#production_releases

1 messages · Page 2 of 1

solemn trail
twilit frost
twilit frost
twilit frost
minor moss
balmy aurora
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SOG AI mod just updated to include new AI Take Point feature. You pick an AI in your squad to run point and he will move ahead and sense and spot enemies for you (gives more tactical info to you). I find it immersive. This release also includes the option to use hip fire animations from the great Spearhead DLC. You obviously must also own Spearhead to use this (and you should because its an awesome DLC!).

opal hinge
#

General Arma Utilities
I decided to update one of my existing mods and keep it to generic quality of life features.
With that change, I added some optional ACE actions to let players change the camo / textures on their vehicle.

If you haven't seen the mod before, here are the two current features.

Core Features

  • Customizable Date Picker: Add settings for the minimum / maximum year for the year in the Eden "Environment" menu (Press Ctrl+I to open)
    • Default settings match the vanilla years
  • Vehicle Texture Switcher: Adds ACE actions to switch between the available skins for a vehicle. (Does nothing if ACE is not loaded)
    • Uses the vanilla setup, so modded vehicles will work out of the box.

https://steamcommunity.com/sharedfiles/filedetails/?id=3346952826

fresh plover
fringe swallow
twilit frost
jolly yoke
balmy quiver
#

My first scenario, its nothing special but I'd appreciate if you guys could drop me some feedback

balmy quiver
fervent moss
#

Fix for fat lurch's helocast breaking animations upon disembarking

twilit frost
digital shuttle
#

https://steamcommunity.com/sharedfiles/filedetails/?id=3306016130

*Warlords battles have been uploaded so that AAF destroyers no longer have AAF turrets. Players can now just board by boat or chopper.

*Warlords battles game mode combat medic roles now act as a spawn point.

Steam Workshop: Arma 3.

Tutorial Video----------> https://www.youtube.com/watch?v=V4ip67kpRT0

Discord---------> https://discord.gg/C9UGKqeK

VR Warlords Total War: Team death match video---------------> http

twilit frost
#

EricJ Taliban Fighters

RC27

  • Changed the unit type manning the DSHKM
  • Added a new HVT, Gul Mohammed
  • Added a "Special Activities Division" faction, with only two units, a Team Leader and Operator. I may add more but so far it's just those two units. Again any feedback for the units would be appreciated. Again if you don't like it make your own units using your own modset, so you can have the best experience possible.

https://steamcommunity.com/sharedfiles/filedetails/?id=668919514

twilit frost
balmy quiver
proper ibex
blazing briar
twilit frost
#

EricJ Helicopter Pack

RC120

  • Sliding doors are now permanently closed due to the fact that they only open halfway. While I could simply just enable the FFV points to the side that opens, I felt that it was better to close them off, and remove the FFV positions. Until a fix happens they will remain closed. The framework is still available in case I can revisit this capability. Until then they will remain permanently closed.

https://steamcommunity.com/sharedfiles/filedetails/?id=667709746

main fossil
echo comet
twilit frost
twilit frost
twilit frost
acoustic viper
static osprey
balmy aurora
cosmic jewel
opal hinge
twilit frost
balmy quiver
digital shuttle
#

Worked hard on It. Hoping the warlord fans enjoy this lightly modded version.

twilit frost
chrome otter
late zephyr
twilit frost
#

EricJ Taliban Fighters

RC29

  • Requires Game Version 2.18
  • A new faction, the Taliban Red Unit, was added, modeled after the real unit. It has a Team Leader, RPG Gunner, MG Gunner, Medic, Rifleman, and a Sniper unit. They are slightly more competent and armed with Armaverse NATO weapons as per the real-world unit.
  • Added a couple of Taliban Technicals, an MG, and an AT version using the Offroad chassis.

https://steamcommunity.com/sharedfiles/filedetails/?id=668919514

river wyvern
acoustic viper
bright creek
digital shuttle
jovial eagle
balmy quiver
#

(Prevous Link ran an error so people couldn't see what it was.)

twilit frost
blazing briar
twilit frost
twilit frost
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EricJ Helicopter Pack

RC124

  • Tweaked 3D model of the MH-92 refueling probes.
  • Added an "Rattler-NLOS" taken from the Titan NLOS missile. The weapon has a red ring on it to denote it from the other Rattler missiles, and is selectable in the MH-92 DAP weapon field as "R-NLOS". You should be able to use this missile system without the Expeditionary Forces CDLC. To use you need a datalink equipped JTAC (Such as the TF562 JTAC or EF JTACs). You can also enable this feature in the Editor, with the Sensors portion enable the Reporting feature. The designated unit needs to have a laser designator equipped to enable this to work. Note that the R-NLOS can only fire at 10 kilometers away from the firing unit (MH-92 DAP (4-pylon)). This also works with the AH-96 as well.

https://steamcommunity.com/sharedfiles/filedetails/?id=667709746

twilit frost
acoustic viper
twilit frost
hybrid osprey
twilit frost
twilit frost
#

Assassin (Coop 9)

This is a mission that I came up with. It's not very complex, just go kill the dude and return the intel to the ship and so on. It requires a few mods, but with the right group should be okay to be somewhat fun. Special thanks to pierremgi for helping fix the issues that I was having earlier. More or less tell me what you think and so on. Note for the return to USS Liberty you need to assign the task, but otherwise pretty fairly easy to play.

https://steamcommunity.com/sharedfiles/filedetails/?id=3385265711

runic cloud
digital shuttle
twilit frost
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EricJ Helicopter Pack

RC125

  • Tweaked AIM-9X texture, removed the "AIM-9X" from the body of the missile
  • UH-92s can lift up to 6,000kg now, while the MH-92F (Insertion) can lift only 5,500kg
  • Added an AGM-145D Anti-Radiation missile. It has a range of 8km and can engage radars. Due to game engine issues the missile must be fired below the horizon as it has a LOAL trajectory. It is point and shoot at the direction of the radar, no further locking is necessary. It is currently usable on the AH-96

https://steamcommunity.com/sharedfiles/filedetails/?id=667709746

obsidian remnant
runic cloud
#

I wanted to have liberations playable with just jets and helicopters. In this composition the scripts I use are in editor friendly form:

  • Crewman: place him in your mission and enemy vehicles have constant heat signatures
  • Satellite dish: this is an AO activation switch - activate an AO by selecting it in the map, AO stays active until you activate next one
  • Computers: infantry switches - 'infantry off' sweeps opfor footmobiles every couple of minutes until 'infantry on' is selected
  • Barrels: they set fog on and off, or skip time 5 hours - so players can do this now, not just the zeus
    https://steamcommunity.com/sharedfiles/filedetails/?id=3386120409
bright creek
hybrid osprey
twilit frost
marble sedge
eager plank
#

I'll check out Tunnel Rats, thnx jb

twilit frost
balmy quiver
marble sedge
twilit frost
stiff marsh
twilit frost
#

No plans for a Reforger version, I don't have any plans on getting the game

winged crescent
full hollow
opal hinge
#

Steam Workshop::The Cole Protocol

twilit frost
#

EricJ Helicopter Pack

RC127

  • Slightly repositioned the refueling probe on the MH-92s
  • The outer pylons of the AH-96 pylons can mount the gun pods from Reaction Forces CDLC, as well as the outer pylons for the MH-92 DAP. Note if you do not have Reaction Forces you won't get any errors, and so on, so a dependency wasn't created. The pylons simply won't show the RF weapons if it's not purchased or enabled.
  • Added the other developed containers from the EricJ Cherokee Containers mod. That way people can access the containers if they don't have that mod.
  • Tweaked the MH-92 DAP (4-pylon) wings to differentiate it from the UH-60 version

https://steamcommunity.com/sharedfiles/filedetails/?id=667709746

digital shuttle
#

https://steamcommunity.com/workshop/filedetails/?id=3382476737

*Minor sectors can now be captured In 1 second rather then 60 seconds. Huge AI battles make It hard for new players to capture

*Fixed an Issue with how players spawn on medics

*Added custom configs for each map. Livonia now has native faction (LDF or some shit) defending.

*Starting factions on Tanoa and Livonia now have proper camo (TOOK ME ALL NIGHT) Instead wearing desert camo.

*Fixed an Issue with end music when players reach enemy base

*Fixed Issue with Nuclear bomb radiation

*Added script that allows players to adjust view distance automatically by scrolling wheel butting and going to settings. Read and follow directions. It adjust the view distance based off If your boots on ground or In the air.

*Made max view distance 10k cause... yea

If you like It favorite and show daddy Dox you love him.

Steam Workshop: Arma 3. Collection of warlords created for vanilla Arma3 with no mods required to play. Download and launch game.

#

Which ever map you like hit the plus sign. No mods needed. Plug and play...

twilit frost
nocturne badger
acoustic viper
#

So I haven't been able to deliver updates for Arma 3 Elite Forces as fast as I expected. To make up for it, I've decided to release a public Development Branch. This will be updated weekly with whatever additions, tweaks, fixes, etc. I have in the pipeline, and therefore is not a stable release - please keep this in mind if you decide to subscribe. Included in this Dev Branch Release is the P320 / M18 sidearm in Coyote, courtesy of Grave. Fitting for Airborne and Marines alike...

https://steamcommunity.com/sharedfiles/filedetails/?id=3241563282

twilit frost
#

EricJ Helicopter Pack

RC128

  • Tweaked 7.62mm suppression values, should suppress enemy better
  • Added a PilotView system to the AH-96, although it doesn't move around yet, is fixed forward for now.
  • Tweaked Flight Model of the MH-92s, now flies smoother
  • MH-92 DAP has same sensor suite as the MH-92 (Insertion), now has functioning radar and IR system.
  • Reconfigured the MH-92 DAP, as some legacy config issues were causing it to show positions that weren't there. Everything remains the same, just a "new" config forit, so it operates like it should.
  • M134 Miniguns for the drones now rotate and show muzzleflash when viewed at longer distances
  • After some user feedback, the aeronautical engineers tweaked the flight models of all the MQ-17s
  • Added a GMV (HMG) for the TF562 units

https://steamcommunity.com/sharedfiles/filedetails/?id=667709746

hybrid osprey
digital shuttle
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*Replaced the vipers for players with combat engineers.

*Added to CSAT UGV class

#

*Reduced amount of divers around nuke computer and added boats on surface.

*Replaced the vipers for players with combat engineers.

*Added to CSAT UGV class

#

*Reduced amount of divers around nuke computer and added boats on surface.

*Replaced the vipers for players with combat engineers.

*Added to CSAT UGV class

#

*Reduced amount of divers around nuke computer and added boats on surface.

*Replaced the vipers for players with combat engineers.

*Added to CSAT UGV class

twilit frost
twilit frost
#

EricJ Helicopter Pack

RC129

  • After asking around I changed the main carbine from the HK416 to the M4 from my Weapons Pack. It's a stylized M4, called an "M4A4 Custom" and otherwise functions the same as a standard M4. The TF562 units and US Army pilot/crew now use it as well, the TF562 units have camoed M4s though and it fires Full Auto. The change is for more of a "future" look and I liked how it turned out, but wanted to stay away from the MX, which realistically would have fitted the Armaverse. Apologies in advance for messing up your saved loadouts, but I wanted some kind of accuracy with how personnel are armed in the real-world units.
  • TF562 M4s have Mk17 Holosights instead of RCOs
  • US Army Pilot and Crew have BIS NVGs. I don't have any ANVIS-6s handy so I'll use them until I find a good model to use.
  • Thanks to MrSniff from Discord, he supplied me with some ANVIS-9s for the SOAR pilots to use. It does work with ACE3 as well for the various effects.
  • Taken from the Reaction Forces Cougar, HMD display shows range to the Personal Waypoint for the XX-92s when placed on the map.
  • The UH/MH-60/92s all have full datalink support

https://steamcommunity.com/sharedfiles/filedetails/?id=667709746

remote fable
#

Merry Christmas!

broken matrix
#

https://steamcommunity.com/sharedfiles/filedetails/?id=2582780947

Integrated AI Voice Control System
After three long years, the v2.0 rework update of IVCS is finally here! I've reworked the code for the mod and extension, added more regional English languages, begun setting up non-English language support, and introduced lots of new commands—including the highly requested AI healing commands!

Now you can control your AI squad members using your voice, without relying on any third-party programs.
(As with every update, you may need to disable BattlEye, as it will block the loading of the DLL files until they are automatically whitelisted)

twilit frost
twilit frost
#

EricJ Weapons Pack

RC116

  • Added a Sig Sauer M17, taken from TurboSquid: https://www.turbosquid.com/3d-models/weapons-pack-3d-2058556 It's functionally similar to the Glocks in the pack, using the same magazines since they have the same magazine capacity and the like. It cannot mount a silencer in it's current form. Maybe in the future when the barrel is longer I can "thread" the barrel to accept silencers.

https://steamcommunity.com/sharedfiles/filedetails/?id=667711976&tscn=1730224266

digital shuttle
twilit frost
twilit frost
twilit frost
nocturne badger
limber dagger
#

[EKS] Hostage System

Greetings. This is a duo composition for Zeus missions that work in public Zeus servers and more. It expands on the EZM's hostage module functionality by creating hostages that can be dragged and inserted in and out of vehicles. Additionally, the second composition creates a 'Rescue Point' for hostages, where if they get within 20 meters of it, they disappear, and a notification saying that a hostage has been rescued appears.

The reason why I made this script is because in public Zeus lobbies, that don't use any mods, you can't make good NPC hostages with EZM. They're basically static interaction spots but they're not much else. You just click and hold to rescue a hostage and that's it. It's boring, and goes against milsim aspect. This script expands on it, by forcing the players to actually evacuate the hostage from the area and bring them to a safe zone where they get extracted.

https://steamcommunity.com/sharedfiles/filedetails/?id=3397299588

twilit frost
twilit frost
#

EricJ Helicopter Pack

RC131

  • TF562 now uses the MX series rifle, marksman, and LMG. Right now I'll keep the M4 for the US Army pilots (the Desert version is still available) just because I like it as I think it's better than the MX in some cases.
  • Removed MASTER ARM-SAFE from the pilot's seat in the MH-92 (Insertion), not really needed
  • Added an "AGM-152C" Anti-Radar missile derived from the AGM-117 Rattler missile. It comes in for balance two missile racks and is capable of taking out (2 missiles) a Tigris and so on.
  • Added a couple "1x AGM-114K/AGM-117" racks, given what is seen today and in the past on some helicopters during the Global War on Terror.
  • TF562 SPAR LMG Bag renamed to TF562 MX LMG Bag, classname is the same.

https://steamcommunity.com/sharedfiles/filedetails/?id=667709746

digital shuttle
#

*Fixed Issue with the map of ChernarusRedux fog and AI not having flashlights

*Had to add re-add ChernarusRedux map due to an error made during an upload by my son..

