Community News

31st Marine Expeditionary Unit - Now Recruiting!
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GeCo Night Event
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Special Operations Command Australia has moved onto to ARMA 3!!!
What is Special Operations Command Australia (SOCA)?

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AAG - Amphibious Assault Group is recruiting!
Hello, let me start out by introducing myself, in-game people know me as Giorox and i ... Read all..
Buffalos Tactical Squad
Buffalos Tactical Squad is a squad of special forces anti-terror for the UN. It has s ... Read all..
1st Ranger Battalion Realism Unit Recruiting ACE/ACRE
1st Ranger Battalion

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Black Eagles Team Arma 3
BlackEagle's looking great soldiers to give everything on the clan to fight against o ... Read all..
RMCC (Private Military Contractors) Recruiting Open
RMCC Clan is now recruiting

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Absconditus Eminus - Now Recruiting!
[AE] was formed in 2006, tactics were applied then to maintain a flawless history in ... Read all..
173rd Airborne Brigade
173rd Airborne Brigade is a Milsim unit with over 100 members active in both ArmA2 & ... Read all..

Screen of the week

Shadow_MSOG released an updated version of his HVT Interaction Script on the BI forums.

    Quote :
    This script is designed for use on hostage/HVT capture missions. Tested on local machines AND dedicated servers. I made it for a "Black Hawk Down" style mission for use by MSOG, but figured it may have some use for others.

    - This will not be updated at regular intervals.
    - I may post updates for new identified issues and as required for missions I design in the future.
    - Feel free to request features, but don't expect much.

    • HVT leaves group upon release

Written on 2014-04-16 by Shadow_MSOG


Genesis92x released an updated version of his Vcom AI script suite on the BI forums.

    Quote :
    I am releasing the first version of my AI script suite. This script suite is a plug-and-play script package that uses FSM's and compiled code to make AI react in a more fulfilling way.

    Well what does this even do?
    First off, go ahead and download this and just use the radio commands. It will give you a brief overview of what you can expect from the AI changes.
    The showcase is important because it shows tests with vanilla AI and Vcom AI. It should be easy to see the difference this way.
    - Vcom AI Showcase 1.00 (Do not use this for missions, it is only for showcasing!)

    • Varying AI accuracy
    • AI Communication
    • AI Cover
    • Improved Flanking
    • AI Responsiveness
    • AI Suppression
    • Weapon Utilization
    • Garrisoning
    • Formations
    • Vehicle Disembarking
    • Visual Cues
    • Customization
    • Respect

    • accidently deleted a bit of code that affected the AI and their cover taking abilities (thanks VRCRaptor)
    • fixed the players not being able to suppress the AI properly

Written on 2014-04-15 by Genesis92x

Mikey74 informed us he released an updated version of his Artificial intelligence Support System 2 on the BI forums.
Artificial intelligence Support System is now called Artificial intelligence Support System 2!

    Quote Mikey74 :
    Like AISS AISS2 is mostly autmatic.

    Waypoints play a role:
    Right now the important ones are Hold,Support, and Cycled.
    If a group has a current waypoint at hold. AISS2 will ignor them as far as a support call. But they will still call others to support them.
    The support way point will ignor Garrison and patrol commands by AISS but they will be in the pool to be called in for support.
    If a unit has a cycled waypoint and its the current way point it will be treated like a hold waypoint.

    All other waypoints at the moment are remembered but do not affect AISS command and control.

    Infantry will now Garrison a building if one is close by, or go on a patrol. If they are Garrisoning a house they will not be in the pool for support. That being said Garrisoning units will not Garrison forever, but every so often change buildings. Also They will not stay in a building if engaged by an enemy and they do not have a good firing lane. They will leave there post to find a better firing position. There is more that needs to be done with this, but its a bit beyond my knowledge at the moment.
    Patroling groups willl be in a supporting pool, but once they have finished there support call they will resume there patrol, or Garrison if AISS dictates this.

    Mech units:
    Basically same as before they will mount if enemy is far off and dismount with in 300 meters of known enemies. They do not search houses at the moment. This may be added later updates as well as adding a user config for you to dictate ranges of mounting.

    Armor, and CAS:
    If they are called in for support. They will try and find position supiriority on the enemy, and engage.

    Radio calls for support by AI:
    If a group deams Enemy strength to be greater than there own they will call for support. Much can be improved on this in future updates.
    Artiller is done basically the same way. There are user configs that you can adjust to you tastes.

    • Fixed excluded groups. They were taken out of every pool except supporting pool. This is fixed. Keep in mind that Vanilla troops are not that stupid. If Artillery is going off around them or big explotions they will change to combat behavior, but this will not be AISS telling them to do so. AISS doesnt change combat stance except with mechs and Garrisoning troups to make them mount and dismount more efficiantly.
    • Add user configs options for you to decide what strength enemy vs AI should be in order to call for support.
    • Few other minor fixes.

Written on 2014-04-14 by mikey74

Drongo69 released a new version of his Random Displacements script on the BI forums.

  • Added credit for Monsada's UPSMON
  • Updated license
  • Fixed a bug with rdSquadSizeV not affecting vehicle group size
  • Added Destroy Object objective
  • Added Destroy Squad objective
  • Added Destroy Vehicles objective
  • Disabled by default the requirement to kill 80% of the enemy force to win the mission (may be bugged)

Written on 2014-04-12 by Foxhound

BangaBob released an updated version of his Civilian Occupation System script on the BI forums.

    Quote :
    Civilian Occupation System efficiently populates all towns and villagers with realistic AI civilians and vehicles when needed and removes them when not needed.

