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  Support your favorite developer on the official store Official    

  May 29th, 2015 - 05:43 By Old Bear   Comment (0)  

  SPOTREP #00047 Official    

On August 26, 2015, Joris-Jan van 't Land has reported a SPOTREP #00047 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.50 (File Patching, Remote Script Execution, Animation Tweaks, AI Visibility Tweaks, Script Commands)
SIZE: ~889 MB / ~431 MB


  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.48). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy148
  • You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q. or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

Full changelog and SPOTREP

  August 26th, 2015 - 21:43 By Old Bear   Comment (0)  

  SITREP #00120 Official    

On August 25, 2015, Joris-Jan van 't Land has reported a SITREP #00120 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Experimental Port Betas, Special Edition, Samples, Edita


For a couple of weeks, we've mostly reported on main branch updates like 1.50 (Release Candidate testing still on-going). However, a large part of the team is working on the production of assets for Tanoa and the rest of the expansion. These range from natural objects like trees, bushes, rocks and ground clutter to artificial structures like buildings, fences, signs and landmarks. Then we also have production of new vehicles and weapons in its early stages. Besides assets, there are new features and technologies in development. Some of them you'll see trickle into the game via updates, others are more connected to the expansion. The first details will soon be shared in the road map blog, after we nail down some of the planning.

That road map was also the main topic for our in-company Arma Development Conference 2015 last Wednesday. Once per year we bring our Arma developers together from their various offices across the Czech Republic. The objective is to present each other with progress and to discuss the plans for the next year. It's also great to meet everyone face to face and catch up. Another part of ADC is some sort of military or otherwise Arma-like experience. Last year we took the team to a shooting range. This year we had the opportunity to race around in the mud in military trucks, a BMP and a T-72 Main Battle Tank!


Several weeks in the making, the "Turbines and Dust" machinima by Mike Herrmann and Nefron shows off an impressive action-packed vehicle chase. Enjoy the insane-level helicopter flying skills that we are very envious of!

Virtual Arsenal mode lets you save the load-outs you create, and doing so will net you the "Lock and Load" achievement (10.8% global unlocks). The load-outs are saved to your profile, so they can be used elsewhere in the game and across sessions. You should only be aware that a load-out containing items from an inactive addon or mod, will not be available to load. Any scenario can set up equipment containers to open the Arsenal interface and let players pick their own load-outs. Official End Game multiplayer has such containers at the F.O.B., and other (custom) scenarios use them too. Another application is Zeus multiplayer. Game Masters can place equipment containers (Units > Empty > Other > Ammo), or use load-outs for the available respawn kit (Respawn > Loadouts). Take a look at the technical documentation if you're creating your own scenario and would like to use this functionality.


We can finally share news about the experimental client ports to Linux and Mac. They are being prepared for public beta release very soon (shortly after update 1.50). We consider them a complementary service to owners of the primary Windows version, so anyone owning that version, will also have access to the ports. It should be pointed out that there are some significant limitations, which we'll detail along with the start of the beta. There is also a possibility that these ports will never graduate from beta, but we will be evaluating their popularity and usability for some time. Keep an eye on our information channels to be notified about the beta starting!


The Bohemia Interactive store now offers a very special edition of Arma 3 for collectors and fans. It includes the most complete digital edition of the game itself, as well as some awesome physical collector items. We especially like the laser glass statue of an Arma 3 infantryman and the game's logo cut inside it. For a limited time, you can purchase this package with free shipping. Is it a little strange to release this edition so long after the game's release? Probably! Our company has been entirely focused on digital distribution, and we never planned to do such physical edition of the game. Previous Arma special editions were typically done in cooperation with publishers and distributors. This is a good opportunity to get a physical distribution pipeline up and running ourselves on a limited scale. We may start selling some of the merchandise separately in the future, but that's not confirmed yet.

Two weeks ago we outlined our plans for the separation of the Arma 3 samples from the tools. These changes have now gone live. In addition, Valve has changed the way in which free applications are handled on Steam. They are no longer automatically added into your library. We've manually added both apps to all ownership packages of Arma 3, but if you still don't see them, please visit their store pages (Arma 3 Tools / Arma 3 Samples) and install the 'games' there. To be clear: ownership of Arma 3 is still not required for either app, but you do need a Steam account. Tools Commissar Julien Vida has all the details in this forums post.

