NorX Aengell submitted an updated version of his XENO - Taru Pod Mod.

    Quote :
    Hi everyone, I'm happy to share a mod who add the possibility for the Taru (Heavy lifter helicopter of CSAT) to attach and detach the various Pods he can lift. Feel free to ask for some features I can add.

    • Added : First iteration of a script version.
    • Fixed : Fix of the Fix for the broken ATRQ Rotor.
    • Added : Possibility to order your AI to attach, detach or drop pods.

Written on 2015-02-27 by NorX_Aengell


DigitalCenturion released a very early alpha version of his The Lost Coast for Arma 3 on the BI forums.
This is an unstable alpha version with some problems, use at your own risk!

    Quote :
    The Lost Coast is a 30x30km terrain.

    Welcome to the Lost Coast, pearl of the Green Sea region! In over 30 x 30 km of varied coastline you can find rich woodlands, dramatic islands and long rivers. Be sure to visit the region capital, where you can enjoy fine building from the middle ages as well as modern suburbs.

    This is something I’ve had in pre-production since Arma 3 was in beta. I have dabbled in terrain making before in Arma 2 trying to develop successful methods for a faster creation of large terrain but ultimately failing (the clunky road system of A2 was the stepping stone there). I planned to participate in MANW with this map but never had the time during the submission phase. What pushed this into active development was Jakerod’s excellent The Atlas tutorial, and also that I was getting slightly bored with Altis as a setting for my constant Pilgrimage sessions I intend this map to be the ultimate dynamic mission playground with enough area to get properly lost in. And most of all I wanted to create a game world that is 1:1 scale with the real world, none of this microcosm rubbish. Is this ambitious? Yes, very. Is it doable? I think it is, provided the road limit is something that can be fixed in Arma 3. I will create a ticket for it shortly, as I think it is one issue that seriously limits the growth potential of A3.

    So download the alpha and take a look around. Right now this is pretty much a preview version only but you can have some pretty epic races on this road network. I also hope mission builders make some cool missions at some point, so I reckon getting this out there early is a good thing.

Written on 2015-02-27 by Armaholic

Zodd informed us he released a new version of his Land Navigation mod on the BI forums.

    Quote Zodd :
    There are many aids to land navigation present in real life that are not in Arma. These are often made redundant by difficulty settings (eg. Showing location and direction on the map) but on higher difficulty settings or in specific situations, these real life aids come in handy in game.
    This mod is an attempt to bring some of these real life options in game. It is fully functional in SP and has been tested in hosted and dedicated MP without any issues (supports JIP).

    The contents of this mod are:
    • Hand Angles – A convenient way to get an approximate angle is using hand angles. While hand angles are not as frequently applied in navigation, they are used extensively in target indications.
    • Pace counting – The main low tech way to keep track of your distance travelled is pace counting. This is handy for both paces and bearing navigation
    • Vehicle odometer and trip meter – Self-explanatory; allows you to track distance travelled in vehicles.
    • Map protractor - Allows you to get accurate 8-10 figure grid references and accurate angle measurements.

    • Fixed MP issues; should now work for everyone!
    • Updated information to reflect ability to be compatible with spawned vehicles

Written on 2015-02-27 by Zodd


ToadBall released his Altis Forces Rearmed mod on the BI forums.

    Quote :
    Altis Forces Rearmed (ALFR) intends to revise the current ArmA 3 AAF faction with more contemporary equipment and assets.
    This initial release contains a selection of weapons and units based around a conceptualised ORBAT that can be found here. With later releases we will be bringing a chinook to complement the existing rotary wing fleet and we hope to expand by replacing the current wheeled and tracked assets currently available as well as increasing the variety of indirect fire support assets.

    Please note, this is not intended to in anyway replicate any current military force and while regional forces have been referenced for deciding on capabilities they are by no means the focus of the project.