*Fixed Issue with floating base on Wild desert map on blueFor.

*Lowered all sectors on certain maps. When placing some modules they would....float. Ai would spawn In the sky.

*Fixed Issue on Livonia and other "Green" maps were LDF was the defense force and would not spawn due to an Issue In the config.

*Fixed Issue with NATO Carrier spawn room being below the spawn room causing players to spawn In water.

*Custom music added to the VR room warlords maps.

*Changed the starting drone for one UAV class to have AP drone with machine gun.

*Added a script that allows players to have view distance automatically adjusted depending on If they are on foot or vehicle. Removed fog that stop rendering of distance because script was added. This helped reach 60fps or higher during large battles.

*Added landing ships that have starting vehicles

*Added new Python DLC helicopter to carriers for NATO maps.

*Added the XIAN to CSAT carriers.

*Removed Infinite ammo from the VLS and hammer on destroyer that required UAV operators to hack.

*Fixed Issue where JTAC on "Green" maps could not call for supports after a player would connect and leave role.

*Removed unarmed APC due to AI buying this like crazy.

*Added wild fire on city sectors with a 50% chance to be present. Zombie spawn that protect H.A.L.O jump and NUKE computer now has a fire raging and requires players put out fire before use.

*Added water buckets under gear. When under defense you start flying for whatever reason. Buckets come from the sky!!!

*Added fire truck civilian to vehicle list for players to use.

*A bunch of minor stuff...

https://steamcommunity.com/sharedfiles/filedetails/?id=3372557356

Steam Workshop: Arma 3. These mods are needed to connect to our server. Server name----> The Bar: Helping 2 Organize

Once all mods are connected launch game and connect to the server.

IP Address: 67.167.246.35

How t

winged crescent
#

besides… it's just a server ad, nothing else? 🤨

cedar crypt
#

game mode ready for testing
I require players for tomorrow time 1800 UTC in the sub_alpha VC
the only mod needed is the zombies and demons

reef lily
# winged crescent please don't list the full changelog 🙃 try to keep it a succinct overview thank...

Would it perhaps be possible to more clearly define the rules of posting in this channel?
I think some people confuse it with the "Steam workshop changelog"

I browse this channel in order to check for whatever **new **and interesting has someone released, or maybe some sort of a big patch bringing a lot of new content to an existing release.

I don´t browse this channel to see if AI Jamsheed is now firing his RPG at 500 meters instead of 600, or to read a wall of 20 server ADs. This is what should be put into the mod´s changelog on the steam workshop.

This is what the channel names logically evoke in my mind:

Production showcases: Fancy pictures and media for stuff that is work in progress.
Release showcases: Fancy pictures and media for stuff that got released.
Production releases: Links to and short descriptions of mods that got released.

But maybe I am wrong

digital shuttle
#

@winged crescent The collection has been changed so no Info on the server Is In there.

digital shuttle
winged crescent
edgy rose
#

Maybe put the "updates" on #1056183665706668032 instead of here? In that way all your post is in one thread

twilit frost
#

It would be nice to have some rules on this topic so people can be clear on what this channel is for, so I'm not "spamming" and so on, and something to go by rather than just post or so on. I'm down with whatever personally, just as long as there's definable rules to go by. That would help a lot. I mean I understand people complaining about my posts, and updates, but it's hard to change it when there are no definable rules to work with. So unless things change I'll keep on doing it until real rules are posted because I can't be held accountable if there are no rules to break as well.

heady ridge
#

Or why not be considerate of other people make a thread for your mods in #1056183665706668032 and post your updates in there. I don’t see the issue with that, respectfully you single handedly clog up the channel cause you update multiple of your workshop items every day. There’s so many good mods that get posted and then get lost because you post 2 updates on a faction mod and 3 on a helicopter all in one day. The purpose of the channel is in the name, theres a reason people post their mod updates in #1056183794979328120. Its just a simple common courtesy to not flood these channels and you’re be arrogant cause you know what you’re doing and its embarrassing my guy

twilit frost
#

Excuse me? Other than a few other people who are posting, I don't post every day like you suggest. It's the fact that other modders don't use this most of the time, so it's just a fact that there are no rules to posting here, yet everybody seems to think I'm "clogging" the feed because other modders don't post? How about working on a mod and posting it here. I intentionally post every few days because I'm cognizant of what people think. But futhermore it's been going on for a month or so? Only users complain, and the moderators haven't publicly DM'd me or publically called me out on this. So apparently I'm not breaking the rules of this channel, if there were rules here in the first place. In no way shape or form I'm "controlling" this channel. Ignore or or block me, it doesn't matter, but you can't hold me to a standard, when a standard doesn't exist. Nor for a fact I don't control the posting frequency of the other modders. So if they're not making an effort to post their content, then that's not my problem either.

winged crescent
#

I would also recommend #discord_server for further conversation on this topic, thanks everyone

late zephyr
#

Atlantis is a 5km island map for historic, WW I / WW II, or modern special ops with distinctive visuals and a native theme. Situated in the south central atlantic, its volcanic past and natives with stories of unknown ancient techs have stirred up mystery through the ages. Colonial powers sought to control the island in order to provide harbor for shipping and influence over trade routes. The airstrip that was build in the 1930s became an important asset during WWII against allied shipping. In modern times the island has become abandoned and faces an unknown status in the current geopolitical environment. Terrain features a high resolution cell size and custom satellites to provide for a detailed and immersive environment.

https://steamcommunity.com/sharedfiles/filedetails/?id=2896053338

night gorge
turbid trench
#

Today we released NFEXTRA - The Toolkit for Mission Maker.
It gives mission makers easy to use tools to achieve commonly scripted tasks, but still gives them full control. As well as some advanced features.

It includes the following features:

  • Manufacturing System: Craft items or objects
  • Factories: Passively produce items as long as there are enough resources
  • Items as Respawn Tickets: Add a strategic and logistical layer to respawns
  • Item-Based Building: Create structures or objects using items
  • Artillery Barrage: Devastating artillery barrages or slow background artillery, fully customizable
  • Modular Interactions: Combine modules together (move module + artillery barrage = creeping barrage)
  • Wave-Based AI Spawning: Spawn AI with randomised, evolving patterns. From simple to incredibly dynamic setups
  • Populator: Define groups and then easily and quickly spawn them using populator modules. Modules include attack, patrol, defend, and continuous spawn cycles
  • Player Loadout Tools: Overwrite default loadouts, create loadout and/or box selector
  • Explosions: Easily trigger customizable explosions
  • Random Object/Composition Placement: Move objects to random positions. Or even move groups of objects together
  • Teleportation: Teleportation with simple fade-out and in transition. Can also play sounds
  • Traffic Generation: Setup multiple traffic points and spawn random traffic that will drive between them
  • Dynamic Spawning/Respawning: Spawn players at random locations. Maybe even with random loadouts
  • Vehicle Service Points: Simplify vehicle rearming, refueling, and repairing
  • Push Module: Generate artificial forces. (for example force AI to never stop on a bridges)
  • Functions library: General use functions and function API's for NFEXTRA features
    ...and more

You can watch a short showcase video on the workshop page:
https://steamcommunity.com/sharedfiles/filedetails/?id=3401163298

gleaming veldt
cinder lion
opal hinge
wild marten
main fossil
opal hinge
#

Arsenal Time Limiter - Unscheduled & Improved
This a rewrite of R. Gonzalez's mod of the same name (https://steamcommunity.com/sharedfiles/filedetails/?id=3407083413) but it had some glaring issues. I offered to fix said issues was told to do it myself, so here it is.

This mod adds a configurable time limit to players in arsenals (default: 10 minutes). Once this timer expires, players will be kicked out of the arsenal and won't be able to enter again unless their timer is reset by an admin. Respawning will also reset this timer.

This mod requires CBA and is compatible with ACE, but not does not require it.
This version offers more performant scripts and is open source and welcoming contributions.

GitHub - https://github.com/DartsArmaMods/ArsenalTimeLimiter
Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=3408041319

fading tide
#

📢 I'm excited to announce the release of JSRS SOUNDMOD 2025 Beta - RC1 for Arma 3!

This latest iteration elevates your in-game audio experience with:
Enhanced sounds for pistols, rifles, assault rifles, machine guns, and launchers.
Improved audio for vehicles like cars, MRAPs, tanks, and helicopters.
Realistic sounds for footsteps, movement, stances, and reloading.
Authentic ambient audio for different environments, including wildlife and weather.
Advanced soundscapes that adapt to various terrains and combat situations.

🔗 And with the AiO Compat Files you can take the audio experience to multiple new levels, covering multiple beloved Creator DLC's and Mods such as:
Creator DLCs: Global Mobilization, Western Sahara, Reaction Forces
CUP - Weapons and Vehicles Mod, Arma 3 Aegis, NIArms AiO V14 Onwards Mod, JCA Arsenal Mod, and many more are planned

⚠️ As this is a beta release, your feedback is invaluable. Expect frequent updates and adjustments based on community input.

Join the discussion and help shape the future of JSRS SOUNDMOD! - https://discord.gg/A4vfJ9ZPBW

For those looking to support the project's development or gain exclusive access to early development builds, consider becoming a Recruit Supporter or a Operator Supporter on Patreon - https://www.patreon.com/c/lordjarhead/membership

🫡 Your involvement directly contributes to the mod's development.

💾Download now and transform your Arma 3 experience with a new audio immersion!

Steam Workshop:
JSRS SOUNDMOD 2025 Beta - RC1 - https://steamcommunity.com/sharedfiles/filedetails/?id=3407948300
JSRS SOUNDMOD 2025 Beta - AiO Compat Files - https://steamcommunity.com/sharedfiles/filedetails/?id=3407970596

❤️ Thank you for your continued support over the years and this wonderful Arma 3 community.

Dennis (LordJarhead)
Creator of JSRS SOUNDMOD

acoustic viper
hasty spoke
#

just a small faction mod that adds the UNSC Marine Corps from the first Halo game

opal hinge
#

TFAR Radio Profiles

TFAR Radio Profiles adds the ability to save multiple radio "profiles" for short and long range radios.
This mod is entirely client-side, and does not need to be run on the server to work. It can still be installed on the server to force clients to use certain settings.

Core Features

  • Saving / loading radio profiles, which are saved to your Arma profile.
    • Uses a custom menu for an easier user experience.
    • To open the menu, you can Self Interact (if using ACE) or using the keybind (unbound by default).

GitHub: https://github.com/DartsArmaMods/TFARRadioProfiles
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3412554962

opal hinge
broken timber
winged crescent
#

@light yacht this message does not contain any valuable information nor the link to said content, also it is way too long, don't include the whole changelog
Please edit your message

light yacht
balmy aurora
#

SOG AI mod updated. Change log:
-Enemy AI patrols may pause to hunt animals
-Player can order his AI to hunt animals
-New Nickel Steel RT team can be spawned with the awesome Nickel Steel mod weapons
-At mission start you can now dismiss some team members for more flexibility when configuring a spawned team.
-Improved Melee
-New action to reorder squad unit numbers in squad bar to eliminate gaps in numbering.
-Fixed bug when running on LAN and arrow objects appeared when ordering AI to do tasks (these arrows should be hidden)
https://youtu.be/sO6xzalgFH8

Features included in this release of SOG AI:

  • Enemy AI patrols may pause to hunt animals
  • Player can order his AI to hunt animals
  • New Nickel Steel RT team can be spawned with the awesome Nickel Steel mod weapons
  • At mission start you can now dismiss some team members for more flexibility when configuring a spawned team.
  • Improved Melee
  • N...
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main fossil
winged crescent
rancid vigil
#

made a typo in my nickname which, in fact, is a typo itself

winged crescent
#

now I want to know more

rancid vigil
#

I've made that typo back when I was like 13 and I just stick with it like a stubborn donkey I am, but the intended word shall remain... a mystery

gleaming veldt
#

Giant update to Africa Ablaze today with an expansion mod to integrate additional mods to add more armour and air support.

This release adds new Portugal and PAIGC factions for the Ultramar, and a CIA faction for the Congo including the Swift boats they historically operated on Lake Tanganyika.

This mod adds Alouette helicopters, Unimogs, Eland 90 armoured cars and a variety of aircraft. Also includes a new improved config for the Alouettes to fix various issues from the original WIP version.

Mod now includes 16 factions for the Congo Crisis, Portuguese Colonial Wars, Rhodesian Bush War and South African Border War.

https://steamcommunity.com/sharedfiles/filedetails/?id=3423406705

balmy aurora
#

SOG AI updated. Change Log:

Added a new type of "freaky shit". May occur once per mission.

No longer apply burned face to player when using Burn Em Redux as it partially blocks first person view.

Now compatible with Web Knight's Hit and Death Animations by disabling hit animations for player squad. Enabling the hit anims on player's AI made them stop responding to commands.

Added CBA option to toggle if "Leave My Squad" and "Join My Squad" actions available for entire mission or not.
Default is any units dismissed will be deleted after 4 minutes, and the 2 actions are also deleted. But if set to false,
you can use these actions the entire mission. One possible use case would be to place an MG or Sniper unit on overwatch, while rest of team leapfrogs or follows you. But the only way to get that unit back on your squad is to return to him and use the Join action, so this might not be that useful.

neon nymph
static osprey
frail badger
#

Very nice work ! Thx

frail badger
gleaming veldt
opal hinge
#

You didn’t even do any of the links correctly

frail badger
arctic dagger
opal hinge
#

Aim For The Bushes - Release v1.2.4

TL;DR

  • Add full Italian and German translations
  • Add static line to vanilla Ghosthawk, Orca, Taru, and Kajman
  • Add static line to RHS CH-53, UH-1, and UH-60
  • Add static line to 3CB Factions' V-22 Osprey
  • Fix boats getting stuck in RHS Ch-47 and CH-53

All of these were done by mrschick, big thanks

GitHub - https://github.com/DartsArmaMods/AimForTheBushes
Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=3317533489

chrome otter
#

Updated Nassau 1715 with some smaller additions/changes.
https://steamcommunity.com/sharedfiles/filedetails/?id=1726376971

Added

  • Compass
  • Waistcoats with boots
  • Melee weapons for IMS (only loaded if IMS is present)
  • 3 new "baldric belt" variants
  • Cannons now have impact sounds for various surfaces and water
  • Players can now toggle the wind icon (CTRL+ALT+T, rebindable)

Changed

  • Naming of some clothing (display names only)
  • Cutlass Baldric Style (v1) now has a pistol proxy

Fixed

  • Skiffs no longer tilt as heavily in normal wind conditions
lime cosmos
solemn trail
summer shadow
cinder lion
hybrid osprey
wild marten
#

MDH Revive is a modified version of the original Arma 3 Revive System, created by Moerderhoschi for Arma 3.
Features:

  • You can revive unconscious players while laying on the ground.
  • You can drag other players while they unconscious.
  • You have a Spectatorcamera while unconscious.
  • You are immortal while on the ground and unconscious.
  • Autorevive option is available.
  • Bleedout option is available.
    https://steamcommunity.com/sharedfiles/filedetails/?id=3435005893

Discussion: https://discord.com/channels/105462288051380224/1344584243753521172

€dit: fixed an error with Addaction entry and update released on steam, had not checked that before release, sry
https://www.youtube.com/watch?v=rGv-qVfXBW8

sleek vale
#

FLO - Frontline Operations

Frontline Operations is a dynamic, large-scale PvE experience where strategy, teamwork, and adaptability decide victory. FLO is designed to entertain a hardcore audience (i.e Milsim Community!).