Remember that tank we drove during ADC? It's actually ours! Bohemia Interactive bought a decommissioned T-72 and she's called Edita. She is very much able to drive, but her gunnery systems have obviously been disabled. We actually need to drive her around every now and then, to keep her in good shape (it's a tough job, but ...). Now she stands parked at the Team Mike office compound, proudly displaying her BI squad.xml logo. Getting her to the offices made for a surreal early morning. Many of us were gathered at the gate at 07:00, waiting for the massive truck combination to arrive. The truck managed to get stuck on the narrow roads, so Edita drove the last leg of her journey. There is no specific goal for having her around, but we did already expand our audio recording libraries with the roar of her engine and tracks rolling over hard surfaces (and destroying them). Welcome to the family!

Full display for SITREP #00120 on the official Arma 3 web site

  August 26th, 2015 - 05:34 By Old Bear   Comment (0)  

  SITREP #00119 Official    

On August 18, 2015, Joris-Jan van 't Land has reported a SITREP #00119 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Update 1.50 Highlights, Community Group Spotlight, Server Monetization Feedback


Now that Release Candidate testing has begun for 1.50 (Steam access code: Arma3Update150RC), let's go over the highlights of additions, tweaks and fixes for this update. Engine-supported remote script execution is finally being rolled out, after a lot of work on its configurability and security. The update also disables file patching by default, and lets server administrators deny connection of file patched clients. We have tweaked the data and configuration of certain bits of vegetation and other 'clutter' on Altis and Stratis to improve how visibility is simulated for Artificial Intelligence units. Previously mentioned tweaks to (crouched) sprint animations and vehicle steering have also been included.

In terms of fixes, further optimization of the memory footprint are included, as well as at least one invalid memory addressing crash fix. This work continues still, with a few more low-level optimizations requiring more testing. Our thanks for community efforts such as the one organized by Altis Tales to aid us. Other welcome fixes are for TrackIR, unrestricted movement exploits and the inability to use Night Vision Goggles as a vehicle passenger. Read more details here and discuss the RC here, as we push for a release next week. The best place to report issues is our Feedback Tracker.


The Arma 3 community consists of many varied players and groups, playing the game in the way they like best. Of course one such way is to role-play authentic military operations as large and organised units. Some units are open to anyone and some have recruiting rules. Some are dedicated to a specific region of the world, others are international. They often use specific mod mixes and sometimes even create mods for themselves. Custom scenarios frequently apply Player-versus-Environment cooperative gameplay, but not necessarily so. Many units host training sessions, special events and competitive meet-ups. We think this is a great way to experience what Arma has to offer, though it can be daunting to new players and hard to get into. We have plans to support groups more over the coming months. For now, let's take a look at a (very random) selection of units and events that caught our attention during just this past week. Cheers to 1st Combat Division, 16 Air Assault Brigade Milsim, BTS Brasil, 16th Infantry Regiment Arma 3 Realism Unit, BattleGroup XXI, 40 Commando Arma 3, 101st Airborne Division, CentralOp and Reality Gaming for sharing their experiences!


At the start of 2015, we began a year-long trial for Arma 3 server monetization. About half-way through now, there have been both approved and denied servers, as well as those which switched to voluntary donations instead. Please let Associate Producer Vojtech Schubert know how you feel about the topic and our specific implementation thus far on the forums!


If you're curious about the Terrain Processor tool, you may find this tutorial very useful. It instructs users on its basic usage and demonstrates how to use OpenStreetMap geographic vector data in your terrains. Sample data and projects are available to study as well.

There are many approaches to creating scenarios for players. You can prepare them before-hand using the editor, or curate them in real-time using frameworks like Zeus. StrategicGamingTV has started a series of videos discussing the latter especially. It gets into topics like intention versus perception and freedom versus restrictions. The focus is on being a role-played high command Game Master who can react to player actions dynamically. A general tip they offer is to not focus on killing the player at every turn, while obviously providing a good challenge. To quote one of the videos: "Arma is a game of risk management". Sounds about right!

