IvosH_cz released in the BI forums an updated version of this mission playable in singleplayer and cooperative modes.

  • Added voice acting

Written on 2015-11-30 by Armaholic


drongo69 released in the BI forums a new style of SP/COOP dynamic campaign for Arma 3.

    Quote drongo69 :
    The last time I tried to release this campaign, some retard said it was a "racist mission". The thread was memory-holed and the moderators said they were "not comfortable" talking about it and would not answer any of my questions. They wouldn't even tell me who it was racist against.

    In the interest of sharing all of the effort I put into making this campaign, I removed all of the text that might trigger half-wits, hysterical SJWs, etc. That aside, I proudly present...

    Celebrate Diversity

    The campaign takes the form of a series of progressive missions across Altis, starting on one side of the map and moving forward as the players win. Each battle location is progressive and logical, but every battle has randomly generated objectives and randomly generated enemy forces. This provides a solid combination of logical progression, randomness and replayability.

    The players are AAF and the OPFOR are CSAT.

Written on 2015-11-27 by Armaholic

barbolani has submitted a new version of this Dynamic Whole Map mission, for SP or MP Coop, focused on Resistance Infantry and Guerrilla Tactics.

  • NEW FEATURE: NAPALM and cluster bombs.
  • NEW FEATURE: NATO Bomb Runs. For 10 NATO points you have three options for bomb run: HE, Cluster and Napalm bombs.
  • NEW FEATURE: Guard Dogs. They will reveal (by smell, no matter if on sight) any close barefoot FIA, no matter if undercover or not. They have some chance to spawn in Roadblocks, Resources, Powerplants, Airports and Bases. ISSUE: AI won't attack them, they love the Altis puppies. Humans will have to kill them by themselves.
  • NEW FEATURE: Added some guerrilla uniforms, caps, bandanas etc.. to the initial Arsenal stuff for those players who want to play Barbie.
  • IMPORTANT: You won't loose Undercover on foot by proximity (the dogs are the exception).
  • IMPORTANT: CSAT and NATO now can attack other zones than bases, airports and cities. They will not use arty and/or bomb runs in those zones.
  • IMPORTANT: NATO CAS Missions now may consist of up to three vehicles. Number and quality still depend on how much support the FIA has.
  • IMPORTANT: Petros is not included in the spawning system which gives, in some cases, a performance boost. Near HQ vehicles will despawn if more than 300 mts away.
  • IMPORTANT: Dogs in cities. But don't worry. They are just furniture. Or not....
  • IMPORTANT: FIA mortar fire may lead to a S&D AAF patrol in the surroundings, simulating a mission to destroy the battery.
  • IMPORTANT: Added some comments in initVar.sqf and initZones.sqf for the few braves who dare to try to modify Antistasi or try to make it work in custom islands.
  • IMPORTANT: An FPS check will be done before performing lots of actions. Specially spawning units. AAF garrisons will stop spawning when a minimum is done (mainly building and static weapon groups). Players won't be able to recruit or ask NATO anything if the server is too loaded. Exceptions: FIA garrisons (not NATO!!!), basic AAF garrisons, sidemission units, small counterattacks. Big ones will be just delayed but won't spawn less units. Some other processes in the game will be bypassed when the check fails, such as the surrender script. If you want to disable this (and burn your server maybe) just put your FPS limit on a lower setting. Mission will allow you to set it on zero, and have a full Antistasi no matter what.
  • Reworked CSAT and AAF surrendering code, better performance.
  • NATO Air attacks will only consist on transport vehicles, as player can provide CAS and Bomb Runs separately.
  • CSAT will use proper ammo types in their bomb runs.
  • Reworked Persistent Save and destroyed buildings, it wasn't working after a second Load.
  • Added some ACO optics to the possible Arsenal asstets. Added IR beams to AAF ammoboxes.
  • Civ Percentage config is now in 1% basis and has a minimum of 5%
  • Double garrison spawning now depends on FPS too, if everything is OK, double garrison is spawned.
  • Better code for Radio Tower killed check.
  • Reworked vehicle spawn/despawn system to have some better performance and maybe less explosions when spawning.
  • AAF will make big attacks even with no money.
  • Kastro Castle is excluded from any ground attack from AAF, as the AI mess up with vehicles and castle door.
  • Added some voices to non unconscious injured soldiers when they ask for a medic.
  • Hopefully the near HQ parked Ammo trucks will be almost empty on persistent load.
  • Safer vehicle spawning in airports.
  • Surrendered units won't generate traffic in the network.
  • Defend HQ missions by mortar fire were not spawning properly in MP
  • Now players can add Air and other types (no NATO) of vehicles to the garage pool.
  • In City Supplies missions, in MP, undercover near track units were not loosing undercover. Solved.
  • Reduced the maximum number of bomb runs in CSAT punishment from 6 to 3. Most of the cases will be 1 or 2.
  • Corrected: FIA soldiers were spawning with AT weapons with no ammo.
  • Civilian defense in CSAT punishments is now spawned instead of picking them from the already spawned civs. Minimum of 8, their number depends on % Civ spawning rate, population and FIA support. Very untrained.
  • Militia with GL ifles will spawn with 3 HE grenades.

