Author: Dr_Eyeball
Author Website:

Requirements: Community Base addons A3, CUP Terrains Core, CUP Terrains Maps, Kunduz, Afghanistan, Taliban Fighters, RHSAFRF, RHSUSAF, RHSGREF, RHSSAF

Version: 3.24.10
Signed: Yes, serverkey included

Short description: This mod introduces new Team vs Team (aka Player vs Player) game play features to Arma 3 with gritty new game modes, missions within a standardised environment and consistent rules.

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Date: 2017-04-09 15:51

Comments: (9)


Tactical Battlefield - A PvP Modification

TacBF Team

I am proud to announce the release of Tactical Battlefield (TacBF). This mod introduces new Team vs Team (aka Player vs Player) game play features to Arma 3 with gritty new game modes, missions within a standardised environment and consistent rules. Tactical Battlefield takes teamwork and tactics to a new level. TacBF has been under development on different versions of the ARMA engine for around 7 years and is brought to you by me (Dr Eyeball) and Wormeaten, with the support of and the Regiment of the Grenadier Guards [RGG] Arma communities.

Visit for more information and to join the discussion.

  • Community
      Tactical Battlefield already has an established community of players who regularly play, communicate, and coordinate together in teams, sharing tactics, support, and resources and doing everything they can to shoot, kill, and blow each other up in nail-biting, edge-of-your-seat, gritty combat!
  • Missions
      around 20x Team vs Team multiplayer missions ranging in size from Tiny to Huge, with specially-designed main bases and in-built mission voting feature.
  • Game modes
      - Advance and Secure (A&S) - Both sides fight tooth-and-nail to dominate objectives in this dynamic and challenging game mode, or until the enemy is worn down to the nub and their 'tickets' run out.
      - Attack and Defend (A&D) - Like A&S, but one side is on the Defensive and occupies key positions while the other side Attacks. Lost objectives can never be re-captured. Failure to capture a single objective by the attacking team will result in defeat.
      - Search and Destroy (S&D) - Gather intel (documents & maps) by searching bodies, seek out and destroy Resistance weapons caches amidst suicide-bombers and Vehicle Borne Improvised Explosive Devices (VBIED).
  • Roles
      Teamwork-focused gear restrictions with pre-configured but customisable loadouts, including Squad Leader, Medic, Engineer, Light Anti-Tank, Heavy Anti-Tank, Marksman, Sniper, Crewman, Pilot etc. Say goodbye to AT Sniper Pilots!
  • Weapon resting
      Reduced muzzle climb and deploy bi-pods via our customized TMR code.
  • Suppression effect
      By suppressing your enemy with accurate fire, he will temporarily experience gradual shake and vision blur, enabling realistic infantry tactics for suppression fire and assault elements. This code is exclusive, has been developed specifically for Tactical Battlefield, and has been tested, tweaked, and approved by about 40 testers.
  • Wind effects on ballistics
      Marksmanship is now a real skill with support for the server-side VTS ballistics addon.
  • Squad Management and map features
      Join or create a Squad with a customised call-sign, and recruit new members. Toggle player name-tags. Designate fire teams and leaders and coordinate with other Squads. With special map features, assign orders, report enemy, request support.
  • Logistics
      Transporting assets using the cargo system, eg. loading containers into towed trailers.
  • Outposts and respawns
      Deploy a respawn point or build your own fortified Forward Outposts with Hesco barriers, barbed wire and mounted weapons.
  • Advanced Medical
      Includes diagnosis, CPR, Adrenaline auto-injectors, morphine and bandages.
  • Vehicle Maintenance System
      Rearm, repair and refuel APCs, tanks, helicopters, and planes.

See this guide-.

When installing custom created content you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use any custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

Included files:

Read the included usage instructions for detailed explanation how you can use this on your own server and with your own addons.

Optional addons:
- JSRS2.2

Future plans:
What are the upcoming plans for Tactical Battlefield?
Prepare next mission pack, enhance existing plus introduce new systems and features, finalise Commander System integration, introduce new game modes, add support for ACRE, ACE, All in Arma and 3rd party addons, plus more.

Looking forward to the next phase of this project. For more information please visit

Regarding the new AI server seeding feature, it seems you can only activate it while there are 2 or less players on the server, (which represents the typical debug mode and hence when the server is fuller, the Admin menu is hidden as a precaution). However we will fix that limitation in the next update.

Known issues:
Upon starting Arma or a mission, you might see the following pop-up error messages.
Script spawning\fn_ObjectsGrabber.sqf not found.
Cannot open object rds_staticw\spg9\og9.p3d
No entry 'bin\config.bin/CfgWeapons.defaultItem1'.

We might be able to solve some of them through mission changes, but others will either require updates to the 3rd party addons, or another update to TacBF in future.

Credits & Thanks:
As lead developer, I would like to thank everyone who worked on this mod or provided permission to incorporate their work. Special thanks to the TacBF Team who provided endless hours of testing, change reports, suggestions, administration and infrastructure organisation and all our forum members. Also a big thanks to the wider Arma 3 community for their interest and feedback, and of course Bohemia Interactive.

