Voiper submitted an updated version of his Simple Mine System script.

    Quote :
    Replacement Mine & Explosive System for Arma 3.

    • No addons needed. Simply plug into your mission.
    • Place mines & explosives, adjust them, arm, disarm, and detonate them in a controlled and safe manner.
    • Flexible placement allows you to put mines on almost any surface.
    • What You See is What You Get (WYSIWYG) triggering: no more walking into invisible trigger radii.
    • Each mine has been adjusted to bring it closer to reality:
      • Bounding mines no longer arm and trigger strangely, nor can be buried in concrete or steel.
      • Tripwires don't float in mid-air, and can be put anywhere within reach.
      • APERS mine replaced with custom proximity sound alarm.
      • APERS Tripwire mine replaced with custom tripflare (don't worry, Claymores still use tripwires).
      • AT mine can be partially buried in earth.
      • Charges can be detonated selectively and attached to vehicles.
    • Compatible with CSE Interaction.
    • MP & JIP compatible.

    • fixed: error in AT mine loop
    • fixed: on respawn without CSE, player loses menu

Written on 2015-03-01 by voiper


Quiksilver submitted his Modified Fatigue script.

    Quote :
    Many server admins and scenario designers simply disable fatigue due to it having a detrimental effect on their server population or scenario popularity.
    I believe fatigue provides a good gameplay dynamic, although I think the default fatigue value needs some level of configurability to address the above issue.
    In the meantime, this system will take incoming fatigue to the player and modify it to more agreeable level.

    • 2-3x more stamina on average, depending on what you are doing and how heavy your gear is.
    • Special forces and recon soldiers have even higher stamina.
    • Officers and pilots have worse stamina.
    • Players can stumble and fall over if they are very very fatigued. Be careful, this can take some time to wear off! [*]Manage your fatigue to prevent overexertion.
    • Config options.
    • Secure.
    • Easy to implement.
    • MP friendly.

Written on 2015-02-27 by Quiksilver

LAxemann released an updated version of his L_Civs script on the BI forums.

    Quote :
    This script dynamically spawns and deletes AI driving around. Yup, that's it.
    It comes with just an initServer.sqf and a folder including two .sqfs.

    • Added: Blacklisting via markers. Blacklisted markers simply have to be entered into the "blacklist.sqf"

    I'd also like to point out a feature that comes along with blacklisting:
    The script checks every 15 seconds if all players are within blacklisted marker areas.
    If this is the case, the overall script will slow down and make it's checks every 7 seconds instead of every second, which increases performance.
    This will be helpful if you have large blacklist areas since it prevents the script from trying to find positions all the time

Written on 2015-02-26 by LAxemann


Pwner Actual released a new version of his ArmA III Mission Builder on the Armaholic forums.

    Quote :
    This application is a graphical user interface created using AutoHotKey's powerful GUI creator and commands.
    It serves to rapidly build a custom mission with little to no coding involved. You will save a lot of time.
    Through the filling of form fields, checkboxes, and dropdown lists, your desired parameters are saved.
    The entire mission files are automatically generated. It is not necessary to go through dozens or hundreds of lines of code.
    Expert coders may however still find use in this application. All created files are commented and can be modified manually.

    • Improved GUI images and sounds
    • Condensed application (less windows)
    • Faster loading and execution of GUI and scripts
    • Added new patrol function parameters
    • Added the option of populating settlements with civilians and cars
    • Added custom support menu (ex.: perimeter defence,covering fire,clear buildings,throw frag/smoke, and more)
    • Added an optional Altis template with custom West support and sounds
    • Added snippets (populate settlement buildings, runway takeoffs, FX...)
    • Removed useless parameters
    • Fixed JIP/locality issues
    • Fixed door animations