  August 19th, 2015 - 06:53 By Old Bear   Comment (0)  

  SITREP #00118 Official    

On August 4, 2015, Joris-Jan van 't Land has reported a SITREP #00118 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: RC 1.50 Incoming, Terrain Processor, Community Upgrade Project


It's our intention to prepare update 1.50 for Release Candidate testing later this week. Extensive build tests would then be conducted during next week (and the flanking weekends), before releasing the update the week after that. Keep an eye on our @Arma3Official Twitter channel for the access code and multiplayer stress test details. We realize one huge obstacle for those willing to participate, is Steam Client's inability to install parallel branches of the game. Our Game Updater utility in the Arma 3 Tools suite does allow you to do that, but for the moment you'll need its Dev-Branch. Your help, whether you're a player, modder or server administrator, is tremendously useful. We're grateful for your support while we try to not only maintain the game, but make it better!


High time for another episode of our Community Guide video series, in cooperation with Andrew "Dslyecxi" Gluck! This episode deals with the tactical employment of Machine Gun Teams. Specifically, it describes how the roles in such team can be divided and where you might position the team in the battle space. The guide also explains how a gunner can best suppress or engage a target or position. Take a look for yourself and then boot up the game to start practicing your gunnery and teamwork skills!

Last week's dev photo was taken at the entrance of GDC Europe. Five of our developers attended the conference to meet their peers, discuss hot topics, be inspired and of course to see cool tech and games. Another one of our Bohemia Interactive colleagues, Eugen Harton (Associate Producer for DayZ) held a well-received lecture on the controversial topic of cheating. It would also appear that several people spotted and snapped our fleet of Arma 3 vehicles traveling in Germany.

Have you tried all seven Marksmen DLC weapons yet? Achievement "Marksmen Weapon Master" at just 2.5% global unlocks, says you haven't. Even if you do not own the DLC, you can try all these weapons without restrictions in the LEARN > VIRTUAL ARSENAL mode. Pick the Rifle category in the left menu bar, scan for the Marksmen icon on the right of entries, select one of them and hit TRY. You don't need to try every color variant, but feel free to do so. Alternatively, you can open the DLC Content Browser by pressing Shift + P in the main menu. Click the MARKSMEN tile and check how long you've used each weapon, or TRY them directly from there.

The 5 rifles and 2 medium machine guns in the DLC were described in detail in Sandbox Lead Lukáš Haládik's OPREP. Some more information on each weapon can also be found in the in-game LEARN > FIELD MANUAL, in the Weapons Info category. This is the complete list in case you have any trouble finding them:
  • Cyrus 9.3 mm CSAT marksman rifle

  • MAR-10 .338 CTRG marksman rifle

  • Mk-I EMR 7.62 mm NATO marksman rifle

  • Mk14 7.62 mm FIA marksman rifle

  • ASP-1 Kir CSAT special purpose rifle

  • SPMG .338 NATO Medium Machine Gun

  • Navid 9.3 mm CSAT Medium Machine Gun

The Community Upgrade Project is a cooperative undertaking whose goal it is to port all Arma 2 content to Arma 3 standards. A large portion of the source data used is contained within the licensed data packages that were released to modders for free. There is no denying the immense effort it must take to achieve the lofty goal, but their initial releases are very impressive. Join us in expressing our gratitude to all contributors for putting in their time and delivering this mod to all players (under APL-SA license!). Very recently, they have released the first version of the CUP Units Pack, in addition to updating the CUP Weapons Pack. Amazingly, both the CUP Terrains Pack and CUP Vehicles Pack are also in the works.


Animation Encoder Martin Kašpar has placed a call for feedback on animation tweaks. You can try the current state in Dev-Branch and submit your notes in its discussion thread. We'd like to focus your attention to the crouched sprints, whether that's unarmed or while holding a sidearm, primary weapon or secondary weapon. The goal was to make them more plausible and balanced. While we have you looking at the movement animations, please also test whether any movement exploits you know about have been addressed in this version.