    • Fully automatic. Simply add COS into your mission to populate the map
    • Quickly populate towns and villages with civilians, vehicles and parked cars
    • Civilians act realistically and run from combat
    • Add your own civilian occupation zones easily
    • Blacklist towns to stop auto-population
    • Dedicated for civilians. Can be used in conjunction with EOS
    • Easily add your own scripts to all civilians and vehicles

    This update makes COS less intensive during the spawning loop and i have added a new option (Aerial activation). This feature prevents units above 50m from activating COS zones when enabled.
    Call COS from the SERVER object initialization box (editor) if you are uncomfortable with scripting.

    Finally, I have commented the COS scripts for fellow scriptwriters to read and understand.

    • Aerial activation option added
    • Town labels now local to players in vicinity of town
    • Fixed debug feature
    • Spawn cycle efficiency is improved
    • Replaced random functions with shuffle outside of loop
    • Road is not removed from roadlist array in each loop
    • Count gets unique road from roadlist
    • Only required road positions are stored
    • Added notes to scripts for reference
    • COS should now be called using the Server - Game Logic

Written on 2014-04-11 by bangabob


Ollem released an updated version of the famous spectator script by Kegety on the BI forums.

    Quote Ollem :
    While I was really missing the functionality of the great Kegetys' spectator script in Arma 3 and the updated versions around didn't match my expectations so I've bit the bullet and made some major updates which do (/should) work in A3.

    • Added first person camera
    • Space bar toggles weapons sight in first person view
    • Auto Action Focus / Lazy combat observer mode enabled for first person view too

Written on 2014-04-11 by ollem

Cigar0 released his GPS Script on the BI forums.

    Quote :
    Now its possible to activate the GPS on every object. Its up to you. Maybe a laptop or a radio,...
    You activate the GPS via small addaction and the gps shows you the vehicles with gps inside on the map after a 30 seconds delay. Also you will hear a small beep and see the GPS Icon.

Written on 2014-04-09 by Foxhound

Grimes [3rd ID] released an updated version of his Building Occupation Script on the BI forums.

    Quote :
    This script, Grimes' Building Occupation Script, provides the mission maker an extremely simple way to occupy a set of buildings within a radius with a random or fixed amount of AI (of any faction, including civilian), both chosen by the maker and limited by the number of official position inside the building.
    The spawned AI will fight back as a group, and can be easily manipulated further by adding lines in the right spot in this script.
    This script can be utilized in many ways, examples including but not limited to:
    - Filler - Have a mission where a squad goes from A to C and you want non-mission critical AI at B? Use this script!
    - Random Objective - Want to have 3 AI at C that could be ANYWHERE between dozens, hundreds of buildings? Use this script!
    - Boredom Fixer - Want a quick CQB practice? Use this script!

    • Major changes that require the attention of mission makers!
    • Added: Param to limit the number of groups.
    • Added: Now supports Civilians. Reminder: This script isn't necessarily for enemies only!
    • Added: Param providing the option for the script to run through buildings in order of distance or at random.
    • Fixed: Possible non-critical errors when not in debug mode.
    • Changed: Changed markers for spawned units from Objective to Dot for sake of space.

Written on 2014-04-09 by Grimes [3rd ID]

Brians200 informed us he released an updated version of his Randomly generated roadside IED's script on the BI forums.

    Quote brians200 :
    This script randomly generates IED's. There are currently 4 types of IEDs:
    • Secondary IED
        Designed to kill first responders after the other IEDs goes off.
    • Infantry IED
        Will kill the person who sets it off and injure most other squad members near him
    • Light Armor IED
        Will destroy vehicles up to apc types. Will track or destroy a tank, depending on how far away it is
    • Heavy Armor IED
        Will destroy all vehicles and cause lots of mayhem
    The type of IED also determines what size the object it is hiding in is. Heavy Armor IEDs will be hidden in things like trash piles and wrecked vehicles. Infantry IEDs will be hidden in things like buckets and tires.

    IEDs are set off based on speed and proximity. If you are horizontal velocity squared is higher than 2.8, and you are within 11 meters of it, you will set it off.
    The IEDs can be disarmed if you have the appropriate items and are within 3 meters. If you fail while trying to disarm an IED, you will set it off.

    • Triggers are now created and deleted as they are needed to reduce the strain on the server.
    • Fixed the "bucket bug". This should remove the lag the explosions were creating on servers with more than a few players.
    • Smoke plumes now travel much faster.
    • Reduced the number of plumes for each IED:
        - Small IED: 0-7
        - Medium IED: 5-19
        - Large IED: 15-34
    • Rocks are now flung a little bit farther so you can see them outside of the smoke.
    • Other small particle tweaks.
    • Fixed shrapnel logic so it produces different amounts based on the size of the IED.

Written on 2014-04-08 by Brians200

Fr3eMan informed us Bakerman released his Community Ballistics on the BI forums.

    Quote :
    The idea behind this "mod" is to give the information and tools required to enable the community to accurately configure ammunition and weapons. My hope is that mod creators will use the contents of this thread to provide an authentic experience for all players.

    If you have a mod you're working on you can use the information and tool-set provided to get accurate configuration values. If you feel like it then you can share these values with everybody in this thread. If enough people do this then we will have a database full of config classes for each ammo type and weapon.

    With this initial release the following is included:
    • Information on ballistic configuration;
    • Downloadable spreadsheet that can be used to calculate config values;
    • Ballistics mission which can be used to test these values in game.

    I will continue working on this as time permits, in the next update something spotted orbiting around Jupiter may be included, who knows?

    If you only want to use the information and tools in your own mod without sharing anything that's perfectly fine with me, because people enjoying an authentic experience is more than enough for me.

Written on 2014-04-07 by Bakerman

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