The ALiVE Team released an updated version of the ALiVE - Advanced Light Infantry Virtual Environment on the BI forums.
The Advanced Light Infantry Virtual Environment (ALiVE) is an easy to use modular mission framework that provides everything players and mission makers need to quickly set up and run realistic military operations in almost any scenario.

    Quote :
    Again another hotfix release. These releases are like London buses, you can wait around for ages for one to turn up and then 4 come at once... Anyway, once again thank you to the continued great feedback from the community. This release sees Whigital pop his Github cherry pushing several widespread code optimisations. We also fixed some regressions, ACE kills now get logged on War Room and we also fixed an issue with persistence missions getting stuck on the loading screen.

    Release Highlights:
    • Support for 1.66.139494 - Public Stable
    • Code Optimisations by Whigital
    • Fix issue where kills were not registered when using ACE medical with ALiVE War Room.
    • Fixed issue where persistent missions were stuck on loading screen
    • Update ALiVEClient.dll to fix crashing issues while indexing

Written on 2016-12-06 by friznit


LykosMactire released an updated version for his OPCAN - OPTRE Reskin Pack on the BI forums.

    Quote :
    -Operation: Canon is a reskin pack of the OPERATION TREBUCHET mod. With reskined uniforms based around the Halo Series up to halo 3 and vehicle reskins
    All uniforms in the alpha version are only accessible through Arsenal.

    • BV.3.4.1:
        - fixed URF APC not showing up in zeus
    • BV.3.4:
        - UNSC Army themed Marshall Reskins
        - CGA Themed Marid Skin
        - URF themed Marid Skin

Written on 2016-12-06 by Armaholic

Robalo released an updated version of his ASR AI 3 addon on the BI forums.

    Quote Robalo :
    This is my AI enhancement mod for Arma3.
    It was primarily developed with dedicated server / coop gameplay in mind, although it works just as well for single player use.
    I have played both campaign episodes with zero issues having this mod enabled (in fact, I probably would not have played them at all otherwise).

    All the scripted features are running server side only. If a player joins a server with the mod active, his userconfig has no effect, the server scripted settings are applied, even for AI spawned/running on the player's machine.

    • config:
        - (new) updated green recon units
        - (new) remove reporting of "unknown contact"
        - (new) full auto bursts can be interrupted
        - (new) custom camouflage coefficients added for uniform, vest and backpacks
        - (mod) per unit camouflage values set to a unique base value on which the dynamic camo coef will be applied
        - (mod) ammo config tweaked so shots are heard at longer distances
        - (mod) reworked handheld automatic weapons shooting - slightly shorter bursts but increased intensity
        - (mod) increase AI rate of fire for single shots
        - (mod) reduce chance of switching to handguns
    • scripting:
        - (new) camouflage depends on actual items soldiers are wearing
        - (new) can set team to hold fire until I (or another when forced to) shoot with configurable keybind
        - (new) units inside vehicles can report contacts to near groups too
        - (new) vehicle gunners may keep manning their weapons even after their vehicle was immobilized
        - (rem) removed scripted shot detection for performance reasons in favor of config level detection
        - (rem) removed loners joining other groups
        - (rem) removed limping units dismissed from their group
        - (mod) spend less time stationary while shooting
        - (mod) removed AI teammate speed limiting
        - (mod) vehicles with ammo cookoff not good for cover
        - (mod) added a few more falling animations
        - (mod) suppression effect for AI when taking hits so they no longer shoot back so accurately
        - (mod) units caught in the open may throw smoke in panic
        - (mod) improve units following/regrouping on leader after moving to cover
        - (mod) prevent units from same side occupying same house position at a time
        - (mod) re-equip nvg earlier (no longer wait till completely dark)
        - (mod) medic check uses getUnitTrait
        - (mod) a great deal of code optimisation
    • settings:
        - (new) debug dynamic camouflage into RPT
        - (mod) default radioing range extended to 700m
        - (mod) allow up to 10 minute delays on radio reporting
        - (mod) tweaked default skills in userconfig; meant for regular difficulty

Written on 2016-12-06 by Robalo_AS


vbawol informed us he released his Enhanced Arma 3 Inventory on the BI forums.

    Quote :
    Enhanced Arma 3 Inventory

    • Dynamic Inventory (Double-Click) SubMenu. With built in "Repack" Ammo option.
        Extendable from mission config 'CfgItemInteractions'
    • Armor Stats
        Adds visual representation to inventory (progress bars) that show armor levels of Uniform, Vests, and Headgear as well as total armor at the bottom. When selecting or dragging the total armor bar shows a preview to show if you are gaining or reducing armor. Max armor levels are dynamically calculated from all available armor bearing items.

Written on 2016-12-05 by Armaholic

jonpas informed us the ACRE Team released an updated version of the ACRE2 for Arma 3 on the BI forums.

    Quote :
    ACRE2 is a full fledged communications suite for Arma 3, allowing realistic radio and voice communications through Teamspeak 3.