Frontline Operations focuses on extending game-mode for large Units or Communities that are interested in dedicating significant time and coordination to an almost Zeus Like Experience.

First Bohemia Forums post has been released this has been in the works for damn near 2-3 years 😆

https://forums.bohemia.net/forums/topic/371347-mp-flo-frontline-operations-alpha-release/

Come check us out!

pulsar terrace
wild marten
#

MDH Ragdoll is a mod, created by Moerderhoschi for Arma III to enable ragdoll for all AI Units hit by weapons.
UPDATE 03/25:

Discussion: https://discord.com/channels/105462288051380224/1345727916209733784

https://www.youtube.com/watch?v=Fzz63-riJPo

MDH Ragdoll Mod - made by Moerderhoschi
update 03/25 changes:

  • AI go down on every direct hit
  • AI remain on the ground and bleeding out
  • small chance to recover and stay up again

https://steamcommunity.com/sharedfiles/filedetails/?id=3387437564

▶ Play video
sleek vale
#

FLO - Frontline Operations

Frontline Operations is a dynamic, large-scale PvE experience where strategy, teamwork, and adaptability decide victory. FLO is designed to entertain a hardcore audience (i.e Milsim Community!).

Frontline Operations focuses on extending game-mode for large Units or Communities that are interested in dedicating significant time and coordination to an almost Zeus Like Experience.

https://steamcommunity.com/sharedfiles/filedetails/?id=3436445088

Come check us out!

We have released publicly as well as our github is now public enjoy!

wild marten
wild marten
#

FPV Drone RPG is a mod, created by Moerderhoschi for Arma 3.

HOW THE ADDON WORKS?
Get a UAV Terminal and a Backpack with RPG Grenades and you get an actionMenu entry to assemble a FPV Drone RPG.
You can also use the RPG Grenades of other Units Backpacks, only thing you need then is an UAV Terminal.

https://steamcommunity.com/sharedfiles/filedetails/?id=3361183268
https://www.youtube.com/watch?v=HgT04VilMeI

Discussion: ⁠⁠https://discord.com/channels/105462288051380224/1346846166767239198

wild marten
#

Fulton Recovery is a mod, created by Moerderhoschi for Arma 3, to enable a fulton recovery like in MGSV for units and vehicles.

HOW THE ADDON WORKS?
At missionstart sleep 3 seconds and Check all units/vehicles if anybody has the special variable assigned mdhFulton
2a. if variable not assigned, add fulton actionmenu entry to all units/vehicles
2b. if variable is assigned, add fulton actionmenu entry only to units with assigned variable
sleep 5 seconds and start check from beginning

https://steamcommunity.com/sharedfiles/filedetails/?id=746299408
https://www.youtube.com/watch?v=cW1s8F3prxc

Discussion: ⁠⁠⁠https://discord.com/channels/105462288051380224/1347111074620772433

bright creek
#

New Release: RemainOverNight System

https://steamcommunity.com/sharedfiles/filedetails/?id=3438988923

This mod provides the players with a system that allows them to initialises a Remain Over Night Time Skip themselves, no Zeus shenanigans needed.
it also supports "Interruptions", meaning the players RONcould be interrupted by an enemy patrol strolling by.
Its highly inspired by the RON scenes expierenced during the SOG:PF Campaign Missions.

Dependencies:

CDLC: SOGPF
CBA

solemn trail
fresh plover
#

Alpha release since I cannot fix some bugs, but I have spent too much time on it so I cannot not share it 🙂

hidden schooner
#

Advanced Developer Tools has been updated to Version v4.0
Added:

  • Keybinding support: 99% of mod keys can be rebound. See the mod preferences (note: you can't map the same key to multiple functions per window)
  • Console: Move line (default: Alt+Up/Down)
  • Console: Duplicate selection (default: Ctrl+D)
  • Console: Add line above/below (default: Ctrl+Shift+Enter/Ctrl+Enter)
  • Console: Remove line (default: Ctrl+Shift+X)
  • Console: Copy and Cut now copy/cut the whole line if no text is selected
  • Merged all extensions into one: ADT.dll, ADT_x64.dll

Fixed

noble fractal
#

Vietcong: Fist Alpha COOP coop campaign for 2-6 players.
Version 1.0
Language support: English, Czech
DLC needed: S.O.G. Prairie Fire
Mods needed: StaminaPLUS, S.O.G. Nickel Steel

Features

  • Five PvE missions
  • Original voice acting from Vietcong: Fist Alpha (2004)
  • Briefings, armory, custom starting points
  • Selectable difficulty in lobby parameters

English version:
https://steamcommunity.com/sharedfiles/filedetails/?id=3442600541

Czech version:
https://steamcommunity.com/sharedfiles/filedetails/?id=3442599304

silent zealot
crimson magnet
#

Pylon Anywhere
New keybind to aim a Remote Turret without using a UAV Terminal. New 3DEN Attribute to allow remote weapons to auto engage enemies. Added base game MRL pod as a pylon magazine.

https://youtu.be/EP5Xm2Vx3Qg https://youtu.be/B7R0q7wsKq8
https://steamcommunity.com/sharedfiles/filedetails/?id=3046009388

regal kiln
graceful ruin
main fossil
fresh plover
gleaming veldt
solemn trail
eternal glade
late zephyr
silent zealot
solemn trail
hybrid osprey
crystal vigil
#

Steam Workshop::Unconscious Collision Di...

gilded egret
balmy swan
#

Looking for a interactive EOD mod

balmy swan
#

@surreal pasture Like something that gives EOD more to do, makes it more then js clicking a button to defuse a mine

#

Preferably UI based

surreal pasture
balmy swan
#

Thank you

forest anchor
nocturne badger
solemn trail
bright creek
wild marten
fresh plover
native birch
wild marten
solemn trail
random turret
#

ARMATAK Mod

ARMATAK is a Arma 3 mod that allow player's to use in game information inside ATAK devices

Features:

  • Create a Connection between the serverside Arma 3 and a TAK Server using a TCP connection to send the markers from Arma 3 to ATAK.
  • Create a connection between the clientside Arma 3 and the user's phone in order to mock the phone's location to the player's location.
  • Create RTSP Video Streams for ATAK using ACE interactions.

https://steamcommunity.com/sharedfiles/filedetails/?id=3459981650

solemn trail
crimson magnet
solemn trail
jaunty rover
fresh plover
sleek vale
noble fractal
eager plank
eager plank
noble fractal
solemn trail
crimson magnet
vernal nova
civic ice
#

https://steamcommunity.com/sharedfiles/filedetails/?id=623475643

8.4.0

ADDED

  • Added localization for garrison combo entries
  • New Garrison tool
  • Garrison any building by simply dragging all selected entities onto it after pressing the "G" key
  • When dragging a single entity onto a building, the position that would be manned is highlighted
  • Various settings are available in the Editor Preferences:
  • Selection mode
  • Preventing to fill building positions that are already manned
  • Random orientation
  • Various stance options
  • Disabling pathfinding
  • Automatic grouping into layers
  • Automatic grouping (Currently broken in A3)

CHANGED

  • French translation update by Alfred-Neuman
  • Fixed drawing of building positions wouldn't work
desert fog
wild marten
#

update 2025-05-09:

  • Optimizations in code, targeting and target selection
  • CAS strike can now be called on red smoke found 1000 meter around player
  • CAS strike options can be switched in moddescription tab
  • CAS debug mode available
  • CAS actionmenu entry can now be turned off
  • CAS can now be called in moddescription tab

https://steamcommunity.com/sharedfiles/filedetails/?id=3473212949
https://www.youtube.com/watch?v=ujvDWqxIYs8

cosmic jewel
solemn trail
tropic obsidian
opal hinge
calm helm
desert fog
chrome otter
chrome otter
solemn trail
crimson magnet
#

Ride Where You Look has been updated with FFV Anywhere!

From any vehicle seat, get placed into an FFV turret attached at the same location via CBA keybind. Exit the vehicle to be placed into your original seat.
While in this mode, units may not be visible to regular vehicle occupants, but will be able to see ViV cargo and other FFV enjoyers.

https://youtu.be/hBnwFTMeZXQ
https://www.youtube.com/watch?v=ezk32hkx7Hw
https://steamcommunity.com/sharedfiles/filedetails/?id=2153127400

From any vehicle seat, get placed into an FFV turret attached at the same location via CBA keybind.
While in this mode, units may not be visible to regular vehicle occupants, but will be able to see ViV cargo and other FFV enjoyers.
CBA Setting for mission makers and server admins to enable or disable this feature.

Ride Where You Look https://s...

▶ Play video

Coming soon as an update to Ride Where You Look!

Creates an FFV turret and attaches it to your current vehicle at your seat position.

Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2153127400

https://www.buymeacoffee.com/ampersand

▶ Play video
main fossil
solemn trail
crimson magnet
#

AI Helicopter Decelerate No Climbing

Prevent AI controlled helicopers from zoom climbing when they try to decelerate.
Detects deleration based on altitude, speed, and attitude. Uses addForce to maintain a level trajectory until deceleration is complete.
Compatible with AI and support mods.

https://steamcommunity.com/sharedfiles/filedetails/?id=3496308284
https://youtu.be/wnTm_PQy2EE

AI Helicopter Decelerate No Climbing

Prevent AI controlled helicopers from zoom climbing when they try to decelerate.
Detects deleration based on altitude, speed, and attitude. Uses addForce to maintain a level trajectory until deceleration is complete.
Compatible with AI and support mods.

https://steamcommunity.com/sharedfiles/filedetail...

▶ Play video
cinder roost
#

What is this?
This is a small mod that makes variants of the RHS USAF M72A7 LAW and M136 AT4 with different penetration, damage, and ACE backblast values.

Weapons

NAMMO M72 Series

  • M72A8 (HEDP-FFE) - High Explosive Dual Purpose Fire From Enclosure with 1 meter backblast and 10 degree backblast angle (HEDP-FFE)
  • M72A9 (HEASM) - High Explosive Anti Structure Munition (HEASM). Under British Service as the Light Anti Structure Missile or LASM.
  • M72A10 (ASMFRAG-FFE) - High Explosive Anti Structure Munition Fire From Enclosure with 1 meter backblast and 10 degree backblast angle (ASM-FFE)
  • M72A12 (ASMFRAG) - High Explosive Anti Structure Munition Fragmentation(ASMFRAG). Improvement over the M72A9 (HEASM).
  • M72 ASM RC - High Explosive Anti Structure Munition Reduced caliber (ASMRC). 45mm reduced caliber and weight anti structure munition. Under Finnish service as the 66 KES 12 RAK.
  • M72 EC Mk. 1 (HEEC) - High Exposive Enhanced capacity with 450 mm of penetration against RHA (HEEC). Under Finnish service as the 66 KES 12.
  • M72 EC Mk. 2 (HEEC) - High Exposive Enhanced capacity with 300 mm of penetration against RHA (HEEC)

SAAB M136 AT4 Series
Modern M136 AT4 series munitions produced by SAAB are now confined space with 1 meter backblast distance and 10 degree backblast angle.

  • M136 (CSHP) - Confined Space High Penetration with 460 mm penetration against RHA.
  • M136 (CSER) - Confined Space Extended Range. Sights can range up to 600 meters.
  • M136 (CSAST) - Confined Space Anti Structure Tandem Warhead.
  • M136 (CSHE) - Confined Space High Explosive. Fragmentation in warhead created by tungsten balls creating a ~400 meter squared kill radius.

https://steamcommunity.com/sharedfiles/filedetails/?id=3496189944

merry jolt
bright creek
#

https://steamcommunity.com/workshop/filedetails/?id=3438988923

Remain over Night v1.1

What's Changed

Removed SOGPF dependency:

Until i have time for a better solution:

If watch overlay disabled or SOGPF not loaded, the RON transition default to new, simple transition: Simple fade to Black and Back.

I have some idea's for a better alternative but i make no promises about the if and when.

General Overhaul and Rework

  • added default Transition: Fade to Black and Back.
  • removed SOGPF Dependency.
  • removed unintended ace requirement

New Modes:

  1. Skip during Nighttime to Sunrise ( like previously )
  2. Skip during Daytime to Sunset
  3. Custom: Skip at any time to custom Daytime - defined through API.
  • New API: See Github Readme

!!! Due to the rework and detachment from the SOGPF DLC I decided to change the prefix from vn_ron to ron.
-> all previous CBA settings have new "name".
-> API Variables are updated! I added support for legacy but it might not be 100% perfect.

chrome otter
hidden schooner
steep scroll
#

Spartan HUD

a lightweight, tactical HUD overhaul for Arma 3, inspired by Escape from Tarkov. This HUD delivers information in a clean, lower-left interface. Perfect for players who crave a minimalist yet functional UI.

🍵

https://steamcommunity.com/sharedfiles/filedetails/?id=3499541892

Source code:
https://github.com/TenuredCLOUD/Spartan

GitHub

Spartan HUD introduces a unique hud design into Arma 3 themed off of Escape from Tarkov. - TenuredCLOUD/Spartan

pallid umbra
twilit frost
desert fog
#

Warriors Haven Framework has been updated across all three map ports, including improved compatibility with ACE, support for six more factions, two new side missions, and autonomous FPV drones. In addition, we've released a new gamemode port for Variable.A's Mogadishu map! Best suited with Western Sahara's Tura faction.

Mogadishu port: https://steamcommunity.com/sharedfiles/filedetails/?id=3500539207
Full* changelog on GitHub: https://github.com/Warriors-Haven-Gaming/WHFramework/releases/tag/2025.6.16
-# * not including 2025.6.17, 2025.6.18, and 2025.6.19

civic ice
main vortex
sleek vale
#

Frontline Operations V1.9 is released!