Written on 2015-11-27 by BARBOLANI


AUTigerGrad released in the BI forums a new mission where You have to travel deep insde Taliban territory and locate areas of Taliban resistance.

    Quote AUTigerGrad :
    You are a member of the elite Pathfinder Platoon, Britain's elite recon unit of the 16th Air Assault Brigade. Your mission is to travel deep insde Taliban territory and locate areas of Taliban resistance. Though you work as a small unit, you have an enormous amount of support, such as Artillery, Close Air Wildcat Attack Helicopters, and Fighter Bomber support. You can also call in reinforcements to help take and hold key positions. The British Army Presence is strong around your FOB of Rasman Airbase, but beware....the further you drive, the more dangerous it becomes.

    This is a fully functioning, ALiVE campaign with a fully fleshed out Airbase featuring JBAD Buildings, a fleshed out Spec Ops Hangar, Vehicle Spawners, Troop Spawners, and a plethora of other goodies. If you've played my other British Afghanistan campaigns, then you know you'll get a slew of IEDs, suicide bombers, hit and run attacks, ambient animal life such as herds of goats and sheep, Civilian traffic with suicide attacks and insurgents disguised as Civs, and lots of Taliban installations to blow up. Remember, when you discover a Taliban must destroy the building with explosives to remove it. The mission is built for persistance and the files can be downloaded for your own dedicated server in the link below. As always, I hope you enjoy it.

Written on 2015-11-27 by Armaholic

shuko released in the BI forums his latest cooperative mission where two Force Recon groups are sent to capture a rebel commander.

    Quote shuko :
    Simple mission which might end up not being so easy after all.

    Two Force Recon groups are sent to capture a rebel commander.

      - 5 difficulty levels (selectable via parameter), which scales the amount of enemy and their skill levels.
      - Players' starting location is semi-random.
      - Respawn type is group.

Written on 2015-11-27 by shk

Anwender has submitted an update of this singleplayer mission where two Fireteams get inserted into enemy territory to find and destroy an IED cache.

  • changed loadout of enemy units
  • little "bug" fixes

Written on 2015-11-26 by FischerOrig

rsoftokz informed us he released in the BI forums a new version of this survival oriented, single player,semi randomized and open to whole island mission based on the original showcase of RAVAGE.

  • "chemlight on player" now inclued in Ravage's functions since RAVAGE UPDATE V0.1.3.2 - function deleted from mission files
  • RAVAGE original tutorials added to mission files

Written on 2015-11-24 by rsoftokz

M4RT14L has submitted a hotfix for the latest version this coop mission in which you must complete a variety of random tasks, and thanks to ALiVE is recreated in a live and persistent scenario.

  • Fixed spamming error on RPT

Written on 2015-11-23 by M4RT14L

M4RT14L has submitted a new version of this dynamic mission with random tasks.

  • Added Headless Client.
  • Fixed respawn at carrier, now you can select over multiple respawn locations.
  • Fixed spamming error on RPT.
  • Removed AGM y CSE versions
  • Added ACE3 version

Written on 2015-11-23 by M4RT14L

shuko released in the BI forums this Old favorite mission from A2 that he ported for A3.

    Quote shuko :
    A UH-80 Ghost Hawk (Jolly Green 28) was forced to land in enemy territory due to being damaged by ground fire. The JFC decided there was no time for a TRAP mission, so they have ordered a CSAR instead. Enemy forces are very likely to search for the crash site.

Written on 2015-11-22 by shk

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