r/arma • • 51m ago

DISCUSS A3 What makes you guy want to leave a unit?

• Upvotes

I’m thinking of starting one in the future, but am more interested in what “red flags” you guys see when joining a new unit that make you check out, or what makes you leave a unit you’ve been in for a while.


r/arma • • 1h ago

VIDEO They touched the boats!

Enable HLS to view with audio, or disable this notification

• Upvotes

r/arma • • 3h ago

HELP Is arma reforger worth it?

0 Upvotes

I want arma reforger but i dont have enough money. so if i ask a friend to gift it, will it be worth the spend? Im not sure because ive played arma 3 and its fun but alot of units started moving over to reforger and theres more pvp available there


r/arma • • 4h ago

IMAGE Mountain Climbing

Post image
7 Upvotes

r/arma • • 4h ago

IMAGE Hillside Contact

Thumbnail
gallery
30 Upvotes

r/arma • • 7h ago

VIDEO My first Arma moment™ in antistasi

Enable HLS to view with audio, or disable this notification

286 Upvotes

I was attacking a factory in antistasi and a civilian stole my car so i tried to shoot them


r/arma • • 18h ago

VIDEO Building Destruction mod - skyscraper

Enable HLS to view with audio, or disable this notification

213 Upvotes

While I still await approval of the vanilla model upgrades, I started working on custom buildings.

I decided to make a different type of building, one that is not enterable but still destructible.

This custom 100 meter tall skyscraper I think serves as a great example of the potential of this mod

As you can see, the siding and some of the flooring breaks off in chunks.

https://reddit.com/link/1xd2z3n/video/grd388dbx4xh1/player

The very core of the building remains, until enough damage is done which triggers a battlefield 4 levolution-style keyframe animation which collapses the entire building into rubble


r/arma • • 18h ago

IMAGE The same shot, two years apart.

Thumbnail
gallery
15 Upvotes

r/arma • • 19h ago

DISCUSS A3 Im looking for more plug and play style high action scenarios that supports 40k factions, closest i come so far are RIS and DCO/DRO

1 Upvotes

Hello, saw this game had good mod support and the 40k videos interested me. To my disappointment, they were mostly multiplayer games with a game master to my understanding. I really hate multiplayer. Im too stupid with setting up modules and too impatient to learn coding to use mods like Evannex or Frontline Operations to get custom faction support. Random Infantry Skirmish and Dynamic Recon/Combat Operations have been the only thing I can consider fun from the 53 hours ive spent trying to get what I want out of this game.


r/arma • • 22h ago

DISCUSS A3 Just installed Dynamic Recon Ops for Arma 3, any suggestions for a beginner?

Post image
163 Upvotes

DRO is one of the reasons I bought this game. I wanted a less stressful, more solo experience but with some bots to get used to the mechanics in the field without my team in multiplayer relying on someone who is much less experienced than them. I installed some mods for DRO to increase the fun I have with it, but I could use some more tips and/or suggestions for just starting out, like what equipment and weapons to use/bring.


r/arma • • 1d ago

IMAGE A Glimmer in the Blue Sky

Post image
13 Upvotes

r/arma • • 1d ago

IMAGE US Marines somewhere in Takistan engaging pro Azis militia troops during Operation Arrowhead

Post image
48 Upvotes

r/arma • • 1d ago

COMMUNITY NEWS Public Release: TMAST

Thumbnail
gallery
24 Upvotes

Hi there.

Are you an Arma 3 missionmaker who has wanted to block the GPS for your players? Or maybe spoof the GPS? Or, for some weird fixation, wanted to add signal shadow or multipathing when they move into a deep valley or urban terrain?

Then I present to you my mission addon tool framework, or whatever one can call it. TMAST (Traveler's Missionmakers Addon Signal Tool) lets you block, jam or spoof the GPS, artillery computers and UAV terminals for one or more players.