Our testing of Arma 3 on Windows 10 so far has been promising. The issues we do know about are mostly caused by performing upgrades from another version of Windows. This can be done without a loss of data, which has the potential to damage certain libraries that we rely on. It's possible to repair such libraries by using the solutions listed on this page. For the safest and most robust upgrade path, consider doing a fully clean installation or an upgrade with loss of data (but obviously make sure to back up first!).


A new terrain-making tool has started its public testing phase on the Arma 3 Tools Dev-Branch. Terrain Processor is meant for making mass changes and additions to Arma terrains. While separated from Terrain Builder (to facilitate easier maintenance and tweaking), it does require users to import the results into TB in order to use them. One practical use case is to import many thousands of objects from geographic data. Another is the automatic alignment of terrain under roads. Impressively, the developers behind this tool have launched it complete with a manual, sample project data and tutorials. Let us know what you think on the forums. We hope it helps terrain creators, like the team behind the Australia mod by Aussie, to achieve their goals more efficiently. Many thanks to the one and only Ivan Buchta and programmer Marek Novosad for making this happen!

We've decided to separate the Arma 3 Samples from the Arma 3 Tools application on Steam (both still freely available). The sample library will likely keep growing, and some people just want the tools, or just the samples. For the time being, the samples will remain part of the tools, but we recommend you start using the separate application once it becomes available. Both applications can be found by switching your Steam library to "Tools". Later, we'll probably remove the samples from the tools permanently.

Another upcoming change is the removal of the licensed data packages from Arma 3 Tools (they were a special gigantic branch). If you are using this branch, we recommend you copy the data to a different folder soon (to avoid having to re-download). These packages will only be available via the primary download channels on our website.

Extract, full report on Arma 3 web site.

  August 17th, 2015 - 16:09 By Old Bear   Comment (0)  

  Arma 3 – Community Guide: Machine Gun TeamsTrailer Videos    

Korneel van 't Land has informed us that Bohemia Interactive has deployed a new video on machine gun teams in
Arma 3.

Prague, Czech Republic, Thursday August 06th 2015

In support of the virtual troops, Bohemia Interactive today released a brand new video for its military shooter Arma 3, providing useful tips on how to operate effectively as a machine gun team.

Aimed at anyone with an interest in tactical gameplay, the video covers some of the basic principles behind gunnery and target engagement, positioning on the battlefield, suppression techniques, and the separate roles in a machine gun team.

The Arma 3 Community Guide video series is produced in collaboration with former service member and leader of Arma's popular community group Shack Tactical, Andrew Gluck (better known as Dslyecxi). Previous Community Guides covered topics such as infantry combat, multiplayer teamwork, helicopters, sniper- and launcher teams, combined arms warfare, air assaults, guerrilla warfare, ground vehicle crew, and the Arma 3 Zeus DLC. The complete Community Guide playlist is available on Arma 3’s YouTube Channel.

To enlist for Arma 3 service, the regular edition of Arma 3 (44.99 EUR/39.99 GBP/59.99 USD) and the Arma 3 Digital Deluxe Edition (49.99 EUR/42.99 GBP/64.99 USD) - which includes the Arma 3 soundtrack, tactical maps of Altis and Stratis, a tactical guide of more than 350 pages, and Bohemia Interactive’s debut game Arma: Cold War Assault – are available for purchase on Steam and the Bohemia Interactive Store.

Those who are new to Arma 3, but are looking for the most complete experience, can also pick up the Arma 3 Extended Edition. The Extended Edition includes the Arma 3 Digital Deluxe Edition plus the Arma 3 DLC Bundle, and saves people 9.99 EUR/11.99 GBP/14.99 USD over buying the vanilla game and DLC bundle separately.

  August 6th, 2015 - 19:56 By Old Bear   Comment (0)  

  SITREP #00117 Official    

On August 4, 2015, Joris-Jan van 't Land has reported a SITREP #00117 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Dev Diary Tanoa, Personal Protection, Mod Highlights


For many people in games land, this week is about the annual Gamescom expo in Cologne. While some of our developers are attending its sister-event GDC Europe, we don't have a formal presence at the show this year. We decided to focus on development and use the extra time for all the cool stuff we have coming up. In the next couple of weeks, we'll finally publish our roadmap update blog, with more specifics of the themed updates on the road to the main expansion next year. We've also not stopped the effort to address memory and crash issues in and around the game for upcoming version 1.50.