    • Mk 21 Infantry Rifle:
        The Mk 21 is the primary infantry rifle of the AAF. A mix of the C7A1 and M16A4 variations of the AR-15 platform, it is chambered in 5.56x45mm NATO, and can be fitted with the M203 Under barrel grenade launcher.
        The Mk 21C, is a more compact variation analogous with the C8 and M4A1 primarily used by vehicle crew, armoured infantry, and specialist infantry roles.
    • Mk 23 & 24 Light Machine Guns:
        One of two variants of the FN Minimi employed by the AAF, the Mk 23 is chambered in 5.56x45mm NATO. It is the primary light machine gun of the AAF providing the primary fire support platform for AAF infantry sections. The Mk 24 is chambered in 7.62x51mm NATO. It provides a longer range fire support platform for the infantry sections of the AAF.
    • Mk 25 Scout Rifle:
        The Knights Armament Company SR25 EC designated the Mk 25 is the primary scout and designated marksman weapon of the AAF. Used in both rifle sections and dedicated sniper sections alongside the Mk 22
    • Mk 22 Longe Range Rifle:
        The Mk 22 Long Range Rifle is a .338 caliber sniper rifle. The Mk 22 LRR is a bolt-action rifle valued for its accuracy up to 2000m. It is used both by platoon marksmen and dedicated sniper sections.
    • Mk 13 Short Range Anti Armour Weapon (SRAAW):
        The Carl Gustav, designated the Mk 13 SRAAW within AAF service, is the section level anti armour/structure weapon for AAF infantry sections. Capable of firing a variety of 84mm projectiles including: HEDP, HEAT, and Smoke.

Written on 2015-02-27 by Armaholic

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

Drill released an updated version of his d_finger: "Point a finger at" addon on the BI forums.
d_finger provides visual and easy to use way for infantry to point out a direction to each other.

  • Added CBA keybinding support

Written on 2015-02-26 by Drill

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

Aplion informed us he released an updated version of his HAFM NH90 Helicopter addon on the BI forums.

    Quote :
    This is my latest addon, the NH90 helicopter and it can be used as part of my HAFM mod as also as an individual (separate) addon (there are no other mod dependencies - not even of my mod).

    This addon includes two variations of the NH90 Helicopter, one for transport only (can transport 14 soldiers plus 2 as crew) and another one armed, for transportation and support (two side doors miniguns and can transport 8 soldiers plus 4 as crew).

    Also it is playable at NATO and AAF factions as well as in my Hellas faction (in both BLUFOR and IND sides). Each side has its own textures and the model has the hidden textures selection option for anyone want to add new textures (camo1, camo2, camo3, camo4).

    It is Slingload ready with max 12000kg payload (I know is too much and has to be corrected at next update) and uses the default advance flight model values.

    You will find it as modfolder ready, properly signed (also a server key is included) and with an extra .txt file with all classnames. Also note that the config is included in a seperate pbo, just to make easier any future changes.

    • Fixed the bug with cargo door which was not visible from cargo/gunners view in the armed NH90
    • Tweaking on helicopter flight characteristics and especially on the Y axis movement
    • The sling load max cargo load is enough to carry vehicles with weight as Ifrit or Hunter

Written on 2015-02-26 by Aplion

Soronelite released the first version of his his =ARC= NATO Offensive Mods - Vehicles Packs on the Armaholic forums.
Please note the German Vehicle Pack requires the Vehicle Common Pack!

    Quote :
    Here is the first official release of ours ARC vehicles packs. Its not much but this is still a little plus for our NATO Offensive mod.
    Textures need a lot of work, but here is the first version. Thanks.

    You can use them without any others mods if you use only empty vehicles, but if you want crew you need to use the propre units mods. (Ex : use the ARC GER_UP for the ARC German Vehicle Pack)

    • Vehicle Common Pack:
        - MAT-V (Woodland / Desert / TacMen Black / UN)
    • GER Vehicle Pack:
        - Fennek (Woodland / OD / Desert / Tropentarn / UN)
    • UK Vehicle Pack:
        - Lynx (Army / Desert / OD / Royal Navy)
        - Merlin (OD)

Written on 2015-02-25 by soronelite

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