Changelog

Air & Support

  • Replaced legacy air support with an Air Tasking Order (ATO) system for precision bombing and strike coordination.
  • Introduced a virtual air asset manager to handle aircraft already in the virtualization system.
  • Added artillery to enemy factions and improved AI commander logic for deploying artillery effectively.

Patrols & AI Behavior

  • New cycle patrols with safe-spawn functionality for enemy groups.
  • AI aggression levels now impact the number of groups the commander will commit to attacks.
  • Improved garrison behavior and attack staging for more realistic and tactical AI defense patterns.

Objective System Overhaul

  • Implemented an objective graph with logistical route support, work-in-progress but will be used for AI Commander Logistics in the future.
  • Reworked objective creation to include size-based requirements and no longer require marking the map in advance. It can now be played on any map very easily and quickly, just port the files to any map!
  • Visual objectives and dominance tracking added for better player feedback and situational awareness.

Mission Saves & Persistence

  • Rewrote save/load systems to use missionProfileNamespace for more reliable persistence.
  • Converted mission data to hash maps and removed obsolete global variables for better data hygiene.

Civilian System Rework

  • Full civilian AI overhaul including:

    • Building garrisons
    • Updated pathfinding logic
    • New investigation behavior
  • Civilian presence now directly affects AI commander decisions, influencing aggression and unit allocation.

https://github.com/FrontlineOps/FLOPS_FLO/releases/tag/V1.9.0

GitHub

🛠️ FLOPS_FLO Update Log
Air & Support

Replaced legacy air support with an Air Tasking Order (ATO) system for precision bombing and strike coordination.
Introduced a virtual air asset manager t...

#

(SoonTM on the Workshop)

solemn trail
prisma wasp
#

Now with a full AI system for those of you that wish to play PvE or PvPvE

# Alpha Version v0.8.0

- Added AI Systems
    - AI will now fill player slots (still keep AI disabled in description.ext)
    - Each group has their own personality (Neutral, Offensive, Defensive, Chaotic)
    - AI will sort silo locations by priority algorithm
    - AI will use vehicles nearby (independent AI can steal your vehicles so beware!)
    - AI will select random loadout of available loadouts at current and previous tiers

https://steamcommunity.com/sharedfiles/filedetails/?id=3488401821

main vortex
solemn trail
civic ice
celest bison
burnt remnant
obsidian pendant
static osprey
pallid umbra
desert fog
errant raven
sleek vale
grizzled tusk
pallid umbra
reef bloom
desert wing
solemn trail
static osprey
zinc star
fresh plover
bright creek
bright creek
slate hazel
#

Hello everyone, does anyone here by any chance have the Arma 2 Benny Warfare mission?

knotty spire
#

idk why its not showing

opal haven
#

.

desert fog
#

Summary of updates from last two weeks for Warriors Haven Framework:

  • Merge existing map ports into our first all-in-one workshop mod
  • Polish up the main operating base for our Tanoa map port
  • Support more non-NATO vehicles in each base's spawner laptops
  • Finally add naval and aerial capabilities to OPFOR factions
  • Squash bugs and make a bunch of QoL improvements

Full changelog on GitHub: https://github.com/Warriors-Haven-Gaming/WHFramework/releases
Available on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3514182772

solemn trail
solemn trail
knotty spire
#

Guardians of Damascus Redone 2011-2017

Hello! some of you may remember my faction mod I was working on aka Project: Guardians of Damascus, Well I finished it along with the Extra factions in the mod's description!

The Main mod adds the Assad divisions/paramilitaries/police etc etc factions into the list, it is very massive but that was my idea of it, while the 3 other extra mods add the FSA, SDF, Hezbollah and 2 other Assad Military Formations along with another FSA faction, I do plan on making my next faction mod to be focused on the Iraqi Front and others!

PS some of the factions I had to rush working on, so quality might be a mix mix

So enjoy!

https://steamcommunity.com/sharedfiles/filedetails/?id=3525673545

fresh plover
crimson magnet
tranquil jolt
fresh plover
civic ice
#

3den Enhanced
https://steamcommunity.com/sharedfiles/filedetails/?id=623475643

8.7.0

ADDED

CHANGED

  • Asset Browser's mod filter no longer shows mods that don't add assets
  • Fixed links to Steam and GitHub would not work when accessed through the menu strip
  • Fixed missing translation for the Stance attribute in the preferences
  • Fixed opening the Zeus Addons UI would create spam in the RPT
  • Fixed RPT message (empty class)
  • Fixed wrong translation for Minimap Scale attribute
  • Help buttons in various UIs were standardized
  • Improved Debug Options category names
  • Marker Preview now only works if either custom shape or custom color was set
  • Moon Phases Utility could not be opened from menu strip
  • Search button in the favorites tab had no functionality
  • Updated French translation by Alfred-Neuman

REMOVED

  • Shortcuts UI in favour of the 3DEN Command Palette (shortcuts can be viewed there too)
GitHub

Official 3den Enhanced repository. Contribute to R3voA3/3den-Enhanced development by creating an account on GitHub.

bright lark
opal hinge
#

Solo Event Spawner - Arma Reforger

crimson magnet
#

SIG P320 M17 M18 Random Discharge
A P320, M17, or M18 pistol, when equipped or holstered, will have a chance to randomly discharge whenever the unit's animation changes. The chance defaults to 1 in 10,000, and can be changed by CBA setting.
https://steamcommunity.com/sharedfiles/filedetails/?id=3533685172
https://www.youtube.com/watch?v=s15YsQL_w2A

chrome otter
bright creek
crimson magnet
#

SIG P320 M17 M18 Random Discharge Updated:
Discharge vector is now randomized to simulate holster movement. https://steamcommunity.com/sharedfiles/filedetails/?id=3533685172
https://youtu.be/MyRH5nMu2AU

Discharge vector is now randomized to simulate holster movement.

Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=3533685172

Realism and Immersion!

A P320, M17, or M18 pistol, when equipped or holstered, will have a chance to randomly discharge whenever the unit's animation changes. The chance defaults to 1 in 10,000, and...

▶ Play video
wild marten
#

MDH CAS update
changelog since last post:
added more callModes / changed minDistance parameter to all friendly players not only CAS caller / added support of USAF AC130 / added support of Blackfish Gunship / added usage of unguided rocket pods / added usage of pylon machineguns / added support for CDLC Prairie Fire Napalm bombs / now all available Planes with Bombs/Rockets/Missiles/Gunpods of all CDLCs, CUP, RHS should work / CAS strike can now be called on red smoke found 1000 meter around player / CAS strike options can be switched in moddescription tab

https://steamcommunity.com/sharedfiles/filedetails/?id=3473212949
Discussion here -> https://discord.com/channels/105462288051380224/1400375376215150693

chrome otter
desert fog
#

Updated Warriors Haven Framework from <t:1752596400:d>-<t:1754176740:d>:

  • Add single-dependency gamemode port to Drakovac map by Sgt.Enfisk
  • Add multi-dependency gamemode port to Mehland map by... A RoadBlock made of Nuggets
  • Add WHF_deadzone* and WHF_safezone* special area markers for mission creators to suppress mission generation and mark friendly-fire safezones
  • Remake Altis port's main operating base at the AAC airfield with more assets at players' disposal
  • Enable armor and anti-air vehicles to spawn in Annex Region objectives without CBA by default
  • Optimize enemy CAS reinforcement system to efficiently detect and prioritize BLUFOR targets
  • Fix disabled commands breaking TFAR compatibility

Full changelog on GitHub: https://github.com/Warriors-Haven-Gaming/WHFramework/releases
Available on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3514182772

bright creek
#

Immersion Cigs - Rewrite - 2.5.2

https://steamcommunity.com/sharedfiles/filedetails/?id=3375788189

Summary of Changes

  • Fix: Smoking Kills... large pop servers
  • API Stuff
  • Rework of Config and File Structure for most addons

Full Changelog

https://github.com/CVO-Org/immersion-cigs-rewrite/releases/tag/v2.5.2

GitHub

What's Changed
Improvements 📈

General Config and File Structure Refractor by @OverlordZorn in #87

Fixes 🛠

Core - Fix: Smoking Kills... large pop servers by @OverlordZorn in #100

Other Chang...

sleek vale
#

https://github.com/FrontlineOps/FLOPS_FLO/releases/tag/V1.9.4

V1.9.4

Changelog is way too log.

The General Objective of 1.9.4 was error fixing, optimization, and handling cases where issues may arise from invalid data.
Additionally the initial work on entertaining the player outside of battling for the objective.
Also V1.9.5 will continue to focus on error fixing, optimization, and continued expansion on engaging the players as well as the most important fact of allowing players to more easily download and just fucking play FLO. haha

GitHub

V1.9.4 Overview:

significantly overhaul the AI commander logic, refine the mission loading and saving processes, enhance side missions with queuing and background events, implements notifications ...

wild marten
bright creek
#

https://steamcommunity.com/sharedfiles/filedetails/?id=3375788189

Immersion Cigs - Rewrite Update: 2.5.4

New Features 🎉

- General Code Refractor and Cleanup
  - Cigarettes are now based on puffs instead of time
  - Player Smoking Habbits can influence how long your cigarette lasts
- NIL - New: Nil Cig Brand
- Core - New: Ace Action to Pay Respect to the fallen
- Core - New: Light Effects for Smoking
- Core - New: Incompatible Mods Message

Full Changelog: https://github.com/CVO-Org/immersion-cigs-rewrite/releases/tag/v2.5.4

bright creek
wild marten
#

MDH CAS update 2025-08-20:

  • added support of AC-119 (S.O.G. Nickel Steel)
  • added support of AA Missiles to attack enemy Airtargets
  • changed mode BROKEN ARRWOW planes now come in faster
  • added more Modoptions in the ModDescriptionTab

https://www.youtube.com/watch?v=stl_pOK1m-8
https://steamcommunity.com/sharedfiles/filedetails/?id=3473212949

forest spruce
gleaming veldt
#

Africa Ablaze v2.5 released

Main new content

  • 3 additional new factions for Angola and Mozambique
  • multiple new aircraft and vehicle textures
  • variety of new props

Africa Ablaze is a mod covering Cold War era conflicts in Africa (1960-1990). It currently consists of 26 factions covering the Congo Crisis, Portuguese Colonial Wars, South African Border wars, Nigerian Civil War and Rhodesian Bush War. Many factions, props, textures and flags covered nowhere else.

https://steamcommunity.com/sharedfiles/filedetails/?id=3266412790

tranquil jolt
hybrid osprey
rain jolt
pale comet
#

"Better CAS Environment (BCE)" release v1.0.0

https://steamcommunity.com/sharedfiles/filedetails/?id=2853828143

What's Changed

  • New cTab ATAK UI framework (🔧 WIP)
  • New UI animation engine (🔧 WIP)
  • New Basic Group Layout for ATAK (❌ not working yet)
  • New ATAK UI config framework (🔧 WIP)
  • New working Call for Fire (CFF) for ATAK mission builder (fully integrated with ATAK for now)
    • Only works for Local end and AI for now
  • New Improved Mission building framework (fully integrated with ATAK for now)
  • New Fuze framework for CFF mission (🔧 WIP)
  • New Mission map drawing framework (🔧 WIP)
  • Add a lot of CBA_Event APIs (🔧 WIP, parameters are subject to change)
  • Fix ACE Bug + POLPOX's MapTools Errors
  • Make picture JPEG format only
  • Readding Greasepencil mark for when BCE Aimpoint is deactivated by @Gruman88

  • Improve overall performance (map drawing, mission handling, etc)
  • ⚠️Will experience some mis-leading UI glitches (won't affect the gameplay)

cTab Map Optimizations (⚠️ Needs More Testing ⚠️).

  • Exclude markers from POLPOX MapTools to "cTabMarkerList" (*this seems like the main problem)
  • Refactor marker color handling and add getMarkerColor function
  • Fixed: Sometimes marker would disappear be edited with the new marker editor for cTab
echo comet
#

I built a simple little vehicle reinsert composition since I didnt like the ones I commonly used
The composition comes with:
-A reinsert pole that players can use the teleport to reinsert vehicles
-Plenty of vehicle options to use
-Customisable vehicle names in the reinsert menu
-Dynamic menu that wont show deleted vehicles

Feel free to use it and give feedback
https://steamcommunity.com/sharedfiles/filedetails/?id=3561693434
https://youtu.be/7s3OUmJerjQ

gloomy sluice
tranquil jolt
#

"RR Zeus Animations Mod" release v2.0

https://steamcommunity.com/sharedfiles/filedetails/?id=3555117652

What's Changed

  • Fixed synchronization issues with animations in multiplayer.
  • Improved compatibility with dedicated servers – animations now play correctly for all clients.
  • Added proper use of remoteExec for reliable animation triggering across networked environments.
  • Optimized module scripts to reduce unnecessary network traffic and improve performance.
  • Enhanced error handling and fallback logic to ensure consistent behavior.
  • This update ensures that any animations triggered through the module are now fully MP-compatible and work seamlessly on dedicated servers.
bright creek
#

ZEIC - Zeus And Eden Interior Community Version

https://steamcommunity.com/sharedfiles/filedetails/?id=3567067667

Since this mod hasnt been updated since 6 months and the author hasnt responded to me since several weeks, i took the effort to create a more accessible community version of this mod.

v1.0.0

  • Performance Improvements
  • 3den Editor Layers per Building for Interior Fill & Garrison
  • Added Sefrou-Ramal Compositions by Cynicus

https://discord.com/channels/105462288051380224/1416234646311665837

vernal nova
#

# FTT: Steam Enhanced for Arma 3
2.0 release

+ New UI elements across the entire interface
+ Local Presets
  - Redesigned user interface
  - -mod= line generator for streamlined setup on generic panels
  - Mods now sorted by priority/weight
  - Color-coded organization added
  - Various bug fixes and improvements
 
+ Mod Dependencies Editor
  - Completely redesigned interface
  - Auto-add mods feature when importing presets
  - Warning notifications for unsubscribed mods during addition attempts
  
+ Steam Workshop Mod Pages
  - Enhanced user interface improvements
  - One-click mod ID copy to clipboard functionality

the button says -mods= but the output is correct (-mod=)
https://ibit.ly/A7Kao

white raven
quaint canopy
ashen kernel
late zephyr
desert fog
#

Updated Warriors Haven Framework from <t:1757697780:d>-<t:1758734640:d>:

  • Add AA Specialist role for players and AI recruits
  • Add vanilla variant of tower HQ composition for Annex Region's headquarters
  • Swapped out 40 role-specific slots in mission.sqm for 128 rifleman slots
  • Limit max players per role based on player count (hardcoded for now)
  • Rewrite mission loops to guarantee consistent grace periods between missions
  • Fix ungarrisoned OPFOR units not being garbage collected after mission completion
  • Fix rare issue where the first player in a dedicated server would not receive their role or loadout
  • Fix unintentional resurrection when rearming recruits (profiling v26 only)
    Full changelog on GitHub: https://github.com/Warriors-Haven-Gaming/WHFramework/releases
    Available on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3514182772
solemn trail
bright creek
gleaming veldt
bitter otter
opal hinge
#

Screenshots in post

desert fog
#

Updated Warriors Haven Framework from <t:1758734640:d>-<t:1759667100:d>:

  • BREAKING CHANGE: Replace Fighter Pilot role with Rotary and Fixed Wing roles
  • Add single-dependency gamemode port to Kaska by Chaplato
  • Add Zeus-compatible red smoke indicators for AI-fired artillery
  • Add support for USAF Fighter mods in vehicle spawner laptops
  • Increase default Active Protection System charges from 2/3/4 to 3/4/6
  • Allow scaling Annex Region mission size up to 80 players (1700m, 400+ AI)
  • Fix players being able to assemble FPV drones while inside a vehicle
  • Fix multiple main AOs sharing the same faction when spawned concurrently
    Available on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3514182772
    Full changelog on GitHub: https://github.com/Warriors-Haven-Gaming/WHFramework/releases
paper plank
#

Yeo

#

Looking great

raw jungle
silent zealot
supple ledge
desert fog
#

Updated Warriors Haven Framework from <t:1759667100:d>-<t:1760721660:d>:

  • Add zero-dependency gamemode port to Livonia (requires Contact DLC)
  • Add E22 Russian Armed Forces 2.0 as supported OPFOR factions
  • Add compatibility with CBA extended loadouts when closing arsenal
  • Add CBA setting to prevent negative player ratings that trigger friendly AI to attack them
  • Add CBA setting to globally restrict items from vanilla and ACE arsenals
  • Allow recruits to synchronize their CBA attachments with the player (IR / flashlight / visible lasers)
    Available on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3514182772
    Full changelog on GitHub: https://github.com/Warriors-Haven-Gaming/WHFramework/releases
main fossil
hybrid juniper
#

Hello everyone, back after a few weeks with some more updates to the Force Through gamemode (https://steamcommunity.com/workshop/filedetails/?id=2427506774)

For those who haven't seen this, it's a customizable game mode putting the player in an AI-heavy battle where a constant stream of soldiers from both sides try to push each other back.
A lot of focus and effort went into making the AI groups maneuver as sensibly as I can - they move between cover, flank to attack from advantageous positions, etc.
You're able to switch to any friendly unit on the battlefield, allowing you to play either as a group leader, or just a follower.

-Made some improvements to the way targets are assigned:
--- Groups will distribute targets among themselves in a more sensible way.
--- Groups will get targets assigned to them as soon as they spawn without needing them to wander closer to known enemies first.
-Added a setting to prevent units from breaking formation to engage targets.
-Show what groups are attacking what targets on the map.

Give these scenarios a shot if you haven't yet.

Steam Workshop: Arma 3. Force Through is a game mode where two sides fight to push the front line of the battle towards the starting position of the enemy side.

Discussions thread: https://steamcommunity.com/app/107410/di

gleaming veldt
fathom moon
#

ACE Wardrobe Extended

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3595979374
Github: https://github.com/CVO-Org/ace-wardrobe-extended

Provides ACE Wardrobe Compatibility to many other 3rd Party Mods.

Your favourite Assets Mod is missing? All Contributions are welcome!

Currently Supported Mods

  • BWmod
  • (CUP) Norwegian Armed Forces
  • (CUP) Polish Armed Forces
  • (CUP) Spanish Armed Forces
  • (CUP) Ukrainian Armed Forces
  • (CUP) Finnish Defence Forces
  • (CUP) Livonian Defense Force
  • Community Factions Project (CFP)
  • 3CB BAF Equipment
  • Project Opfor
  • 3CB Factions

We also have a Discord for Question and Help: https://discord.gg/ag4v6kxYAa

GitHub

Contribute to CVO-Org/ace-wardrobe-extended development by creating an account on GitHub.

bitter oxide
wild marten
#

MDH CAS update 2025-11-03:

  • adjusted BrokenArrow mode
  • added a check before starting final gunrun if friendly players are nearby the target zone(minDistance) and abort
  • you can now save 8 different planes per side instead of 3
  • save plane Action is now hidden when the plane engine is on
  • fix in mode near Cursortarget (did not work when Player was in a vehicle)
  • fix in safeDistance (when AGM missiles are available, it will use those against ground vehicles instead of aborting the CAS strike)
  • when using mode casMapMarker and no marker with "cas" in the name is found but the player's custom waypoint is active, then it will use this
  • adjust the spawn distance under specific circumstances (AA target 4km, noAA target 3km, noAA and noAT target 2.5 km)

https://www.youtube.com/watch?v=O25en_oNI-E
https://steamcommunity.com/sharedfiles/filedetails/?id=3473212949

onyx thunder
#

HighLightS [HLS]

HighLightS is a custom lighting tweak and tonemapping for Arma 3.

Features:

  • Custom HDR tonemapping
  • Custom lighting
  • Smoother transition sun/moon light
  • Smoother transition clear/overcast weather
  • Smoother sunset/sunrise
  • Smaller rain/snow particles
  • Smaller stars
  • Darker NVG
  • Wider lens flare (artificial lights)
  • Rain starts at 0.7 overcast instead of 0.5
  • Lightning starts at 0.95 overcast instead of 0.85

https://steamcommunity.com/sharedfiles/filedetails/?id=3587581054

languid bramble
#

Introducing ArmaPlanner 🎮

Plan. Organize. Dominate.
Meet ArmaPlanner – the web-based mission management hub built for Arma 3 creators, unit leaders, and event organisers.

What you can do:

  • Create missions with a draft → publish workflow, and organise them by category & badge (e.g., “Special Ops”, “No Respawn”).
  • Upload mission images (.jpg/.png) and mod-pack files (and export the mission as an HTML package) for players to download.
  • Add intel & briefing documents (maps, photos, reports) with classification levels, attachments, and threadable comments to centralise your mission info.
  • Define and manage roles: name + description, slot count, rank/experience requirements; let users apply + track their application status.
  • Seamless user sign-in via Steam: it auto-imports your display name + avatar; keeps track of your application history & mission participation.

Work in Progress:

  • 🤖 Discord Bot integration — mission notifications, quick role applies, and more.
  • 🧩 In-Game Interface Addon — access mission data and roles directly inside Arma 3. Let the addon take care of slots and attendance.
  • UI/UX optimizations — for the best experience.

Why use it:

  • Everything your players need (images, modpacks, briefings, roles) is in one place — no more scattered Discord/Excels/Drive links.
  • You get structured mission operations: proper role definitions, player applications, and centralised data.
  • Players get clarity: what’s expected, how to apply, and full mission context before deployment.
  • Built with web tech — no heavy installs, just open in your browser and go.

Public Release

This is the first public release of ArmaPlanner!
Your feedback, suggestions, and bug reports are highly appreciated — help shape the future of Arma mission management.

👉 Try it now: https://arma.i2s.cz/
💬 Hit me up with any suggestions, feedback, questions or requests 🙂

thick vector
#

Polish Armament Mod – Update 0.5 "Patrol"

The biggest update since release is here!
Version 0.5 brings a wave of new equipment and long-awaited additions:

New content:

Jelcz 442.32 utility truck
Iconic wz. 96 Beryl A/B/C and Mini-Beryl B/C rifles
VIS 100 pistol
Swiss Eye Raptor protective glasses
Insignias of 10th Armoured Cavalry Brigade, 25th Air Cavalry Brigade (incl. dark variant), 23rd Tactical Air Base, and 8th Tactical Aviation Squadron

Changes:

Reworked Grom missile flight model for improved realism

https://steamcommunity.com/sharedfiles/filedetails/?id=3310020577

quiet rapids
#

Antistasi - The Mod: Update 3.10.0 Released

Discord: https://discord.gg/antistasi

Changelog is on the Github linked releases page; it is the largest update in about 3 years
https://github.com/official-antistasi-community/A3-Antistasi/releases/tag/3.10.0
https://steamcommunity.com/sharedfiles/filedetails/?id=2867537125

Update highlights:
- 18 new enemy factions, and a handful of new rebel and civilian factions alongside
- Game save files now use JSON and can be exported and moved between computers
- Rework to cities and HR, additional dynamically generated missions spawn in cities
- Rework to garrisons and QRFs to make gameplay and enemy responses more intuitive and fun
- New role selection menu and mechanics
- Even more updates and work on the new battle menu
- Buildable helipads!
and more! See the changelog for a full list of changes.

digital shuttle
bitter otter
chrome otter
wild marten
#

MDH Explosives Actions:
You get the better holdAction menu entries to put down Explosives or you also can deactivate actions complete and put down and activate explosives manually.

https://steamcommunity.com/sharedfiles/filedetails/?id=3606788696
https://www.youtube.com/watch?v=hmc9hlED5EI

desert fog
#

Minor update today for Warriors Haven Framework:

solemn trail
gleaming veldt
jagged wigeon
#

Going public today. Yet another slotting tool but with a sexy interface, steam login, lots of options to automate slot unlocking and the ability to share slots across communities via invite for joint ops.
https://arma.events/

mellow patio
keen gull
#

RKSL Studios Combined Vehicle Weapons Pack

The Combined Vehicle Weapons Pack is a library of 161 unique weapons with over 350 magazine options.

ATTENTION: I am still working out some issues with the pack. So please be patient.

The plan was to consolidate all the various weapons used by our projects into a common library to reduce addon sizes and help with maintenance and config bugs. Originally intended to support solely RKSL projects we decided to document it and try to make it easier for other community members to use too.

My plan was to give each 'side' an equivalent weapon in each classification type. Making a balanced weapons set of UK, US, Russian, Chinese and Israeli or EU weapons for use with anyone's addons. I've yet to to make it truly balanced but I am working on it.

We are always adding to this so make sure you check for updates.
https://steamcommunity.com/sharedfiles/filedetails/?id=3612124287

keen gull
wild marten
reef lily
fathom moon
wild marten
fresh plover
desert fog
quaint canopy
jolly yoke
wild marten
solemn trail
gilded egret
#

Fly high gentlemen: Aerodynamics Lab v1.6.3 has been released!
Enjoy more aircraft brought up to AL standards, including the Pook Tu-16, FIR F-15EX, Luca MiG-29M, TeTeTe3 Su-35, and more! Helicopters also make their debut, with enhanced functionality and compatibility. Oh yeah, the numbers on drop tanks mean something now too.

Aircraft MFDs, HUDs, and HMDs, have been overhauled! HUDs are now completely vanilla-alike, meticulously and mathematically calculated to line up with what you see outside your canopy. HMDs now match vanilla standards, and require an HMD compatible helmet to function. Wanna to fly that Black Wasp with nothing but slicked back hair and a pair of Aviators? Hope you like instrument flying. In addition, some errors on vanilla helicopter MFDs were fixed (notably RAH-66 pylons).

Hard dependencies on SOG:PF, FIR F-15, and FIR F-16 have been removed. These are now modular just like every other aircraft. Removing the SOG:PF dependency also was more intensive than I thought, causing me to completely rework the US rocket pods to match my latest standards. Vanilla "Shreiker" rockets are now standard, referred using the fictional "Mk70" designation for the rocket motor. While I couldn't get a working 19x rocket pod model, I've also ensured "AGR-20B" (DAGR) rockets are available.

For the nerds: https://designation-systems.net/

Note: Anti-radiation missiles no longer have autoSeekTarget = 1; set. Due to a vanilla bug, this allowed them to automatically guide towards any target, RADAR emitter or not. I decided it's best to prevent OP "anti-everything" missiles at the expense of a function that has cost me more friendly lives than enemy ones.

Full details in Changelog!
Certain mods with AL soft dependencies may have errors pop up until I update them, namely Total Warzone. If Project Red Dawn or NATO Improved have errors, please tell me!

https://steamcommunity.com/sharedfiles/filedetails/?id=2850427506

digital perch
fathom moon
hybrid osprey
velvet bane
hybrid osprey
#

It can't, it's a user-operated mod and not scriptable.

reef bloom
ornate tree
balmy aurora
#

Santa said you guys stayed on the nice list, so Hasty Ambush feature just released for SOG AI:

  • Added "Plan Hasty Ambush" action. You can now quickly set up an L ambush or Linear ambush.
  • When in stealth mode using Point Man, Point Man may recommend a potential ambush spot if he sees recent trail activity there.
  • Added "Restart SOG AI" action. Use this if one or more of your team stops responding to SOG AI commands. This action will also help solve problem in Western Sahara Extraction where after first mission your team no longer obeys SOG AI commands. After you RTB and recruit additional AI contractor, use this action to restart SOG AI.

Linear ambush video: https://www.youtube.com/watch?v=X6Fd2Vwkp1c

A new feature has been added to SOG AI where player can quickly set up a Hasty Ambush (either an L ambush or a Linear ambush). This feature is available in any ARMA scenario when running SOG AI. If you are being tracked, set up an ambush. If your mission task is to do an ambush, then this feature greatly simplifies setting up your team. And ...

▶ Play video
native meteor
nocturne badger
solemn trail
desert fog
solemn trail
winged crescent
solemn trail
#

I wished the embed would work... now it works.

winged crescent
#

d e n i e d 😁 or not pikachusurprised

fresh plover
gleaming veldt
hybrid juniper
#

Hi folks.