Whether or not you want the "Scapegoat" achievement on your record may be quite subjective. Only 1.4% of worldwide players have been permanently marked so far. The achievement relates to the free multiplayer Zeus DLC. Watch this useful tutorial video by Luetin to see the framework in action within the editor. One of the Game Master / Moderator abilities is to embody any non-player unit and remotely control it. This is a powerful tool to tell your story. One application is to spawn a civilian in a town, take over control, start role-playing, and provide the players with Intel about their mission. You can also take over an enemy vehicle and engage the players, or help them. Should you get killed by a player while doing so, you get this achievement. You'll have made an innocent NPC your scapegoat.

Using this functionality is simple. Go to the "Modules" list and select "Remote Control" from the "Zeus" category. Drop it onto any non-player entity and start controlling it. There are a few limitations, such as the inability to issue squad commands or to use the UAV Terminal. Press 'Y' to return to the Zeus interface (this also happens when the unit you're possessing dies). Our own Zeus, Karel Morický, has two tips to share:

  • When engaging players, shoot to suppress, not to kill. You can very easily intimidate and scare the players to great effect using this ability, but actually killing them may not be productive for your scenario.
  • Speak on the direct speech channel via VOIP. This will even make the NPC's lips move and is a great way to create a more dynamic scene for the players.

There are many great play-through videos out there, but the designers on our team enjoyed this one a lot! EvilViking13 takes us on a tour of trials and errors while designing a coop scenario for his group (the video description details where you can grab it yourself). He narrates a testing session with an analysis of the nature of sandbox games and their complexities in design. Dealing with the vanilla game, mods and handling all the dynamic situations that may occur due to player agency are all factors to consider. There are also some tips and tricks on how to approach creating big and complex missions, by learning as you go. The end result looks like a lot of fun too!


The freshest developer diary is all about Tanoa. Creative Director Jay Crowe and yours truly sat down in the office yard to discuss the inspiration, characteristics, potential and status of the new terrain. The video speaks for itself, but we'll take the opportunity to clarify a few things you were discussing after seeing it:
  • The new 3D editor has reached internal Alpha, and is shaping up to be a very useful tool. It retains the simplicity of creating a scenario, but allows far more efficient workflows. This is still a scenario editor, which does not let you modify the terrain itself. It will however be much, much nicer to build complex object compositions. The 3D editor will be free to everyone with Arma 3.

  • The work-in-progress water and lighting enhancements will not only be free for all Arma 3 players, but we're also configuring them properly for Altis and Stratis.

  • Our stance on building interiors has changed from the main game's terrains. In the broadest terms, fewer buildings will be fully enterable. You'll find more buildings that are partly enterable, and also some that cannot be entered at all. Kavala's hospital is an example of being partly accessible. There are various reasons for this approach. We all know that Altis had a great many enterable buildings, but they were void of furniture and felt suspiciously empty. We don't have the resources to solve this by producing top-notch varied interiors for all buildings. There is also performance to consider, which is helped by having more solid structures. This topic may be controversial, but we felt it better to be open about this at an early stage. We're still producing the final structures and experimenting with the balance, but it's quite clear not every building will have a full interior.

Martin Kašpar, one of the more recent recruits of the animation team, is seen handling one of our prop weapons in the latest weekly photo. We own a collection of disabled and mock-up weaponry that our developers can use for reference material. That may be for actually re-creating a weapon, or for feeling the weight of holding one, looking down sights, manipulating the moving parts, etc. And of course they are just awesome office decorations! Martin himself focuses on the graph of animation states and delivering animations for new features. Some of his recent work has been a special 'frozen' animation spider for competitors in Firing Drills, tweaks of the ambient animals, and fixing reported exploits of player movement.

Improvements of Personal Protection are being tested internally, and should make their way to Dev-Branch not too long from now. Specifically being targeted is the precision of protection on the character's body. At the moment, wearing a helmet will protect your entire head. In the new version, the helmet will actually only protect the parts of the head it covers. Similarly, body armor with special neck and groin plates make a real difference. The trade off between their weight and added protection will become even more pronounced. In technical terms, the change will let encoders define more hit points per piece of protection and configure how damage is distributed. Samples will of course be updated to reflect this.


