DreadPirate informed us he released an updated version of his Jebus - Just Editor Based Unit Spawning script on the BI forums.

  • Fixed caching with hideObjectGlobal and enableSimulationGlobal
  • Editor loadouts are saved and restored on respawn

Written on 2016-04-29 by DreadPirate


Rafael09ed released an updated version of his Survivable Crashes Script on the BI forums.

    Quote :
    This script allows the crew of a vehicle to survive it's destruction and escape with some damage taken. While designed for helicopters, any vehicle that would normally explode and kill all the crew members, would instead knock the players unconscious, eject them once next to the ground, deal some damage to the players, and then be woken up. Then in 60-120 seconds, the vehicle will explode if it had not already exploded on impact. Damage is added to players through ACE, making it a dependency. If there is interest in a non-ACE version, one could be made.

    • version 1.2:
        - Better crash impact
        - Fixed Autorotation Warning SFX
    • version 1.1 - dev:
        - No longer dependent on ACE 3
        - New Visual Effects
        - Some tweaking of variables
        - Some refactoring

Written on 2016-04-27 by Armaholic

Wyqer submitted his Morse Code script.

    Quote :
    This script will show the given plain text as morse code via flashlight of a player or the vehicle light of an empty vehicle.

Written on 2016-04-27 by Wyqer


Zenophon informed us he released an updated version of his ArmA 3 Co-op Mission Framework 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_AddFastRope failed to fastrope the player in some cases in MP
    • Fixed: Zen_FindCenterPosition caused an error when the first argument was not an array
    • Fixed: Zen_OrderFastRope makes AI in the player's group fastrope from FFV positions
    • Fixed: Zen_OrderVehicleDrop makes a teleported object inherit the aircraft's velocity
    • Added: Zen_AreIndoors and Zen_AreNotIndoors optional argument to use a more complex check
    • Improved: Zen_FindBuildingPositions gives points a buffer distance from walls and ledges
    • Improved: Zen_FindBuildingPositions does not return positions on the wrong side of a wall (i.e. outside the building)
    • Improved: Zen_SpawnParachute makes the parachute move with a fraction of the object's previous velocity
    • Documentation: Fixed paramsArray did not autocomplete
    • Documentation: Updated for Zen_AreIndoors and Zen_AreNotIndoors
    • Documentation: Updated Notepad++ SQF language and autocompletion file with ArmA 1.58 stable commands

Written on 2016-04-27 by Zenophon

Aliascartoons released his Fireworks Script on the Armaholic forums.

    Quote :
    Fireworks script showcase on ALTIS, for when you feel like celebrating.
    Un-pbo the mission and read the comments or watch the video tutorial for more information.
    You can use, adapt and/or modify the script as you see fit.
    If you find nice ways to modify the script for better effects let me know.
    Thank you and have fun!

Written on 2016-04-25 by aliascartoons

Rodeostar42 submitted an updated version of his 3rdView Restrictions script.

    Quote :
    This Script limits the 3rd person view under certain conditions.

    • arma3 solve the problems ver1.58 in the third-person limit does not work

Written on 2016-04-25 by Rodeostar42

Grumpy Old Man released his GOM fnc vehicleTuning script on the BI forums.

    Quote :
    Gives certain players the ability to upgrade cars.
    This one was fun to work on, did it in roughly 2 afternoons, turned out ok.
    The dialog has improved quite a bit in the last few hours, the video doesn't show all features.

    • Allows certain players to upgrade cars.
    • Ability to increase acceleration with nitro injection.
    • Ability to fine tune the powerband of the nitro.
    • Ability to increase top speed far beyond legal limits.
    • Ability to reduce a vehicles weight to further increase acceleration.
    • Ability to install brakes to eventually come to a halt in case of a traffic stop.
    • Ability to refill used up Nitro bottles and also repair and refuel the vehicle.
    • Nitro will be used up after some time.
    • Increased fuel usage during active nitro injection so the engine doesn't run dry.
    • Increased engine wear during active nitro injection because the engine most certainly does run dry.
    • Measurement of acceleration, 0-100km/h / 0-60mph, eighth and quarter mile times and average horsepower are being displayed in the diary.
    • Progress bar showing available Nitro.

Written on 2016-04-23 by Grumpy Old Man

Aliascartoons released his Nuke Script on the Armaholic forums.

    Quote :
    Nuke showcase on Stratis, creates a nuke effect. Un-pbo the mission and read the comments or watch the video tutorial for more information.
    You can use, adapt and/or modify the script as you see fit. If you find nice ways to modify the script for better effects let me know.

Written on 2016-04-21 by aliascartoons

GieNkoV released an updated version of his ACC EqKreator script on the BI forums.

    Quote :
    I'm proud to release an updated version of my equipment script creator - ACC EqKreator!

    This will be propably last version of EqKreator cause of three things:
    • Ability to assign gear in 3DEN
    • Feature complete
    • Bugfree

    • Fixed vehicle/crate assign gear script (isServer check)
    • Styllistic updates

Written on 2016-04-21 by gienkov

Celludriel informed us he released an updated version of his DynCap script on the BI forums.

    Quote :
    This script will spawn at a given location a building or object that a player or ai can capture for their side. An objective icon will spawn on the map with the color of the currently owning side. Capture can only be done by on foot infantry. There are other implementations where vehicles can capture as well but this decreases the challenge rating of capturing a point. This was a creative decision of mine, I might make it parameterizable if wanted or you can fork my work and do it yourself.

    • Refactored code to make use of CfgFunctions
    • Refactored GUI to make it easier to include and hopefully prevent conflicts with other libraries
    • Refactored to uses RemoteExec

Written on 2016-04-20 by celludriel

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