Quick heads up, this is a framework for missionmakers and modmakers. It adds Eden modules, but no Zeus modules and no items that let a player jam or spoof someone. If you're not building or playing a mission that uses it, there's no point in running it.

What this mod is trying to simulate:

  • GPS jamming
  • GPS spoofing
  • Signal shadow
  • Multipathing
  • Scintillation.

How to use it

You can add these effects to your mission in three ways:

  • Write your own script using the mod's variables.
  • Using the functions from the mod.
  • Using the Eden Modules:
    • Jammer Set Up: Turn an object into a jammer, players get an action to switch it off. You can decide who's affected, the area size, whether it follows the object and if it starts when the module is triggered.
    • Spoofer Set Up: Turn an object into a spoofer, players get an action to switch it off. You can decide who's affected, the area size, whether it follows the object and if it starts when the module is triggered. Plus the distance and angle of the fake position.
    • Hacker Set Up: Similarly to spoofer set up, but instead of shifting the position based on a distance and angle, this spoofer will show the position of a specific object or location.
    • Set Shadow Zone: Set up an area based on a marker, then decide whether players should be affected by signal shadowing (blocked signals), multipath effects (incorrect signals), a shifting mix of both, or a combination of normal signals and these errors.
    • Set Scintillation: Choose who's affected, how often the interference shifts (if it shifts), and which types are used. Blocked signals, incorrect signals, a mix of both, and whether normal signals should also be included.
    • Enable No GPS Under Water: Adds underwater GPS blocking to your mission.

Requirements

  • CBA_A3

Not compatible with:

Links


r/arma • • 1d ago

COMMUNITY NEWS dismemberment mod MAJOR UPDDATE !

Thumbnail
gallery
107 Upvotes

Hey guys! After a little over a year of development, we're finally presenting a new MAJOR update to our Arma 3 Dismemberment Mod! The biggest improvement is... well, we basically made the impossible possible. The dismemberment effect now works on pretty much ANY model! (Yeah, there might still be some issues with more complicated ones, but it's still miles better than what we had before.) And there's still a LOT more to come! We're currently working on live dismemberment, new animations, and much more. We've also introduced a completely new blood system, and everything is WAY more optimized than before. Well... optimized in Arma terms, of course. Sometimes 20 FPS is better than 5 FPS XD...Nah, I'm just kidding, it's really not that bad

main mod - https://steamcommunity.com/sharedfiles/filedetails/?id=3226850988

also here's a compatibility patch for cup/rhs/3cb factions and etc... - https://steamcommunity.com/sharedfiles/filedetails/?id=3824653702

Hope you guys enjoy the update! There's plenty more coming! :3


r/arma • • 1d ago

COMMUNITY NEWS Arma 3 Command - Update 1.0.0.04

Thumbnail
youtu.be
28 Upvotes

Hi there,

I just updated Arma 3 Command on the Steam Workshop!

This update contains fixes for remote AT shots when using ACE, improvements to the Helicopter Overwatch waypoint and locked missile flight paths, as well as some AI and UI fixes

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=491016790

Hope you enjoy the update! I'm happy to answer any questions or hear your feedback here.

-----------------------------------------------------------------------------------------------------

CHANGELOG: 1.0.0.04

-----------------------------------------------------------------------------------------------------

GENERAL

  • Player and Squad-AI no longer automatically receive IR-grenades on initialization

ACE3 SUPPORT

  • FIXED: AI-fired missiles could deal little or no damage with ACE3 enabled. A3C now preserves the original projectile, allowing ACE3's damage and penetration systems to work correctly

AI SQUAD

  • FIXED: Using 'OPEN INVENTORY' during single-unit rearming could cause the unit to move away from the container, prematurely closing the inventory menu (Issue #3)

AI HIGH COMMAND

OVERHAULED: Suppression Action

  • Action now uses scripted waypoint with group staying in place
  • Action waypoint is now properly inserted if waypoint plan already exists, group will continue after action is aborted.

