spawn on the position of an IED as well. The script is tiny, optimized, and compatible in all environments (SP, MP, Dedi). It doesn't require any addons or additional scripts and is compatible with any map that has roads.

    • Tiny filesize! 2KB
    • Fast performance
    • Compatible with SP, MP, and Dedicated
    • Works on any map with roads
    • Doesn't require any mods or additional scripts
    • Easy to implement!
    • Randomized Results:
        -IED type spawned
        -IED blast magnitude is random (damage / radius)
        -IED position & direction
        -Chance for trash to spawn with IED
        -Trash appearance variety
    • IEDs are proximity based:
        -If player is within 10 meters of IED AND is moving faster than a slow crawl, the IED will detonate
    • IEDs can be disarmed:
        -If player is an Explosive Specialist and has a ToolKit, he can slow crawl up to the IED safely and disarm it
        -IEDs can be detected with a Mine Detector

Written on 2017-02-16 by Armaholic

Autigergrad released an updated version of his Regional Ambient Sounds Pack on the BI forums.

    Quote :
    So I'm a very active mission maker for my group and one of the areas I like to focus on is immersion. Whether we are patrolling the streets of an Afghan city, or perhaps we're helping defend a village in Nigeria from Boko Haram militants, I like to feel as though I'm actually in that region.

    So I decided to put together these "packs" of authentic regional sounds to be used in missions.

    These packs include:
    -ambient crowd noise/chatter
    -regional music
    -authentic news broadcasts discussing the topics of the region
    -other stuff (that's the scientific term)

    Current Collection:
    African Sound Pack
    Middle Eastern Sound Pack
    Iron Front in ARMA III -Nazi Sound Pack
    Iron Front in ARMA III- US Sound Pack
    Iron Front in ARMA III-Soviet Sound Pack
    Tanoan Sound Pack

    I'm not a modder and I'm not a coder, just an avid ARMA fanatic who wanted to help make the ARMA experience better as much as I can. I hope you like them.

    • Added Tanoa Sounds Pack
    • Ambient Crowd Chatter
    • Ambient Street Noise
    • Tanoan/French speaking Radio broadcasts
    • Tanoan/French speaking Music

Written on 2017-02-15 by Armaholic

Gruntin submitted his Metro 2033 "Front Line" Tunnel composition.

    Quote :
    Contains a rough re-creation of the "Front Line" level of the game Metro 2033.

    • An object composition

Written on 2017-02-15 by Armaholic

Celludriel released an edited version of SHK pos by Shukohis on the BI forums.

    Quote :
    The Shk_Pos library has been around for a long time and a lot of us use it. However it wasn't maintained in a few years either and arma 3 has evolved over those years. At a certain point I was working on a project and needed something called remote to give me a random position. However with the way Shk_Pos was written this wasn't as easy as calling remoteExec. So I dove into the Shk_Pos code and migrated it to a function library. Recently I asked Shuko if he wanted to include my changes in his source code. He told me that he hasn't been involved in arma 3 for years and I was free to do what I could with any of his code. Therefor I added the code to github and I'm releasing Shk_Pos_Functions 1.0. It is still all of Shuko's work, just in another form. You do not have to upgrade any of your missions code if you don't want to. However if you start a new project, you might want to consider using this library instead of the old one.

    Should I made a mistake in the conversion and left in a bug or an old bug arises that needs fixing, please let me know or checkout the repository making a pull request. Lets keep this great library updated and maintained together as a community.

Written on 2017-02-14 by Armaholic

pAxton submitted the first version of his HashMap script for Arma 3.

    Quote :
    Functions to create and use hashmaps within Arma 3 scripting.

    • create, get and put functions

Written on 2017-02-13 by Armaholic

Fiddi released an updated version of his Light advanced vehicle respawn on the BI forums.

    Quote :
    I present to you the vehicle respawn that will change your life (probably not..), it has the capabilities to save much of the customization available in the Eden editor and apply it on respawn. You simply set up your vehicle how you want it in the editor and this applies whatever settings you want. I've made it as light as I can, it should not affect performance noticably (though with hundreds of respawnable vehicles, it could).

    • Multiplayer and singleplayer:
    • Init Support
    • Respawn Delay
    • Custom Loadout/Inventory
    • Custom Paints
    • Custom Parts
    • Respawn Limit
    • Wreck Disposal
    • Minimal Performance Impact

    • Fixed issue with missionNamespace variable.
    • Small readability tweaks.
    • Switched to uiSleep instead of Sleep.

Written on 2017-02-12 by Armaholic

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