Ussrlongbow released an updated version of his Arma 3 Mission Skeleton on the BI forums.

    Quote :
    I would like to introduce a bit of work, I have developed for supplementary needs. This is just a skeleton for Arma 3 missions.

    Welcome to Arma 3 Mission Skeleton by longbow!

    This archive contain basic files you may need in your mission, and allows to create your mission's file structure more manageable and ease adding third party scripts and extensions.

    The contents of this archive is not a mission framework, it is just a skeleton, which allows to easily add, manage and maintain the contents of your mission.

    What does it mean for mission makers?
    You have files used by Arma 3, supplied with extensive comments why this file is needed, what happens to it, and how you may use it or benefit from it.
    Also from script makers who would pack their scripts according to recommended guidelines, you receive a standart instruction about how to add third party code to your mission, taking the chance of error to minimum probability.

    What does it mean for script makers?
    This skeleton suggests a recommended way to pack your scripts, and ensure that end user will be able to install it easily, in more unified way, and it would mean that you do not waste your time explaining very basic things, which you can use to create more cool content.

    • New additions: a3skeleton\colors.hpp. Contains the definitions of official HTML colors in two options

Written on 2016-07-23 by ussrlongbow


JohnnyBoy released his JBOY Molotov Cocktail script on the BI forums.

    Quote :
    Here's my Molotov Cocktail script for Arma 3.

    How it works:
    • Via a scripted action, a unit is forced to throw a purpleSmokeShell.
    • The shell is detected as a near object, and a bullet is spawned and given the same direction and velocity.
    • The smoke shell is deleted and a "bottle" object is attached to the bullet, and a fire is attached to the bullet.
    • At bullet impact point, a fire is created.
    • Bullet impact point is detected when it's height is near the ground, or when its dirTo direction changes significantly (a ricochet).
    • If bullet impacts a vehicle, fire is attached to the vehicle.
    • If bullet impacts on or near a man, fire is attached to man, man screams, and plays a panic move animation while burning.
    • Fires give damage to nearby units/vehicles.

Written on 2016-07-23 by johnnyboy

JohnnyBoy released an updated version of his JBOY Burning/Exploding Barrel script on the BI forums.

    Quote :
    Here's a demo mission featuring my burning exploding barrel scripts.
    I have tested it on a dedicated server, so I believe it is MP compatible.

    This script is featured in my Leper Island Coop mission which I hope you will try. Please post some feedback on the Leper Island mission if you can.

    • fixed problem where barrels attached to a truck weren't launching when exploding
    • a few other tweaks.

Written on 2016-07-23 by johnnyboy


Fer informed us he released an updated version of his F3 Mission Development Framework on the BI forums.

    Quote Fer :
    The F3 Mission Development Framework (F3) is the successor to the popular F2 and BAS f mission development frameworks for Arma 2 and Arma. The new framework contains many of the features you know from F2, updated to work with Arma 3 and with new components that take advantage of the new game's special features.

    The F3 team is pleased to announce the release of v3-4-1 of its mission development framework, which now supports APEX. As ever, optional support for Zeus and popular mods ACRE2 and TFR is included.

    The producers of this release were Wolfenswan and Fer. We would also like to thank the following communities for their assistance: Folk ARPS | Team One Tactical

    If your community uses F3 (or uses it as part of your own mission framework), we'd really love to hear from you. Perhaps there are things you've created that could feature in a future release of F3 itself? Let us know who you are with a comment or post.

    • Added F3 Gendarmerie component, with support for this added to:
        - Briefing Template component.
        - F3 Folk ARPS Assign Gear Script component.
        - F3 Folk ARPS Group Markers component.
        - F3 Folk ARPS Group IDs component.
    • Updated F3 Folk ARPS Assign Gear Script component:
        - Various minor fixes.
    • Updated F3 Folk ARPS Platoons component:
        - Fixed issues with order of Syndikat slots.
    • Updated Insignia component:
        - Automatically supports mission-maker placed Pacific units (NATO and CSAT).
    • Updated Mission Header component documentation.

Written on 2016-07-19 by fer

Kerodan released the source files of the Sosopol terrain on the BI forums.

    Quote :
    I would like to share the source files for our map project Sosopol with you. The project was started by a clan mate and me in 2015 and was actively developed for a couple of months. At this point in time, development has, however, been dormant for over a year and we both do not see us coming back to it. Therefore, I would like to contribute the source files to the community and, especially, everybody interested in creating maps for ARMA.

    The source files include the SatMap, MaskImage, Heightmap, Configfiles and some placed objects (mainly forests and the like), While the mask and height map are not finished, the SatMap is completely reworked including the removal of buildings, the replacements of huge forests areas and the inclusion of additional islands to enhance the gameplay potential of the map (would only need some updates concerning the road network). It is, in my opinion, the hidden gem in this file package and I would be glad to see it included in ARMA in some way as I put a lot of work into it. ;)

    Technical Infos:
    4096 x 4096 x 2.5m Heightmap
    10240x10240 SatMap & MaskImage

    The config files are not updated for the new visual update! So be advised that this will probably be your first task to handle when you decide to get your hands dirty. ;)

    Furthermore, you will need the pro version of L3DT to get access to the height map files. The free version does, to my knowledge, not support height map files of resolutions over 2048x2048.

    Due to size constraints, I was not able to include the reference materials for the SatMap but everything else should be there. If any essentials files are missing, please let me know.

Written on 2016-07-17 by Foxhound

Aliascartoons released his Movie Maker script on the Armaholic forums.

    Quote :
    This script provides a way to control the camera, use texts and special effects to create more complex cutscenes and intros for you missions. Script showcase on ALTIS.

    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.
    Tested on dedicated,tho any feedback will be greatly appreciated.
    Thank you and have fun!

Written on 2016-07-16 by aliascartoons

Oi8124u submitted a new version of his Rifle Platoon Resource.
This contains full-sized rifle platoons organized in compliance with USMC standards.

  • Removed Designated Marksmen, replaced with Riflemen
  • Removed support elements

Written on 2016-07-16 by oi8124u

POLPOX released an updated version of his Calm Animations Script on the BI forums.
This script adds calm animation for some units which they cancel when under fire.

  • Added: attach feature (to enable, just sync to a vehicle)
  • Fix: "STAND" may get stuck
  • Tweak: if the unit is unreact disableConversation is now true
  • Some little tweaks
  • Reduced filesize

Written on 2016-07-15 by Armaholic

Aliascartoons released an updated version of his Napalm Script on the Armaholic forums.

    Quote :
    Script showcase on STRATIS for when you need to do some clean up :)

    Un-pbo the mission and read the comments or watch the video tutorial for more information.
    Play around with the parameters and let me know what values create the best effect for you. Thank you!

    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.
    Tested on dedicated,tho any feedback will be greatly appreciated.
    Thank you and have fun!

    • small tweak on explosions
    • changed and moved the trigger at the starting point in DEMO mission so you don't need to move or try to find it if you want to have a quick look on how the script works

Written on 2016-07-13 by aliascartoons

Aliascartoons released an updated version of his Fire script on the Armaholic forums.

    Quote :
    Fire script showcase on ALTIS, the script allows you to place fire effect on objects in your missions.
    Fire can damage players or not via parameters.
    Script MP, JIP and SP compatible.
    Un-pbo the mission and read the comments or watch the video tutorial.

    • script syntax changed
    • script file structure changed
    • now you can set on fire object which are high above the ground
    • time of the day is no longer required and is removed from syntax
    • for more info see the video update tutorial

Written on 2016-07-12 by aliascartoons

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