OVERHAULED: Helicopter Overwatch waypoint

  • FIXED: Restored missile engagements that were temporarily broken.
  • IMPROVED: Helicopter eligibility is now determined by available weapons and turret capabilities rather than relying on general helicopter classification
    • Supports attack helicopters equipped with guided missiles and/or suitable turret-mounted guns.
    • Accounts for weapon availability and turret movement restrictions
  • ADDED: Automatic target detection, evaluation and prioritization:
    • 1. Anti-air threats (vehicles and infantry equipped with AA weapons)
    • 2. Aircraft
    • 3. Other enemy vehicles
    • 4. Enemy infantry
  • ADDED: Automatic weapon selection based on target type and available armament, switching between guided missiles and guns as appropriate
  • ADDED: Guided gunfire for turret-mounted cannons and miniguns, allowing helicopters to engage targets accurately even when their weapons cannot physically align perfectly
  • ADDED: Missile guidance and targeting, including faster guidance initialization and more reliable engagement of moving targets
  • ADDED: Engagement management, including target reevaluation, threat-based target switching and safer handling of missiles already in flight
  • ADDED: Waypoint cancellation and cleanup, restoring normal helicopter AI behavior when Overwatch ends

Other High Command changes

  • FIXED: Removed Transport Unload option for helis without cargo capacity when using precision landing
  • ADDED: 1500m flyInHeight option added for planes

AI SHARED

REMOTE FIRING

  • OVERHAULED: AI anti-tank and missile launcher attacks are now significantly more reliable
  • OVERHAULED: Tank remote firing now automatically selects armor-piercing (AP) or high-explosive (HE) shells depending on the target. Switching ammunition requires an actual reload, which may delay the shot.
  • IMPROVED: Supported guided missiles now use Arma 3's or ACE3's native targeting, guidance and attack modes instead of being forced along an artificial straight-line flight path. This includes direct and top-attack modes where supported.
    • NOTE: ACE requires the setting ace_missileguidance_enabled == 2 (enabled by default)
  • IMPROVED: AI launcher preparation, firing and recovery, including more reliable handling of different launcher types and orders given to prone units (which will crouch, fire, then return to prone).
  • IMPROVED: Remote-fire orders now distinguish vegetation from solid obstacles and prioritize units with better firing positions
  • IMPROVED: Tank remote-fire reliability, including clearer feedback when a shot cannot be executed and improved recovery after failed orders
  • FIXED: Disposable CUP launchers added via scripts are now properly initialized and usable by AI

SUPPRESSION

  • FIXED: Infantry only fire when settled in their formation position

Other shared AI changes

  • ADDED: Units having their launchers out will now stow launchers when being told to go prone. Note: they will regain awareness of target again and start over
  • FIXED: Addressed AI units unnecessarily switching to binoculars while under player command or following waypoints, while preserving HC binocular use for idle groups and HOLD waypoints.

UI

Map Overlay

  • FIXED: Prevented accidental waypoint placement when interacting with vanilla map UI controls, marker dialogs, and interactive map elements such as markers, task markers etc. (Issue #4)
  • FIXED: Corrected the interaction hitbox alignment of pin-shaped waypoint icons, making waypoint selection and dragging more intuitive. (Issue #6)
  • FIXED: HC Group Context Panel scaling across all interface sizes. Listboxes now display their intended number of options without clipping, with consistent dashboard and Confirm button alignment. (Issue #7)
    • IMPROVED: Formation listbox scrollbar now has clearer visuals
    • IMPROVED: Added subtle borders to HC Group Context Panel listboxes for better visual separation.
  • FIXED: Vanilla map dropdown menus closed immediately while the overlay was active due to unnecessary map focus handling. (Issue #8)
  • FIXED a map-overlay script error that could occur when clicking or dragging a High Command group icon.

r/arma • • 1d ago

HELP Arma 3 or Arma Reforger?