Lots of good developments were shared in the community since the last report! First up, ACE3 has reached version 3.2.0 and also started distributing an official build of their open-source project via Workshop.

Matt Dean has updated his Marine Expeditionary Force mod to version 2.2, promoting it with some spectacular screenshots of USMC characters, weapons and vehicles. His mod too, you can subscribe to on Workshop.

Our final spotlight of this week (don't be shy modders, share your media and releases with us) shines a light on the C2 - Command & Control framework. It seeks to push squad commanding forward in terms of usability and options. Get it on Workshop now!

The web team reports that the Bohemia Interactive forums were migrated to their new engine, so you can start posting again. The operation took longer than expected due to back-end issues. The previous forums were also heavily customized with pages of plug-ins, which were hard to carry over. We are working on improving the experience, adding some missing features, and doing stylistic tweaks. It may take some more time to get the forums in the shape we'd like to see, but the robustness of the core is going to be important in the long-term.

If you are using the licensed data packages via the special branch of Arma 3 Tools, please copy the data to another location. We'll be removing this branch and Steam mirror of the data. It will remain fully accessible via the primary download locations on our website (direct or Torrent).

  August 6th, 2015 - 19:43 By Old Bear   Comment (0)  

  Developer Diary: Welcome To Tanoa Videos    

Korneel van 't Land has informed us about Developer Diary: Welcome To Tanoa video release

Bohemia Interactive released a special Arma 3 developer diary video, providing more details on Tanoa - the new terrain featured in the upcoming Arma 3 expansion, which is scheduled for release in the first half of 2016. The new terrain, a 100 km˛ South Pacific archipelago, was originally revealed during the PC Gaming Show at E3 2015.

In the developer diary, Arma 3's Creative Director Jay Crowe and Project Lead Joris-Jan van 't Land discuss how the devteam came to a South Pacific destination, describe some of the key characteristics and points of interest on Tanoa, and reflect on development so far and the roadmap ahead.

Tanoa will be the first South Pacific destination featured in the Arma series. Previous Arma locations included the Mediterranean islands of Altis and Stratis (Arma 3), the Eastern-European country of Chernarus (Arma 2), the Middle-Eastern nation of Takistan (Arma 2: Operation Arrowhead), and various other terrains in the fictional Armaverse.

Besides the new Tanoa terrain, the Arma 3 expansion will include new vehicles, weapons, attachments and gear, characters, playable content, and more. The expansion is scheduled to be released in the first half of 2016 and will be distributed as DLC for the base Arma 3 game.

  July 30th, 2015 - 17:20 By Old Bear   Comment (0)  

  SITREP #00116 Official    

On July 28, 2015, Joris-Jan van 't Land has reported a SITREP #00116 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: 1.48 Hotfixed, Windows 10, Vehicle Steering


With your help and patience, we've finally honed in on the suspected culprit causing severe performance degradation for a group of players. The hotfix released today improves the situation for a lot of people who reported back to us. In another section of this report, we explain in some more technical details what caused the issues. This is not considered the end station of this investigation. We're doing our best to address more issues in this area. There are many factors that lead to problems like these, which probably would make for an interesting Dev Hub post in the future. Ultimately, however, we strive to more effectively prevent such issues from ever reaching you, the player. Our apologies and gratitude for assisting us in finding the first tangible clues that lead to this step forward.


Community Developer Greg Becksted has announced that an upgrade to the forums' back-end software is currently underway. From Tuesday 09:00 CEST until approximately Thursday 11:00 CEST you will not be able to start new threads or reply to existing ones. Part of a plan to facilitate a unified Bohemia Interactive account for all services, we'll go from vBulletin to IPB and a slightly different User Interface and layout.

Greg has also shared a very entertaining Arma 3 ShoutCast of a Team-versus-Team match. This is one episode in a series of "Friday Night Fight" events. MicOne's narration of the VIP Escort in Zargabad gives a cool perspective on the small unit tactics employed during this session without respawns. We look forward to more of these!