Finally released the Mortain port of the Force Through scenario:
https://steamcommunity.com/sharedfiles/filedetails/?id=3642941572

For those who haven't seen this, it's a customizable AI vs AI game mode putting the player in a relentless infantry battle where both sides try to push each other back with reinforcements continuously streaming in as old units get wiped out. A lot of focus and effort went into making the AI groups maneuver as sensibly as I can - they try to stick to areas with cover, flank to attack from advantageous positions, etc. You're able to switch to any friendly unit on the battlefield, allowing you to play either as a group leader using your own initiative to give your side the edge, or just as a regular soldier following the leader and going with the flow of the battle.

solemn trail
bleak oyster
desert fog
#

Updated Warriors Haven Framework:

abstract crater
rotund crystal
late zephyr
errant raven
rotund crystal
solemn trail
desert fog
supple ledge
feral timber
cinder lion
#

ALiVE Release Build 2.2.0.2601221

[ALL] Updated ALiVE version to 2.2.0.2601221 - Clusterbuild 2.20.152984 - A3 Public Stable.
[INDEX] Added index: Rung Sat Special Zone. S.O.G. Nickel Steel required.
[MIL_CQB] Fix for bad parameter parsing in 'Merge pull #819 from martin509/master. CQB start spawn positions'.
[VARIOUS] Add Chinese translations.
[MIL_CQB] Shuffle CQB start spawn positions.
[FNC_STRATEGIC] Adjusted vehicle spawn parking position.
[AMB_CIV_POPULATION] Added percentage chance civilians will get in vehicles.
[AMB_CIV_POPULATION] Added civilian interaction: 'stop'.
[AMB_CIV_POPULATION] Reduced volume of baby crying sound fx.
[MISSIONS] ALiVE Operation Cobra v.1.00.7 - Fixed issue where arsenal did not contain the correct weapons and items.
[MIL_PLACEMENT_CUSTOM] Fix guards/garrison and bring in line with mil_placement.
[SYS_PROFILE] Import entity profiles "objectType" field on saved data load.

https://github.com/ALiVEOS/ALiVE.OS/releases/tag/v2.2.0.2601221
https://steamcommunity.com/sharedfiles/filedetails/?id=620260972

shy briar
solemn trail
desert fog
#

Updated Warriors Haven Framework:

  • Add 300+ modded vehicles to vehicle spawner catalog
  • Add anti-air sites in Annex Region objective
  • Add small civilian population in Annex Region objective
  • Add CBA settings to scale quantity of mortar pits and AA sites
  • Add CBA setting to restrict halo jumping into objectives
  • Fix long-standing bug causing some AI groups to have fewer units than intended, particularly elite units
  • Fix curator modules not being reliably assigned to its owner after respawning
  • Fix Tigris AA emplacements not auto-rearming when depleting autocannon rounds
    Available on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3514182772
    Source code on GitHub: https://github.com/Warriors-Haven-Gaming/WHFramework/releases
desert fog
#

Another update to Warriors Haven Framework, linked above:

  • Add single-dependency gamemode port to Bornholm Revamped
  • Add imprisonment of detainees when released in a WHF_prison area marker or near an arsenal
  • Add Left Ctrl to list all players inside a vehicle for 3D and map icons
  • Fix duplicate CfgPatches name for Maksniemi port
  • Fix animals such as rabbits and fish being considered as obstructions to vehicle spawners
  • Fix captive state when revived by a mod (besides ACE) instead of the gamemode's revive system
  • Fix improper obstruction checks when spawning vehicles over water (again)
pale comet
hazy veldt
ripe mauve
gleaming veldt
#

** v3.0 of JBM Africa Ablaze released. **

** Highlights **

  • 3 new factions for Cold War African conflicts
  • many new textures for vehicles and aircraft, Congo UN vehicles, Ugandan Bell helicopters, Ethiopian and Congolese Alouette helicopters etc etc
  • about 40 new uniform combinations

https://steamcommunity.com/sharedfiles/filedetails/?id=3266412790

hybrid juniper
desert fog
#

Updated Warriors Haven Framework:

  • Add RKSL and Lordperal aircraft to vehicle spawner laptops
  • Add extra message variants for securing prisoners
  • Add kill feed chat messages for destroying vehicles (can be turned off in CBA settings)
  • Add experimental catalog of optional faction units/vehicles for forks to patch
  • Draw friendly and projectile icons on GPS side panels and artillery computer displays
  • Draw projectile icons for friendly shells, including tank and artillery rounds
  • Double service range of depots for all vehicles (50m for land, 100m for ships/aircraft)
    Available on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3514182772
    Source code on GitHub: https://github.com/Warriors-Haven-Gaming/WHFramework/releases
digital shuttle
#

Collection of vanilla based maps with no mods required. All Warlords for CTI lovers. If you enjoy share and like. Thank you.
V.R maps are meant to be played with a few friends In extreme close quarters CTI. It also contains no Vechs In V.R maps.

https://steamcommunity.com/workshop/filedetails/?id=3603856625

Steam Workshop: Arma 3. Warlords with AI and Jets that respawn. If you like It please like and favorite to show your support.

*Carriers with Jets that respawn.

*Re-arm, Re-fuel, and repair rings on airfields to fly t

supple ledge
#

https://steamcommunity.com/sharedfiles/filedetails/?id=3678888441

Just released an expansion mod for JCA - Hand Flares mod, meant to be seamlessly integrated with the original mod. This mod currently adds 4 colors (Blue, Purple, White, Yellow) on top of the original ones (Red , Green) and adds ACE3 compatibility to remove fragmentation from all of hand/signal flare grenades from both mods.

thin orbit
#

Bukrek's WW2 Cricket Mod
A communication mod that adds the 101st Airborne Division's iconic cricket device to Arma 3 with realistic sound and ACE3 integration.
https://steamcommunity.com/sharedfiles/filedetails/?id=3680068486

Showcase:
https://www.youtube.com/watch?v=YPSxZpT620Y

This mod brings the iconic "Cricket" device, used by the 101st Airborne Division during the 1944 Normandy Landings (D-Day), to the world of Arma 3. It is designed specifically to eliminate the risk of friendly fire and to communicate silently during night operations.

How to use?

  • By default, use ALT+1 and ALT+2 keys to produce 1 or 2 "Klik" ...
▶ Play video
thin orbit
thin orbit
#

Bukrek Jamming System

The Bükrek Jamming System is an advanced mod that brings a realistic and dynamic weapon malfunction mechanic to the world of Arma 3. Built upon the ACE3 overheating infrastructure, it completely disables standard and automated ACE3 procedures. In their place, it offers a multi-stage intervention system based on real-field experiences, requiring the player to make the right decisions under stress.

https://steamcommunity.com/sharedfiles/filedetails/?id=3680659957

pallid umbra
pallid umbra
desert fog
#

Updated Warriors Haven Framework:

wild marten
#

Star Sphere Tweaks (fix bugs and tweak the mod Star Sphere by POLPOX):

  • deactivate Star Sphere when using gear interface because of fps drops
  • deactivate Star Sphere when using thermal sights
  • set fixed Star Sphere value when using NVG
  • set auto Star Sphere value when using normal vision mode

https://steamcommunity.com/sharedfiles/filedetails/?id=3684665929
https://www.youtube.com/watch?v=-AzOVg3boZs

ruby wren
#

FLO is dynamic frontline warfare for Arma 3.

What FLO Delivers

  • BLUFOR and OPFOR run autonomous commanders at the same time.
  • Objectives are captured and recaptured from real force pressure.
  • Campaign-scale warfare stays active even when players are not in contact.
  • Virtualized large-scale battles plus live tactical combat near players.
  • Integrated logistics, reinforcements, artillery, and air support.

Quick Comparison

  • ALiVE: modular framework toolbox. FLO: ready-to-run integrated warfare package.
  • Antistasi: insurgency progression. FLO: conventional faction-vs-faction frontline war.
  • Liberation: sector progression loop. FLO: adaptive contested front with active opposing commanders.

Best For

Communities that want replayable, campaign-scale operations with persistent strategic pressure and squad-level gameplay.

Github Link

https://github.com/FrontlineOps/FLOPS_FLO/releases/tag/V2.0-Alpha-25

Discord Link

https://discord.gg/peZxP4ZYGU

GitHub

Full Changelog: V2.0-Alpha-24...V2.0-Alpha-25

acoustic viper
#

EFA - Arsenal

quiet rapids
solemn trail
wild marten
#

Update Star Sphere Tweaks (fix bugs and tweak the mod Star Sphere by POLPOX):

update 2026-03-25:

  • added switch to enable/disable Star Sphere using normal vision mode
  • added switch to enable/disable Star Sphere using NVG
  • added switch to fading out Star Sphere in bad weather

SteamWorkshop -> https://steamcommunity.com/sharedfiles/filedetails/?id=3684665929

solemn trail
#

DUI - Squad Radar 1.12.7 released agoogletada

Skipped a few versions, oops

Some cool features between 1.12.2 and now

  • Add custom info feature for name tags
  • Partial fix for custom FoV related eggification of the compass element
  • Allow setting unit specific custom colors (allowing more than 5 fire team colors with custom frameworks)

For the new features check the wiki on the GitHub page!

Changelog in GitHub link

https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
https://github.com/diwako/diwako_dui/releases/tag/1.12.7

opal hinge
#

Aim For The Bushes - Release v1.3.1

General

  • Optimized some conditions
  • Fixed some undefined variables

Static Line

  • Fixed locality issues with animationSourcePhase preventing jumps
  • Improve backpack handling
  • Implement Automatic Group Deploymnets
    • Lets (co)-pilots and jumpmasters command players / AI to jump
    • Units are grouped by fireteam, leader can jump before/in the middle/after groups (CBA Setting)

Big thanks to mrschick

GitHub - https://github.com/DartsArmaMods/AimForTheBushes
Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=3317533489

supple ledge
graceful ruin
#

[AFR] - Vanilla Replacement Mod has been released.
After a year in the making, the Vanilla Replacement mod expands upon my original [AFR] - Arma Factions Reimagined mod.

This mod replaces the vanilla units, uniforms and weapons for all vanilla factions. This means you can enjoy the campaign and any mission which uses the vanilla units, in a reimagined setting. The Replacement Mod builds upon my Arma Factions Reimagined mod and transforms vanilla into a more grounded experience.

https://steamcommunity.com/sharedfiles/filedetails/?id=3692105739

wary sandal
long zinc
quaint canopy
#

GX Drones (Version 1.5)

  • Adds new THeMIS UGV (cargo variant only currently with hunter-sp launcher and m2 variants on the way)
  • Adds ability to use NVGs on drones in third person
  • Adds new command framework for commanding drones on the fly without connecting to them directly via terminal (requires ACE)
    and lots more other fixes/optimisations for existing drones...

https://steamcommunity.com/sharedfiles/filedetails/?id=3460981677

hot vapor
severe bone
winged crescent
#

!purgeban @short blade 1d crypto scam hijack

void tapirBOT
solemn trail
desert fog
hybrid osprey
hybrid osprey
quaint canopy
#

GX Drones (Version 1.6)

  • Adds new Hunter-SP UAV loitering munitions with portable launcher to deploy in the field.
  • Adds new variant for THeMIS UGV that can fire 14x Hunter-SP UAV loitering munitions with methods to auto connect and control.
  • Adds new CBA keybinds for swapping drone seat and opening the UAV terminal
  • Adds new ACE support for changing interaction timers for deploying, picking up and recharging drones
  • and lots more small changes and fixes across the board...

https://steamcommunity.com/sharedfiles/filedetails/?id=3460981677

fervent moss
wraith acorn
#

TunCon More info for unconscious v1.4.0

  • Wake-Up Chance Display: shows your wake-up % chance, checks per minute, and epi boost while unconscious. Helps understand how wake-up works and why epi matters. Should be disabled if you prefer no technical values.
  • Triage Status Display: shows your assigned triage status while unconscious.

Both can be toggled in CBA settings.

https://steamcommunity.com/sharedfiles/filedetails/?id=3029597297

desert fog
#

Updated Warriors Haven Framework:

summer surge
#

SCO HotLZ - Release v1.0 - New Release

Core Functions

  • C2 Map Console - Build and control helicopter missions from the tactical map instead of fighting AI pilots and manual waypoint chains.
  • Air Assault Planning - Create custom insertion and extraction routes with navigation points, launch timing, landing zones, and return-to-base control.
  • Transport Flight - Command up to two transport helicopters for squad insertions, pickups, retasks, and mission recovery.
  • Gunship Escort - Add optional gunship cover to suppress the landing area while transports move in and out.
  • Hold / Retask / Alternate - Wave off inbound aircraft, hold them safely, then send them back to the LZ or divert to an alternate landing zone.
  • Traffic Management - Automatically separates transports around crowded LZs and sends trailing aircraft around when the landing zone is occupied.
  • Extraction Flow - Supports cleaner squad pickups with Go Go Go departure control, boarding assistance, and no-man-left-behind recovery checks.
  • Smoke Calls - Lead pickup aircraft can request smoke and report whether the LZ is marked or landing blind.
  • Lifecycle Reset - Aircraft return, shut down, and reset for the next mission without rebuilding the scenario.

Notes

  • Built for single-player helicopter air assault and extraction missions.
  • SOG_AI aware; Tested with VAN, SOG, CUP, and RHS assets.

Thanks for checking it out.

Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=3730364730

summer surge
#

SCO Talk‑n‑Awe — Release v0.4 Update

Voice Attack Profile for SOG AI

Core Functions

  • Voice‑Driven C2 — Natural phrases trigger SOG_AI + Vanilla AI actions: halt/silence, move/attack, bounds, defend lines, copy stance, rally/follow, lay‑low, Red/Green team moves, formations, posture shifts, and patrol presets.
  • Scout & Roles — Dedicated Scout toolkit (point, stealth patrol, scans, flanks, fall‑back, rejoin) plus instant voice‑assigned Scout/Sniper roles.
  • Unit & Vehicle Control — Direct‑select units 1–20; fast mount/dismount, team/squad ejects, convoy unloads.
  • ACE & Combat Utilities — Ammo checks, jam clears, interactions, breaching, clacker, suppressive fire, target assignment, quick weapon/pace/posture toggles, radio access.
  • Field Tools — Binos, flashlight, inventory, map, NVGs, momentary compass, silent flash signals.
  • Macro Chains (C) — Multi‑step tactical sequences (bounds, defend lines, patrol presets, eject flows) executed instantly at combat tempo.
  • Profile Control — Initialize profile speed, route voice output, start/stop listening.

Why Talk‑n‑Awe

Arma’s menus are slow; combat isn’t.
VoiceAttack delivers powerful scripting with an intuitive interface—turning complex multi‑key sequences into instant, reliable actions at the speed of the fight.

Notes

  • Built for single‑player SOG_AI + Vanilla AI.
  • Compatible with ACE and most SP‑focused mods.

Thanks for checking it out.

Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=3562843932

summer surge
#

SCO Solo - Release v1.0 Update

Core Functions

  • Squad Status - Compact squad report with injury, FAK, ammo, weapon, medic, and DOA info.
  • Squad Medic - Sends an assigned dynamic medic to triage, heal, issue FAKs, and return to formation.
  • Self-Heal - Lets squad members use FAKs when no medic is available.
  • Player Heal 100 - Optionally tops off player damage after self-heal and a timer.
  • Grass Comp - Gives prone squad members lightweight concealment help that fades near enemies.
  • Babble - Shows short radio-style status messages with simple audio feedback.
  • Identity - Applies real world branch-aware ranks, names, and stable squad identity data.
  • HUD Toggle - Optional keybind to switch between reduced and full HUD.
  • Force Load - Optional startup loadout helper for FAKs and ACE player items.