Development and Contributions by:
Dr Eyeball - ICE/TB systems coding, AAS code fixes and improvements, configs, images, some basic models, imports.
Coolbox - original AAS system code
Wormeaten - original SAAS extensions, design, organisation
DMC - models (the good ones)
Norrin - original sling load base code
mad rabbit - coding tasks
Adanteh - Suppression system, NVG adjustment, general coding.
Taosenai - allowing us to include TMR addon
KDK - allowing us to include vehicle textures from blu_mohawk addon.
L etranger - VTS ballistics addon
Leon - UI menu/icon graphics
Swedge - Help manual
TacBF team members - missions
countless others in the community who have contributed: missions, advice, code sections or other assistance

Special credits to:
Dale & Hurtz - for organisation and management of forums and servers.
12th Mechanised group - for hosting forums and servers.

Big thanks to Mad Rabbit and Adanteh for their changes for the version 3.3 build.


  1. Fixed: RHS weapon and attachment changes sometimes caused a weapon or attachment class substitution, causing loss of that item during kit validation.
  2. It also affected some scopes when the view mode/reticule was changed.
    Kit count bugs:
  3. Fixed: bug where kit count was counted for players on both sides, instead of selected side.
  4. Fixed: Restore kit: a syntax error was corrected, which may have affected an accurate kit count when returning a kit.
  5. Changed: Possible fix for negative kit counts. Upon returning a kit, it was not setting the player's kit to new kit, before counting.
  6. S&D Game Mode:
    Much thanks to Harold for report & solution of most of these S&D bugs.
  7. Fixed: cursorTarget bug: Interaction key on cache: added work around to allow object Interaction menu to still work via Action menu "Interact".
  8. (to workaround bug in Arma 3 v1.56+, which broke cursorTarget command for objects inside buildings, doh!).
  9. Fixed: auto-balance: client would not end game if auto-kicked due to imbalance.
  10. Added: for CoOp games only, (which is players attacking with AI defending), you can also specify some players for the defending side as a ratio, like 1 defender per 4 attackers. See settings below.
  11. Eden Property Editors:
  12. Deleted: Eden Properties: temporarily removed all TacBF Eden object property editors.
  13. They are affecting vehicle spawning and are currently considered incomplete and untested.
    General changes & bugs:
  14. A long list of 30+ bug fixes (not all listed here). Thanks to Harold, omL & anyone involved for testing, detecting and reporting these bugs.
  15. (Changed but) Reverted: upright object (eg: static weapon): rewrote code to force object to stay upright/grounded. (Did not work properly.)
  16. Fixed: View distance: After using Video menu to change view distance, TacBF will now validate whether the new distance exceeds the current limit, to avoid exploit.
  17. (since Arma 3 now allows player to override setViewDistance insisted via code, doh!)
  18. Fixed: player respawn: spawn in buildings: building search radius now reduced from 200m to 50m.
  19. Changed: suppression: values for suppression blur amount and recovery rates have been drastically reduced. Still testing for suitable values...
  20. Fixed: Vehicle side: side was determined by nearest zone, but with nearby small zones or nested zones, wrong zone was sometimes chosen. It now checks if the vehicle is inside a zone and uses that first, then the nearest zone otherwise.
  21. Changed: Roles dlg: (WIP) (hidden) UI changes for new Roles dialog
  22. Fixed: destructible zone objects sometimes not becoming destructible upon zones changing.
  23. Changed: Briefing Dialog: now includes the "onLoadMission=" text block from the description.ext file, which can be a multi-line structuredText.
  24. Changed: CrewNames: Crew names list box now includes the number of emtpy seats too.
  25. Fixed: 2 script bugs affecting TFAR.
  26. Trivial changes:
  27. Changed: all TB flag poles should now appear upright. Most mission devs had a hard time keeping them upright via Eden.
  28. Fixed: sounds: new generic rifle shot sound, for player termination kill sound for treason acts.
  29. Fixed: cache: sabotaging your own cache results in death penalty. Fixed associated gun shot sound.
  30. Changed: Destroyed vehicle messages now show vehicle/MW type.
  31. Fixed: Configs: replaced incorrectly defined author array properties with strings
  32. Fixed: Init: random door opening/closing at start of mission was not working reliably.
  33. Replaced animateDoor with animate, since animateDoor & animateSource proved to be unreliable (both A2/A3 buildings used).
  34. Changed: Briefing->Vehicle summary list now sorts (or rather "groups") the vehicle types in each zone.
  35. Changed: Briefing->Vehicle summary list now replaces RHS WIP pictures with a suitable picture, similar to the vehicle type.
  36. Changed: Map: Added more editor wall types to be drawn on map.
  37. Mission/Gear Validation:
  38. Fixed: Gear validation results are now separated into Blue and Red sides in RPT log file.
  39. Changed: Improved detail for gear validation messages on screen and in RPT log file.