Windows 10 is scheduled for release tomorrow on July 29. Arma 3 will of course be running on this version as well. We've tested the game on various preview builds over the past months, and it mostly worked well. However, recent preview updates have revealed some new issues that we may need to work around or fix. Therefore, we recommend to delay your upgrade until at least update 1.50 (Arma 3 / Arma 3 Tools 0.94) has been released. We'll have had some more time to react to the 'final' OS version and learn how it works in the wild. In addition, our research of DirectX 12 is still underway for a future update.

Programming Lead Vojtěch Hladík and Designer Ondřej Kuže have been cooperating on Dev-Branch tweaks to vehicle steering. Ondřej reports: "To make driving more intuitive, fun and also to give individual vehicles more unique characteristics, we've made it possible to adjust the steering sensitivity for each vehicle separately (this applies to digital / keyboard input and ground wheeled vehicles only). Recently we've set up these characteristics for the basic vanilla vehicle types. That includes a neutral, jeep-like configuration of the Car_F base class, which allows mods to benefit from the improved steering from day one. More info about the configuration can be found on the Community Wiki. We're interested in your feedback!".


The premiere SECREP , meaning a main branch anti-cheat update, was published last week. It provides modest BattlEye stability and performance improvements, especially to servers intensely using client-side script scanning. Kicking has been temporarily disabled for scripts.txt scans (instead a warning message is shown on server launch). Admins may have to amend their filters according to what is logged in scripts.log >. Once they are sure that their filters are compatible with the new version, they can re-enable kicking by adding "//new2" into the first line.

Various players who are already using Windows 10, have reported a "Driver Load Error 577" for BattlEye. This was a temporary issue introduced in one of the Windows preview builds (10074), and fixed by them in build 10162 (it also affected other software). BE will be monitoring for more errors of this type. Please contact their support team if it does still happen to you after updating Windows.

Another glitch causing frame rate problems while playing Arma 3, appears to be caused by erroneous continuous downloading of Workshop content by the Steam Client. Valve has been trying to fix this in recent beta versions of their client, but it may not have been resolved for everyone. As a work-around, visit Settings > Downloads, and restrict downloads to a time during which you're not playing.

So what is our current theory on what caused the performance troubles that prompted the hotfix? During March 2015, we introduced an optimization to the way PhysX collision data is loaded (yes, the irony is not lost on us, but most optimizations are a battle between improvements and unwarranted side effects elsewhere). The data was baked into the game-ready model during binarization, so that the game could access it faster while streaming new parts of the terrain and scene. The trade off here was that the memory footprint of those models grew. Over time, more and more game data got re-binarized and for some PCs this clearly pushed the budget over the edge. Specifically in update 1.48, we believe the standard rocks were the biggest problem. The hotfix has optimized how the baked data is stored, which should help in most cases. This is where things get unclear, and further investigation and analysis of data is required. We still cannot reproduce the problems on our company hardware. There also is no clear or obvious common factor between those people who reported the issues. We do know that for some of them, using the default Windows memory allocator prevented the issues. It is slower overall than TBB 4, but also more conservative and it may handle the situation more gracefully. We'll keep hunting and finding alternate avenues to optimize memory usage.

  July 30th, 2015 - 05:02 By Old Bear   Comment (0)  

  Isla Duala 3.3 by IceBreakr Addon release    

IceBreakr has released the long awaited updated Arma3 Isla Duala v3.3 island.

Duala just got updated to 3.3. Yaay!