Notes

  • Built for single-player use with CBA options and keybinds.
  • SOG_AI aware; ACE compatible when ACE Medical is disabled.

Thanks for checking it out.

Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=3556482681

main fossil
calm helm
round citrus
#

FYI: this is strictly no SPAM channel, ...

daring jolt
solid steppe
daring jolt
#

The Holy Land Israeli Defence Force miniseries launched with the first episode, Hashba'ah; a mission where you play as a tank crew assaulting a heavily entrenched Takistani position

glossy quarry
solid steppe
solid steppe
hot perch
#

ArmA.Studio 0.1.6293.24366 got released
you will be prompted when you start ArmA.Studio if you are not up to date
Changes:

- Fixed Auto-Crash-Report not working
- Fixed invalid sorting
- Fixed crashes with non-ascii characters in workspace path
- Fixed crash when no debugger is present

- Changes layout of workspace selector dialog
- Added info about current workspace to title
- doubleclick on error info will now lead to line (for now only when document already is open)

Special thanks goes out to @vague badge and Knight (not in this discord) for this update
https://forums.bistudio.com/forums/topic/203020-armastudio-the-open-source-community-made-ide-for-arma/

molten barn
solid steppe
mild inlet
solid steppe
solid steppe
solid steppe
solid steppe
solid steppe
mild inlet
solid steppe
solid steppe
naive acorn
solid steppe
solid steppe
solid steppe
valid atlas
#

do PMC got buildings?

stable timber
heady galleon
modest bane
#

👌👌👌

rough cradle
#

Very nice

random gulch
solid steppe
tough quail
hot perch
#

ArmA.Studio 0.2.6331.26237 got released
you will be prompted when you start ArmA.Studio if you are not up to date (unless you disabled Auto-Updating)
Open panels will appear empty due to internal changes, just reopen those
for changelog check #arma3_tools
Special Thanks goes out to @vabene1111#5492 and trdwll for this update
link: https://x39.io/projects?project=ArmA.Studio

unkempt owl
#

What is Arma.Studio?

smoky canyon
#

I suppose the Link would tell you ^^ An Arma IDE with syntax-highlighting error-checking and an integrated Debugger

hot perch
tough quail
#

sqf linter 0.2.0 released. Numerous bug fixes and support for lots of new things; as a benchmark, it can parse ACE, ACRE, Exile, Epoch source codes, and it as been used by the respective devs to find actual bugs.
https://github.com/LordGolias/sqf

random gulch
stable timber
spring elm
stable timber
lapis quest
lapis quest
#

DR will be releasing REDUX on the 30th of June. With REDUX will come the new Arma Plugin Management System. The Plugin system is a new framework for mod and mission creation using drag and drop plugins. Developers can create server-sided "plugins" that can add key binds, add events, add buildings to the map, and most importantly add SQF code. While REDUX is the showcase for APMS, it has a lot more to offer. For developers interested in taking a look at APMS, we have created a new Discord channel to facilitate development. https://discord.gg/jrJwxph

strong wyvern
naive acorn
random gulch
lapis quest
stable timber
simple onyx
glossy mica
#

@simple onyx well fucking done, don't mind if i twit that on RHS twitter do you?

simple onyx
#

No sure, go for it.

glossy mica
#

@simple onyx ^^

iron wharf
#

Hold up, your service provider is an orange and you have 4g with full bars?? @glossy mica wtf

glossy mica
#

¯_(ツ)_/¯

jolly dock
#

Orange DLC

iron wharf
#

It all makes sense now

simple onyx
#

Haha awesome @glossy mica, thanks for tweeting it out.

simple onyx
hot perch
tough quail
solid steppe
simple onyx
foggy badger
#

@simple onyx The screenshot on the mod page, shows a van with doors that can be opened by the guy sat in the seat next to them, does this sort out the vans without visible windows like the ambulance and service truck?

simple onyx
#

It applies to all variants - all 4 doors on all vans can be opened from inside and out.

foggy badger
#

Cool, I might have to suggest this to my group if we use the vans occasionally.

obsidian horizon
#

@foggy badger the vans have a certain paint coating in which it appears to allow visibility inside and out. But the windows appear to be tinted

#

Or rather the logo

foggy badger
#

Yeah, from the outside they look windowless but inside the ambulance you can see through

#

When I last looked ^

obsidian horizon
#

Not necessarily windowless, but the logo is plastered over the window to make it look like there is no window

regal kiln
obsidian horizon
#

@regal kiln awesome. Been following for a while, keep it up

regal kiln
#

Thanks @obsidian horizon 😃

obsidian horizon
#

Yep 👍

quaint cipher
naive acorn
#

@quaint cipher
congrats!
RE: dynamic lights
do you inherit them from CUP Core?

quaint cipher
#

its not the object thats the problem

#

its the way i do my cfgworld

floral topaz
#

the NPP could do with a bigger structure that represents the plant core + turbine hall and less cooling towers... just saying ( sry, was browsing through my npp pic library today :/ )

quaint cipher
#

that whole island is wip

floral topaz
#

assumed as much. Was just a comment, no crit.

obsidian horizon
#

crit is good as long as it's constructive in my opinion

solid steppe
solid steppe
#

PMC Iraq Basrah v0.1.2 has been released!

  • Ocean depths to various deeper elevations have been fixed.
solid steppe
#

PMC Libya Ajdabiya v0.1.2 has been released!

  • Ocean depths set from -5m to -50m elevations.
leaden barn
molten barn
#

@leaden barn is there a BIF thread?

naive acorn
lapis quest
#

It's very WIP. He's only been working on this iteration since Monday or Tuesday I think. I'm sure he will do more documentation as he works on it more.

obsidian horizon
#

@naive acorn oh wow, KK is even unistalling the game? gulp

leaden barn
#

@molten barn not yet, waiting until I get it into the state that I want before posting a thread

#

Working with the dev branch now to find a solution to overlay the transfer with a "Please Wait" screen

molten barn
#

kk

dreamy fox
#

@leaden barn open the loading display

#

Wait, dialogs go ontop of titles. Shit.

leaden barn
#

xd

solid steppe
#

PMC Libya Benghazi v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
solid steppe
#

PMC Libya Misrata v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
solid steppe
#

PMC Libya Msallata v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
leaden barn
solid steppe
#

PMC Libya Sirte v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
simple onyx
molten barn
#

@simple onyx nice one 👍 in what cases would you use it over git? large binary data and full automation?

simple onyx
#

Yea - it was initially a response to Snake Man wanting an easy way to back up all his terrain data 100's of GB worth.

#

I personally use it backup my 1000's of photos.

iron wharf
#

@simple onyx got me looking at storage/backup through there - what pricepoints did you check out?

simple onyx
#

Personally for long term storage I use their Object Storage which is £0.007 per GB per month

#

And they only charge for download traffic so the backup itself is free.

iron wharf
#

So how much storage do you use?

smoky canyon
#

On the website it says they charge for the cold storage and extra for traffic
Half the price as Amazon glacier btw
I'll buy that right now. Btw.. We should move this to #offtopic_arma right now

quaint cipher
#

-New grass, textures, and lighting

solid steppe
#

PMC Libya Tripoli v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
solid steppe
#

PMC Somalia Kismaayo v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
solid steppe
#

PMC Iraq Tal Afar v0.1 has been released!

  • brand new 81km x 81km terrain
foggy badger
#

Sorry to go a little offtopic in here, @solid steppe Do any/one of the maps have buildings on them? Been a while since I last checked them out. I'd be tempted to suggest them to my group for huuuge ops involving convoys and defenses etc

solid steppe
tough quail
#

sqflint 0.3.1 released. This is a minor release to fix two bugs.

To install follow https://github.com/LordGolias/linter-sqf
To upgrade, use pip install sqflint --upgrade
For more info, go to https://github.com/LordGolias/sqf

For those who do not know, this is the best static analyser for SQF out there. It is extremelly useful to both starters and advanced SQF programers.

hot perch
#

https://github.com/X39/sqf-vm/releases/tag/0.1.1-alpha 0.1.1-alpha release
highlights:

  • Code is now pre-parsed instead of parsing it when code_load instruction is executed
  • DBGINF structure is now holding the code hint directly
  • new command line parameter -s
  • Fixes and more
  • new commands: %, ^, pushBack, set, isEqualTo, !, comment
solid steppe
#

PMC Syria Damascus v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
solid steppe
#

PMC Vietnam Da Nang v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixede.
solid steppe
#

PMC Vietnam Dong Hoi v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
smoky canyon
#

https://github.com/intercept/intercept/releases/tag/v0.9.0
Intercept 0.9.0 just released.
Notable changes:
Added 1.76 (LawsOfWar) compatability
Added Cross-plugin Communication system
Added new Eventhandler system. Can now bind addEventhandler/addMissionEventhandler/ctrlAddEventhandler to any function including class member functions.
Added game_value_static where you can cache stuff that won't crash the game when it exits ^^
Added full UTF-8 Support for Plugin and Modfolder names
Added Code-signed Plugin verification (Checks if your Plugins were signed with your code-signing cert before loading them)

solid steppe
#

PMC Vietnam Hanoi v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
hot perch
solid steppe
#

PMC Vietnam Saigon v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
solid steppe
#

PMC Vietnam Vinh v0.1.2 has been released!

  • ocean depths -5m to -50m fixed
  • water creeping through land fixed
tender storm
cloud tendon
mild timber
last sage
tough quail
#

Golias' Antistasi v0.1 released [Tanoa/Altis]. https://github.com/LordGolias/antistasi/releases/tag/v0.1.0

This is a variation of antistasi (35k lines deleted, 28k added) that refactors the code for scallability in CPU usage, coding practices, and modularity.

As an example of CPU scallability, we are measuring +30 server FPS on a dedicated with 4 players and +200 AIs (as measured by the official antistasi community)

As an example of scalable coding practices, the code was split into components with respective documented APIs, it has unit tests, 99% of all functions are declared in cfgFunctions.

As an example of scalable modularity, a new map takes at most 10m to add. Same for a new faction.

It also modifies some of the original features (e.g. arsenal is always finite).

molten barn
#

@tough quail from a quick check i wasnt able to find the license of the original nor your fork. can you specify please
also from what i know some ppl made a WW2 version of the original - how hard is to port it to your version/make a WW2 version?

tough quail
#

@molten barn good point. I just added it to github [BSD-3] (the original code I do not know, but quite franquely I changed almost everything by now.)
It is fairy easy to port. This version does not have the +1k list of items; it just fetches them directly from the faction you plug in (i.e. soldiers classes, e.g. from RHS) and populates everything accordingly. The README contains a detailed how to add a new faction / world

#

if you tell me which mod adds WW2 to it, I may be able to help doing it

molten barn
#

@tough quail thanks for the info and respect for the type of license

#
#

(cant find any download atm - there might have been one or two in workshop)

cloud tendon
hot perch
#

SQF-VM 0.1.3 just got released, main features: groups, sides and object commands 😄 https://github.com/X39/sqf-vm/releases/tag/0.1.3-alpha
in case you want to test the whole thing without downloading the tool, feel free to message the bot @mighty crest (via pm as not in this server)

solid steppe
solid steppe
wicked sparrow
#

@molten barn not sure what kind of license the original code has, Barbolani prolly knows though.

random gulch
simple onyx
lapis quest
mild inlet
glossy mica
smoky canyon
#

withSix says RHS 0.5 just released 😄
You can get RHS version 0.5 on playWithSix!
Oh. And they also have 0.4.2.3!

glossy mica
#

we have no control over SIX

vocal fable
#

@glossy mica Congrats on the new RHS release 😃

cinder lion
zinc jasper
#

Version 0.96 of KP Liberation has been released!

tough quail
lapis quest
naive acorn
#

CUP just released the latest CUPdate for all mods.

CUP Units 1.10.0
CUP Vehicles 1.10.0
CUP ACE Compats 1.10.0
CUP Terrains Core 1.4.0
CUP Terrains Maps 1.4.0
CUP Terrains CWA 1.4.0```

https://forums.bistudio.com/forums/topic/179326-community-upgrade-project-cup/?do=findComment&comment=3241701

GDrive links:
Units: https://drive.google.com/open?id=0By04o_GxOry3cm5TVXV4LXhuLVE
Vehilces: https://drive.google.com/open?id=0By04o_GxOry3OG1qcC1oUEwyUXM
Weapons: https://drive.google.com/open?id=0By04o_GxOry3eHppeUpoNTZ6SjQ
Vehicle ACE: https://drive.google.com/open?id=0By04o_GxOry3SlZqY2plUEE2QmM
Weapons ACE: https://drive.google.com/open?id=0By04o_GxOry3UENRUFIxa3ZkZFE

Steam Update in progress, this might take a while. Also Terrains are still being build and will be uploaded soon to GDrive and Steam
glossy mica
#

👍

stable timber
#

dveeerrrrreeeeeeeeeeeeeeeee

mild inlet
glossy mica
#

RHS updated hotfix to 0.4.3.1.

obsidian horizon
#

Nice work PuFu 👍

glossy mica
#

i actually did absolutely nothing for this hotfix 😃

#

so nothing to thank me for, most of the time is a team effort, and also most of the time 80% of features are reyhard's anyways

obsidian horizon
#

Welp, how about this. I am congradulating all of your efforts so far 😃

#

Yours, and the RHS team

tidal slate
opal brook
solid steppe
last sage
#

Awesome @solid steppe 👍

cloud tendon
glad gate
#

Unsung Echo is out on Sunday. If anyone here ever donated time or advice or cash or models, please message me if you'd like ot join us for games on Friday in the pre-release server party. it's a mix of PVP and co-op that goes on for a couple of days before launch. traditionally, a very mellow and enjoyable party with a lot of old hands from the ofp/arma community.

knotty spire
glad gate
#

Unsung Echo was released early (as we had no emergency fixes - hoo-ah!)