  40. Fixed: Gear validation was resetting validated gear based on final criteria.
  41. Added: Missions: Default Gear Config validation. Very useful.
  42. But it still has trouble with RHS auto-added rhs_acc_dtx.
    Eden, Mission Development & Settings:
  43. Fixed: TB_Logic: proper handling in MP of missing TB_Logic (game logic object).
  44. Added: (WIP) destructible zone objects: zone objects can now be considered "completed" via a task action, rather than requiring demolition. WIP: other code in mission still.
  45. Added: (WIP) added (_x getVariable ["ICE_cache", false]) checks for cache objects, to allow different object models to be set via mission
  46. Added: Destructible zone objects: these objects are now included on the briefing Tasks list.
  47. Each object is listed with it's name. I tried to add pictures, but many small objects (eg: laptop) do not have pictures.
    The zone centre is used for the attacking side, if object markers are hidden.
    TODO: write up a post on how to use Destructible zone objects in a mission.
  48. Changed: Terrain type setting: Added preparations for new terrain type "tropical".
  49. Added: Objects: New large MW supply boxes. Eg: Classes: ICE_staticWeaponCrates_supply_large_east_empty. Model not changed yet. (WIP?)
  50. Changed: Extended zone name possibilities to include "A"-"Z" (anything) for very high zone count usage. Eg: 30+ zones/FBs
  51. Added: Debug: in SP, viewing "Supported Ammo" on vehicles/mounted weapons, now includes the class name required, to aid mission dev.
  52. Added: Map: bridge map feature icon (since Arma has no bridge icon)
  53. Added: Missions: Markers: Text: Markers named "TB_text_X" (where X is a number from 0 or higher), it will create a tidy "location" text using the marker's text. Use marker type "empty" to hide markers.
  54. Eden support: now allows TacBF composition objects to be dragged in real-time, with "attached"/associated objects moving with main object.
  55. Mission Co-op AI support:
  56. Added: CoOp games: you will need to indicate when a mission is designed as a CoOp game. (Later we will auto-detect this.)
  57. Modify: mission\tb_settings.hpp->ice.mission.CoOp.supported = 1; // 0=no, 1=yes.
  58. Added: AI: new routines to automate AI defend, attack, patrol, searchArea. Calls CBA equivalent functions at the end when ready.
  59. Added: AI: Hides AI markers plus disables AI simulation, for AI in zones which are not active, to improve client and server performance.
  60. Fixed: CBA: AI: Fixed bug in fn_cba_taskDefend.sqf (as temporary workaround, until @CBA update released).
  61. Added: auto balance: for CoOp games only, you can specify setting as a ratio fraction, like 1 defender per 4 attackers.
  62. Modify: mission\tb_settings.hpp->ice.mission.autoBalance.ratioAttackersDefenders = 5; // -1 means unlimited; 5/1 == 5 == 5:1 == 5 attackers:1 defender; 1/4 == 0.25 == 1:4 == 1 attacker:4 defenders
  63. Fixed: AI: zone patrols were being limited to about 100m, instead of zone radius. S&D still defends cache with a closer patrol radius though.
  64. Fixed: AI: added stealth behaviour for some random AI
  65. Changed: player markers: AI: hidden AI and their vehicle markers are now properly hidden on map and GPS maps, which improves performance. (AI can be hidden with simulation disabled, at start up at forward non-current objectives, to improve server performance.)
  66. Technical Code changes:
  67. Changed: Server maintenance: some settings are now handled server-side via data files, to allow easy periodic updating without requiring a new build.
  68. Mission voting lists: Now supports updating of various lists via server-side data files, (since Arma 3 does not have a server command to detect what missions are on server, doh!).
    Lists handled via userconfig file: missionRecords, terrainRecords, [new](highlight)recentlyAdded(missions), [new]hide(deletedMissions). (Full details by request.)
  69. Changed: Mission voting: UI now highlights newly added missions.
  70. Fixed: Code: some event handlers ("killed", "hit", etc) had the new _instigator parameter missing but had optional parameters too, causing a bug.
  71. Changed: Debug: When "fast zone capture" debug is turned on, it will now speed up the "delayed zone captured" timer too, not just the "zone capture duration".
  72. Fixed: vehicle respawn bugs: variables: ICE_spawn_players_min & ICE_spawn_players_max were using lowest player count of both sides, but should have used opposition count and friendly count, respectively.
  73. Changed: Setting: ["respawn", "SRP", "maxFriendlySiteDist"] now defaults to average zone distance, if none specified.
  74. Changed: tried to get Eden sliders to step by whole 1 unit. Not working.
  75. sliderSpeed[] = {50, 200}; // does not work
    scrollSpeed[] = {50, 200}; // does not work
  76. Changed: Various changes to XEH configs: class EventHandlers: DefaultEventhandlers // EventHandlers

- Community Base addons A3
- Community Upgrade Project - Terrains Core
- Community Upgrade Project - Terrains Maps
- Kunduz, Afghanistan
- Taliban Fighters

Forum topic:
- BI forums
- forums

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Tags: Battlefield,   Enhace,   Environment,   Mod,   Pvp,   Simulation,   Tacbf,   Tactical