    • Added:
        - SEM52SL radio
        - Talking underwater is now disabled. SDV now has intercom. Broadcasting on radio underwater should also work.
    • Changed:
        - Removed teamspeak plugin settings page. This is now handled by the CBA settings framework. Your settings will be lost (pre/postmix volume) and you will need to reset these ingame. In the case where the teamspeak plugin is not connected to arma, the settings will be applied the next time the teamspeak plugin connects to the game.
    • Improved:
        - Radio signal difficulty tweaks now log to RPT
        - WRP parser - Added support for 8WVR WRP format (Angel Island). The parser will now recover and assume the map is flat in cases where it can't read parts of the WRP - Previously these would cause game crashes. In these cases it is logged to the RPT.
        - Massive code/addon clean-up throughout and switched to various CBA frameworks (PFH library/Versioning/Logging/Debugging/preStart compiling)
        - 152/117f displays now have a signal indicator on the right side of the display, indicating the strength of an incoming transmission. Also the receiving/transmitting indicator is now functional.
        - Master ID Tracker on server now runs only when needed or every 10 seconds. Also executes faster.
        - Removed FPS stutters when a player had a lot of inventory items.
        - Don't calculate the signal for the local player's broadcasts.
        - Prefix of addons changed to "idi\acre"
        - Gear desync hint can now be toggled with CBA setting - default is to hide it.
    • Fixed:
        - Applied a fix to the issue where ACRE fails to initialize and you can't hear anyone. This may still happen in rare cases, but this fixes one cause.
        - 152/117F CLR Button no longer error or can 'brick' the radios
        - 117F squelch menu no longer loops
        - SetupMission API function erroring on headless clients
        - Steam plugin copy script - Doesn't run on HC/Dedicated Server.
        - ACRE no longer has issues with full/overflown inventories.
        - Remove Crew intercom from FFV seats.
        - Steam workshop - No longer block program loading if run without admin privileges
        - Sound loading should now work properly - Should fix radio sounds not being heard.
        - Radio ID Tracking - Handling of duplicate radio IDs fixed.
        - Radios are no longer initialised for units of sideLogic, this does not effect remote controlled units.
        - SetRevealToAi API call doesn't error on dedicated clients.
        - Frequency displayed on the 152/117F should now show the correct amount of digits
        - setVariable script error introduced in 1.66 when processing direct speech.

Written on 2016-12-04 by Armaholic

[Dust]Sabre released an updated version of his Sabres Fighters on the BI forums.

    Quote :
    This is a port of a few of Helijah's FlightGear Planes.
    Dassault/Dornier Alphajet, Grumman F6F Hellcat, Grumman F9F Panther, Fiat G.91, Kawasaki Ki-61, Polikarpov I16, T-28 Trojan.

    • added Me 262
    • added BV 141
    • added Horten IX

Written on 2016-12-04 by SabreD

[Dust]Sabre released an updated version of his Sabre's Aircraft Library on the BI forums.

    Quote :
    This addon is a requirement for most of my plane ports.
    It includes several aicraft parts, avionics, canopies, pilots, weapons, scripts and accessories.

    The planes might work without it, but could then lack a canopy or a propeller.

    • added simple factions for WWII aircraft (axis, allies, neutrals)

Written on 2016-12-04 by SabreD

Zooloo75 informed us he released an updated version of his Blood Lust addon on the BI forums.

    Quote :
    Blood Lust adds blood splatter from gunshots.
    When a unit is hit ingame, blood will splatter on to the ground near them.

    • Exposed all configurables to the BloodLust Settings Menu, expanding the usage of third-party/custom content for BloodLust.
    • Fixed issue where some settings wouldn't apply when imported.
    • Fixed splatter rotation math.
    • Blood splatters are now rotated to visualize the projectile path.

Written on 2016-12-04 by Armaholic

The FFAA MOD Team submitted the FFAA MOD ACE3 Compatibility Addon.

    Quote :
    Adds compatibility between ACE3 and Spanish Army Modification (FFAAMOD).

    This addon will make compatible the following features:
    • Ability to adjust the long range scopes horizontally and vertically in mils.
    • Adjustments of caliber / length of weapons and ammunitions.
    • Overheating and overpressure of weapons.
    • Disposable Missile Launchers (at this time C90 and C100).
    • Sound protection of helmets and head accessories.
    • Support of ExtendedEventhandler.
    • Enable the ACE FastRope features for helicopters.
    • Color tint to sunglasses and googles.

Written on 2016-12-04 by FFAAMOD

Haleks informed us he released an updated version of his Ravage Mod on the BI forums.

    Quote :
    Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel.
    The Ravage mod has been in development since 2013 and is still an ongoing project, with many additions being planned for the future.
    The current release is to be considered a beta, and only showcases the free-roaming mechanics. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes.
    Ravage is designed to be easy to use, performance-friendly and is compatible with many addons.

    • Tweaked:
        - Parts of the MP saving functions have been replaced with engine script commands.
    • Fixed:
        - Possible fix for default protocol class error.
        - All locality issues with ambient AI and vehicles should be fixed.
        - Issues when searching Arma2 furnitures for loot.
        - Some 3d models from CUP terrains were missing from the 'trash & furnitures' list.
        - Fixed locality issues when a player is hit by a zombie in MP.
        - Zombies were able to hit targets high above them.
        - Critical errors regarding loot randomization.
        - Error with CBA_fnc_taskPatrol.
        - Hand Flares were missing their AI ammo usage flags.
        - Fixes for the final task in the 28 Years Later scenario.
    • New:
        - Added support for CUP vehicles.

Written on 2016-12-03 by Armaholic

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