#

It is now on Steam Workshop here

#

enjoy!

glossy mica
#

congrats

smoky canyon
pallid parrot
#

^ this is extremely helpful guys, it's a godsent

inner quiver
cloud tendon
quaint cipher
#

Winter 2035 V1 Released on Steam Workshop

foggy badger
#

@quaint cipher That's dope

#

Is it signed and you think it might make its way onto the A3Launcher any time?

pallid parrot
#

make its way onto the A3Launcher
thefuck

foggy badger
#

The name is a bit misleading at times, I agree 😂

glossy mica
#

RHS 0.4.4 just released

silk sinew
#

"Italian strings by AtixNeon"

#

@glossy mica can i get an explanation of this

floral topaz
#

italian translation, what else do you think?

glossy mica
#

@silk sinew italian strings = italian entries in stringtable.xml

fallow pasture
safe basalt
earnest linden
#

@fallow pasture looks fun! dont worry about CBA/ACE deps, everyone should have those mods anyway ;)

#

removing the heavy RHS dependency sounds more interesting though

glossy mica
#

@earnest linden i have neither

earnest linden
#

@glossy mica ok, but they're quick to install at <150MB

#

and many (most?) mods depend at least on CBA

glossy mica
#

sure but there are some that don't

#

my view is: only use dependancy if you really need a thing from that other mod

#

and if you can live with the fact that you have no control over what that other mod does

earnest linden
#

admittedly, ACE does a lot. :D

glossy mica
#

i wouldn't know, i am not using it

#

the question is, does one mode requires a different mod, or can it simply be compatible...?

pallid parrot
#

depends, for ACE3 you can just add compatibility via config entries

#

hell, RHS has AGM (yes, the thing that has been deprecated for a few years by now) support

glossy mica
#

yeah i know, but say, if i make a mod and i don't wanna reinvent the wheel, i can make my own self-interaction addon make use of ACE one = dependent

#

same goes for all the people creating country uniots and are using existing assets from other mods

pallid parrot
#

that's totally different tho

glossy mica
#

but to get back to the topic, not sure why that mission has 3 dependancy

pallid parrot
#

it's very likely that he uses ACE funcs, so that's at least CBA + ACE requirement

glossy mica
#

could be yeah

hot perch
molten barn
tidal slate
cinder lion
molten barn
obsidian horizon
#

@knotty spire i feel like i am going to be seeing more stolen code from invade and annex now

#

Ehhhh...but still. You took your time out of your day just to have some lazy ass pick it up and throw it in without any care

#

@knotty spire well you certainly took time out of each day, not necessarily one day and done. None the less, why are you quitting out?

#

@knotty spire Well hopefully you don't get totally burned out. Big return for supposed A4?

shell flower
hexed scroll
#

@shell flower can you give an example?

earnest linden
#

like "player x has ejected" ?

shell flower
#

player x has used open ramp etc

glad gate
hollow siren
molten barn
wicked sparrow
#

👍

night depot
loud ocean
mild inlet
#

The SQDev-plugin finally received a manual covering all relevant topics!

uneven latch
hot perch
#

Released SQF-VM Standalone Alpha 0.1.4 (tool allowing you to run arbitrary sqf code)
highlights this version:

naive acorn
#

Oh no, CUP just released an update for their terrains to 1.4.2.
All sources are updated (Steam, Google Drive, Torrent, Six, Armaholic)
http://cup-arma3.org/download

night depot
regal kiln
obsidian cave
glossy mica
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Red Hammer Studios

Tweets

411

Followers

2309

knotty spire
stoic solstice
night depot
pallid parrot
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that typo scared me for a second

solid steppe
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map? please there is no map. use terrain or mission / scenario.

night depot
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yes sorry, i'm used to saying map from back in the days ^^

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thanks for the correction

solid steppe
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many people do that, but somehow in "releases" channel when you read like onto second line before figuring out what the guy is releasing is bit frustrating 😃

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great to see you porting OFP stuff btw, always nice to play old stuff on new tech.

night depot
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Yeah 😄 thanks man

hard depot
cinder lion
karmic saffron
smoky canyon
#

Arma IntelliJ Plugin was just updated to version 2.0
Tons of improvements

https://github.com/kayler-renslow/arma-intellij-plugin/releases

(I'm not involved with that. But it looks awesome and I feel like it's getting too little attention)
He also said this might be his last update and that he is dedicating his time to other projects now. So this might be the perfect time to start contributing.

errant ledge
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Omg

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Awesome!

bright token
solid steppe
amber meadow
regal kiln
karmic saffron
wicked sparrow
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See you on the next SITREP! 😄 @karmic saffron

hexed scroll
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Chess mod is cool - human chessboard in future releases? With AI killing each other on the board? 😃

wicked sparrow
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Miller as king? 🔥

crimson magnet
pallid parrot
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it's a slam mine with a cord object attached to it O.o

gaunt garden
karmic saffron
broken matrix
foggy badger
regal kiln
glad gate
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**Unsung 3.3 echo just went live on Steam**
http://steamcommunity.com/sharedfiles/filedetails/?id=943001311

All six public servers are updated
Barden will be publishing a changelog in due course

Warning - mission makers! missions will need updating, in particular pre-placed jeeps, O-2 skymasters, UH-1s and ch47's will likely be underground in 3.2 version missions, and will need lifting up in the editor. this is because we fixed an issue with the autocenter property in those vehicles. Apologies for the inconvenience!
iron wharf
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http://steamcommunity.com/sharedfiles/filedetails/?id=1334412770

DualArms Mod

-Allows use of another primary weapon in your launcher slot.
-Retains original weapons weight so if you have fatigue enabled it will slow you down..
-20 Mods initially supported with over 2.8k weapons that can be used
-With missionConfig you can override my code if needed, block weapons from going on players backs as well as control actions/dropping of weapon on death. (MP use mainly)
-No dependencies needed, if you have a mod loaded and it is supported it will work! No need to change PBOs around.

Please see the bottom of the SWS page for supported mods!

naive acorn
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nice work!

iron wharf
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Thanks! 😄

wicked sparrow
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Awesome work!

last sage
icy breach
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@knotty spire Thanks for announcing, this is actually the first that I'd heard of this mod!

glad gate
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@iron wharf thanks for including unsung in your dual arms mod i imagine people will love that for the m16 / m79 possibility. Will check it out

iron wharf
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😄

compact nacelle
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Hi, I just made my first mission in ArmA. It's not the greatest thing mankind has ever seen, and it (unfortunately, due to a foolish mistake I made) requires alot of mods, but I'd really appreciate it if you guys played it and left some feedback.I'm trying to get better at mission making.
http://steamcommunity.com/sharedfiles/filedetails/?id=1351478411

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(Also, pardon my English.)

knotty spire
wicked sparrow
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You're doing a phenomenal work with this add on, keep it up.

knotty spire
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😄

mild inlet
solid steppe
cinder lion
ruby minnow
pallid parrot
restive scaffold
pastel oyster
rancid dirge
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Ruha terrain, first public alpha released

regal kiln
restive scaffold
uneven crown
next falcon
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Sick dude! This looks epic!

crystal vigil
naive acorn
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@round citrus you might want to take a look at this. seems pretty interresting community wise

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nice release btw. and think about something like gitlab for bugtracking. easier on the nerves 😉

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@crystal vigil

crystal vigil
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yeah, I haven't made the GitHub repo public yet 😄

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probably should

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might be possible to do some join button thingy but doing steam integration is a bit clunky

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the world images are stored at discord dashboard so won't need to update the mod for additional maps thankfully

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should probably switch topography map for satmaps

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looks a lot nicer

next falcon
cinder lion
random gulch
quaint cipher
half meadow
restive scaffold
fierce matrix
twin chasm
#

Patch & I are proud to show you:

https://forums.bohemia.net/forums/topic/216733-in-game-animations-mod-tactical-position-ready-by-patch-laxemann/

Tactical Position Ready.

Tactical Position Ready allows players to quickly raise and lower their primary weapon in order to avoid friendly fire (or simply to look tacticool).
Furthermore, the mod contains an optional "auto obstacle avoidance" feature which raises/lowers the player's weapon when getting too close to an obstacle.
It does so in a non-disturbing way and comes with a corner detection for maximum playability. The feature takes the weapon's length into account, meaning shorter weapons are a lot more suitable for CQB.
The mod requires CBA, can be configured via the CBA Addon and keybinding options and is MP-comaptible.
The mod is technically client-side but other players have to run the mod in order to see the animations. 
```#
naive acorn
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this should be mandatory on PvP servers... no more "weapon through the wall clip shooting"

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👍 🤘

next falcon
smoky canyon
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It's EventHandler not EVentHandler.

next falcon
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@smoky canyon Fixed 🔥

undone flicker
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Put RHS and NIArms bullet holders into SMA bullet flingers

knotty spire
floral topaz
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@knotty spire nice stuff, looking forward to a description how it works. jfyi - i noticed that the elevation angle in the gun sight is based just off of the gun angle to the turret. It doesn't account for movement of the chassis (After first shot the angle can for example deviate in the range of 0.5°, depending entirely on vehicle suspension and weapon recoil) and of course doesnt account for uneven ground.

knotty spire
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Description for how it works can be found on the wiki https://github.com/itc-addons/ITC_Land_Systems/wiki
As for the angle the gun sight is based on, what are you basing that comment on? It takes in to account more factors than just the gun angle to turret, and as you fire, or stand on uneven ground, the sight readouts will adjust accordingly.

floral topaz
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i meant the vanilla elevation values displayed in gun sights. If you have adressed that, that's awesome

knotty spire
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We override the vanilla sight and display our own data

acoustic field
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The only UI elements on those sights that are held over from the origonal are, the magnification readout and vision mode display

floral topaz
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cool, good to know

left basin
solid steppe
mild inlet
solid steppe
solid steppe
quaint cipher
solid steppe
rancid dirge
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Ruha 0.09 updated

solid steppe
undone flicker
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SIG 550 rifles from NIArms

solid steppe
solid steppe
winged crescent
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Hello everyone, my solo/coop mission Recon finally hits the shelves! Find it here:
https://forums.bohemia.net/forums/topic/217190-spmpcoop-lms-1-4-recon/

Recon is a Singleplayer or Coop mission for 1 to 4 players, featuring a small PMC recon group.

Mission goal:
Simple yet hard: identify a target among the resistance, hidden in the woods. Once your target found and not killed, contact your HQ to know the next steps - kill or spare.

Functionalities:
camera intro and mini-cutscenes
fully voiced
translated (EN/FR)
randomised: the target identity and location changes on every game
server-side mission settings
stealth is rewarded
interactive actions

Enjoy! 😉

strong wyvern
solid steppe
knotty spire
solid steppe
solid steppe
solid steppe
solid steppe
frank night
floral topaz
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but its not released, is it?

knotty spire
solid steppe
mossy shell
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Suwalki Gap! I wanted to make it after I finish my Southern Poland

tender creek
languid bramble
regal kiln
stray mauve
cinder lion
lime pelican
cinder lion
tender falcon
solemn trail
crimson magnet
frank night
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We're also looking for qualified MP Testers, must have a 2nd screen, must be willing to QA/critique work as necessary. Contact immediately if interested; project is still NDA level, so non distribution is enforced.

regal kiln
frank night
winged crescent
tough quail
spark tartan
frank night
livid cobalt
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@frank night Is possible to use the mod with a smaller resolution second monitor ?

mild inlet
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@livid cobalt wrong channel for asking questions. PM him/her for that kind of question 😉

livid cobalt
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Sorry

solemn trail
green totem
glossy mica
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Very long overdue, 0.4.6 update for @Arma3official is finally here.

As always change-logs are available on our website (as soon as we get it back up that is)

Enjoy!
RHS Team

cinder lion
lunar crystal
round citrus
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nice one @lunar crystal

lunar crystal
lunar crystal
crystal vigil
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just noticed you published yours at the same time

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got inspired to make an official release for mine based on your webhook mod

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had no errors reported since march

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I guess yours is a bit more moddable where as mine is a bit more "batteries included"

naive acorn
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so why don't you combine forces?
@crystal vigil @lunar crystal

winged crescent
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now kiss!

naive acorn
rain zenith
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Touch your ring pops together

lunar crystal
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haha, yea I think it'd be cool to have the features both provide merged into one. if ur up for a chat @crystal vigil dm me and will see what we can work out 👍

fierce matrix
lunar crystal
crystal vigil
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Nice!

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Cool idea, haven’t seen before

bitter osprey
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my shamed addons :p

rigid bison
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fn_DropSelectPossition.sqf - bis heritage was well taken care of. 😛

bitter osprey
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ss? yes i'm confused on that

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i use translator and i get the same with double "s" and single

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so?

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or not xD nvm, will change that

rigid bison
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just making fun of bis's setDammage ^^

bitter osprey
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i was using allowDammage

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but Mr. @smoky canyon make me change to single "m"

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:p

knotty spire
mild inlet
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Just released a Java library for working with PBOs and (binarized) config-files. Right now only reading is supported out of the box but writing-functionality should be fairly easy to implement on top of it (and probably will be in the future).
https://github.com/Krzmbrzl/ArmaFiles/

gritty blaze
crystal vigil
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nice!

molten barn
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cool to see its still developed 😃

gritty blaze
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Was a long grinding 4 months since last release with tons of blood, sweat and tears from the dev team

rancid vigil
crystal vigil
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Swedish Forces Pack has been updated

Magazine proxies for Ak5
Added new rifle grenade (smoke) to the Ak 4.
New model for the Strvm5 (Anti-Tank mine 5)
Bv 206 now finally have working tracks after BIS patch that allow UV anim, thank you!
Fixed more balanced weight on the AT launchers
Adjusted rvmats for Ikv 91.
Fixed passengers clipping in the Strb 90.
Kpist m45 was missing reload sound.
Radios compatible with TFAR have shorter names to fit into the UI.
Rework of Strv103 multiplayer scripts.

https://steamcommunity.com/sharedfiles/filedetails/?id=826911897

uneven latch
glossy mica
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in case anyone missed, RHS has been updated to 0.4.8

crystal vigil
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some formatting issues with the CHANGELOG_0.4.8.md or is it supposed to say

## ADDED IN 0.4.8
{CHANGESADDED}
glossy mica
crystal vigil
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thanks 😃

muted bluff
celest python
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I have created HEMTT, a build system for Arma 3 mods powered by armake. It can be found at https://github.com/synixebrett/HEMTT. Feel free to leave any bugs or feature suggestions on GitHub.

crystal vigil
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nice

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our current build system uses gradle

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perhaps provide a sample project?

celest python
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Sure, I can put one together this weekend

regal kiln
final notch
celest python
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Not a mod for Arma, but an online tool. I have been wanting to reuse some vanilla stringtable values in my addons for things like "Zeus" and "Switch to Spectator". I created this online tool where you can search by key or by text in any language and find stringtable values. Feel free to send me a message if you have any feedback.
https://synixebrett.github.io/stringtables/

reef sparrow
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S.T.A.L.K.E.R.: Live Zone project update.
We've just removed our addon protection and provided server key!
As of now, you are free to add our modification to dependencies and run dedicated servers. However, if you want to use content provided by us to create your own modifications, please refer to workshop page description and contact to us.
https://steamcommunity.com/sharedfiles/filedetails/?id=1242546403

cinder lion
crimson magnet
frosty herald
hot perch
knotty spire
celest python
solemn trail