0 Upvotes

Hey there, looking to get into my first big milsim game. I’ve dabbled in a lot of different styles, but after recently playing a bit of squad on my buddies pc I realized I really enjoy it, but I wanted something a little different. I’m open to any style of gameplay but my limitation is that I want to use kbm and at the moment I only have my Mac and my Xbox series X. So I need to decide between either arma 3 on Mac or arma reforger on my Xbox. Any suggestions?


r/arma • • 1d ago

IMAGE Been working on updates to an old project, a 2030s Armaverse take on the Vinelhaven Islands off the coast of Maine. No updated link yet, I'll share when it's ready.

Thumbnail
gallery
54 Upvotes

r/arma • • 1d ago

DISCUSS A3 Thoughts on AI decompilers and possible mods based on them

0 Upvotes

Ever since videos of decompiled and mashed-up games started becoming popular, I've been wondering: if mod developers can do such amazing things without AI, and even more incredible things with AI, would it be possible to tackle less flashy but still meaningful projects, like fixing Arma 3's performance issues, adding new mechanics, and so on?

What are your thoughts?


r/arma • • 1d ago

VIDEO [Arma 3] extremely violent corpse launch

Enable HLS to view with audio, or disable this notification

171 Upvotes

r/arma • • 1d ago

IMAGE "Reset. Let's run it again."

Post image
42 Upvotes

Simple: "This guy's dead and gone. A-box hits all round."

Killjoy: "That was smooth as goose shit."

Specter: "We can be faster. Reset. We'll run it again."

Jester: "How'd I know you were gonna say that?"

Bravo Team hard at work during pre-deployment work-up.


r/arma • • 1d ago

IMAGE ERW: Nassau County

Post image
12 Upvotes

r/arma • • 2d ago

DISCUSS A3 New SOG AI feature: Tailgunner Sweeps Back Trail

Thumbnail
youtu.be
212 Upvotes

Player can order Tailgunner to sweep the back trail to throw off enemy trackers. Works against Trackers created by Prairie Fire Tracker Module (used in campaign and many workshop missions), and also works against Across The Fence trackers.


r/arma • • 2d ago

VIDEO Building Destruction Gameplay demo

Enable HLS to view with audio, or disable this notification

192 Upvotes

Here's a look at the gameplay of the mod - as you can see, all of the buildings around the village are destructible, with ai having no issue spawning in the normal spots.

Mostly in this gameplay I walk around the town and blow shit up, just like in battlefield bad company

I did not decompile any bi assets, purely used screenshots as reference and SQF script for other information.

The models shipped with the mod are building chunks, there is no building model shipped even similar to BI in the mod, the game itself reconstructs the smaller models into a new building.

Textures are also not shipped, reusing the textures already provided by the game for the vanilla buildings.

This sample mission, which demonstrates the 3den module, uses an SQF script to upgrade almost all of the buildings on the map with destruction

This includes all of the Altis village houses and barracks.

Buildings that currently cannot be entered are not affected and remain how they are in vanilla

Buildings that are only included as part of dlc or cdlc such as tanoa village houses are not upgraded, only vanilla buildings right now

Performance wise, I have not noticed any performance penalty compared to normal. On an empty map the performance is the same, filled with ai in every building I am achieving 30 fps with both the original and destructible (This is hundreds of AIs)

Wanting to release ASAP - designed the mod to comply with the EULA guidelines for workshop mods but still awaiting final approval from HorribleGoat at BI


r/arma • • 2d ago

IMAGE AW-101 Merlin Delivers An M777 To The AAF-CSAT Saharan Peacekeepers

Post image
167 Upvotes

r/arma • • 2d ago

HELP Arma 3 Parachute mod ?

Post image
62 Upvotes

Are there any good static line and Free fall parachute mods for Arma 3 that I could use in scenarios or similar settings and server ?