Written on 2015-02-26 by Pwner Actual

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_GetAllInArea returned animals
    • Fixed: Zen_OrderVehicleMove did not search for road positions in a large enough radius
    • Added: Standard macro ZEN_STD_Math_VectRotateZ
    • Added: Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, and Zen_OrderVehiclePatrol have a parameter to cleanup destroyed vehicles and their crew
    • Added: Zen_OrderInfantryPatrol parameter to join weak groups to nearby ones
    • Added: Zen_OrderVehicleDrop and Zen_OrderVehicleMove have a parameter to cleanup the vehicle if it is destroyed enroute
    • Improved: ZEN_STD_Math_TransformATL renamed ZEN_STD_Math_VectTransformATL
    • Improved: Zen_ArrayRemoveValue optimized
    • Improved: Zen_FindRayIntersection optimized
    • Improved: Zen_IsWaterArea significantly optimized
    • Documentation: Fixed JIP demonstration had two small code errors
    • Documentation: Added for ZEN_STD_Math_VectRotateZ
    • Documentation: Updated for Zen_OrderAircraftPatrol, Zen_OrderBoatPatrol, Zen_OrderInfantryPatrol, Zen_OrderVehicleDrop, Zen_OrderVehicleMove, Zen_OrderVehiclePatrol, ZEN_STD_Math_VectTransformATL
    • Documentation: Updated Zen_FindGroundPosition diagram

Written on 2015-02-26 by Zenophon

JShock submitted an updated version of his Redressing Script.

    Quote :
    This script allows for a mission developer to essentially dress units to his/her liking, from insurgent armies, to just about anything. This script is, as far as testing can tell, mod friendly all you need are the classnames.

    • Added functionality to exclude factions of a certain side.

Written on 2015-02-25 by JShock

Champ-1 released his CH Specialized Arsenal script on the BI forums.
This script allows you to create specializations for Arsenal, configure available items and number of slots for every class.

Written on 2015-02-25 by Champ-1

IndeedPete released an updated version of his Simple Conversation System on the BI forums.

    Quote :
    I'm, happy to release an update on this one. Another project required more convo functionality and I don't want to keep the benefits from you.
    From now on it's possible to run kbTell convos through this system as well as playing sounds and music (check the example mission to see the new possible attributes of the "missionConversations.hpp"). Because the kbTell system is rather closed I had to do some clunky workarounds - if in doubt I'd recommend the use of the vanilla kbTell system. Anyway, the example mission has been updated with new stuff to show how to implement the new features.

    Second new feature is a small function to create player-centered ambient chatter.
    When the script is running and the player is close enough to a group of defined NPCs one of them will most likely throw a random sentence from a given pool towards the player. Good for small camps, i.e. when the player enters a camp a guard automatically says "Welcome back!" or something. It's not meant to fire every time on every NPC, it's just a small addition to create some atmosphere. Works both text and kbTell-based. Check function headers and the example mission for details.

    • Fixed a bug with the argument feature.

Written on 2015-02-22 by IndeedPete

Moerderhoschi released an updated version of his unitAreasOnMap script on the BI forums.

    Quote :
    I've made a script to mark areas, when units in the area, on the map. The background was for missiontasks like "clear city xy of all enemy forces" to avoid to search 15 minutes for the last enemy in the city.

    How the script works?
    1. The script is checking the parameters passed to it (Array or TriggerObject)
    2. Checking allUnits in the TriggerArea / checking allUnits on the map if an array is passed - and add the sectors with units in to an array
    3. Checking all sectors in the array with already placed areaMarkers to avoid unneeded marker deletion / creation
    4. Delete all sectorMarkers where no longer units in
    5. Create new sectorMarkers for new sectors with units in
    6. Sleep x seconds and restart at point 2

    • Added Parameter AreaMarkerLifeTime(FadeTime)
    • Added Parameter ScriptLifeTime

Written on 2015-02-22 by Moerderhoschi

Lazarus1177 submitted an updated version of his Immediate Contact script.
This script allows mission makers to quickly populate any area with OPFOR units.

    Quote :
    This is a very simple template to populate any area of Altis with OPFOR(BLUFOR too from V1.01) Infantry and mounted units. I made this because I was simply tired of wasting time placing down units and groups in the editor!
    The template itself is quite simple. It consists of some game logics and a marker position. Each game logic will create about 2-3 groups of OPFOR(CSAT) groups patrolling the area in which it is placed.
    Adding a placement radius to the game logic will add a nice bit of Randomisation to the mission as the groups will spawn in different places each time.

    Currently about 17 groups are spawned in total by the script and an extra optional script is also added which only spawns 4 fire teams. However more groups can be very easily added.

    • Added Zargabad/Takistan template showing Insurgent Troop Movement.Also available in Blufor Version.Size of Enemy force adjusted to match real world encounters.
    • Added Chernarus Rebel Template.Shows Insurgent or Resistance troop movement depending on version.Also available in Blufor Version.Russian Troop Template to come later.
    • Added OPFOR FIA Template.

Written on 2015-02-21 by Lazarus1177

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