* added vast new region: Taris Island on North
* over 332,000 placed objects
* various improvements (satellite texture, coastline)
* 90s Afrenian rifleman is now armed
* added intro with towns (load island in Editor then return to main menu)
* added Kamaz open & covered trucks for both factions
* added Leopard 2A4 Evolution to Afrenian Army (Molatia has to rely on Russian RHS tanks for now, heh)
* primary weapons made compatible with new bipod function (no more sinking in the ground)

  July 23rd, 2015 - 09:15 By Old Bear   Comment (0)  

  SITREP #00115 Official    

On July 21, 2015, Joris-Jan van 't Land has reported a SITREP #00115 on the official Arma 3 web site.SITREP #00114

FROM: Project Lead
TO: Arma 3 Users
INFO: Update 1.48 Released, External 3D Artists


Main branch update 1.48 saw the light of day last Thursday. For the majority of players it works well, and brought some useful additions, tweaks and fixes. Take a look at the for the game and the TECHREP for the tools if you'd like to know all the details. During the last days of testing, we decided to delay inclusion of Remote Script Execution. We found a few issues in complex use cases that we'd like to fix first. Once fully ready for the next update, it should help multiplayer designers to achieve modest optimizations and benefit from security improvements.

The team is aware of two issues affecting a smaller group of players. That doesn't make those issues less important. It does make them very hard to diagnose and solve, since we cannot reproduce them in-house. If you're experiencing such issues, any information you'd be willing to share may help to narrow down the cause(s). Specifically, we're investigating memory corruption crashes and unexplained performance degradation. Even though we know it does not help everyone, we would like to ask people to try the common solutions to problems: defragmenting HDD storage, running Steam file verification, updating hardware drivers, installing OS updates, switching back to the non-Beta Steam Client, and other methods listed here.


What is going on in the latest weekly dev photo?!

Our Creative Director, Jay Crowe, will take on an interesting panel at PAX Dev in Seattle this year. Together with DayZ's Brian Hicks and Paradox Interactive's Shams Jorjani, he will be debating the intricacies of developing and maintaining highly modifiable games, during a panel titled "A Clash of Kings: Vanilla v User-Generated Content".

Achievement Spotlights let us tell you more about features and modes that don't necessarily get the attention they deserve. One such mode is the "4+1 ZGM Bootcamp" multiplayer scenario that was created by Designer Nelson Duarte and introduced in 1.24 Bootcamp Update. Implied in its name, this mode caters to 4 Recruits and 1 Zeus Game Master Instructor. The latter can guide the Recruits through a series of pre-defined training courses, but also set up any dynamic challenge that comes to mind. The narrative context for the mode is NATO personnel training AAF troops at the Altis airport. Several Firing Ranges and Obstacle Courses are pre-build to use. The "Ready for Duty" achievement (0.4% global unlocks) is awarded after you've completed all stages as recruit once.

Receiving training from experienced human Instructors can be very powerful. They can use the Y key to open the Zeus interface and use all of its functionalities (Recruits can use the same key to ping the Instructor). Specifically for Bootcamp, there are 3 modules in the "Training" category that are of great use. "Bootcamp Stage" lets them start the pre-designed training courses. "Hint" triggers any of the game's Field Manual hints to all players. And to have a little bit of fun, they can use "Punishment" to force Recruits into push-ups or squats as a corrective measure. Being an actual character in the session, they can also lead by example and participate in the training. One excellent example of rounding off a session is to build a final live-fire Close Quarters Battle exam for the trainees. Final tip: you can press and hold T to reveal various Points Of Interest.

Senior Designer and drone overlord Borivoj Hlava came across an old but relevant video tutorial about the use of drones in Arma 3. Learn how to use a single Greyhawk to lase and strike a target, or how to make several UAVs work together. The instructions and tips are still accurate, so join us in thanking Oddity for uploading it!


The Art department would like to remind everyone that we're still looking for more external 3D artists for (paid) help with building Tanoa's assets. This is contract work without fixed working hours, so even if you can only contribute part-time, we're interested. Several recent recruits are already producing new buildings for the terrain! Find the details on our careers page.


The most recent update of the Arma 3 Tools Dev-Branch has added Game Updater support for Legacy Build branch. This tool lets you maintain several branches of the game on your hard drive at the same time, something which the Steam client itself does not do. The Legacy Build branch always contains the previous main branch version. It lets users switch to it in case of major issues with a new version, or just to compare the differences. Currently it contains update 1.46 and its access code is Arma3Legacy146.

We'd like to give modders a friendly piece of advise: please check the game's RPT log after running the game with your mod(s) enabled. While trying several popular mods recently, our team found various error messages being spammed. Besides indicating the error itself, this can also cause micro-freezes (unless you use -noLogs). Most of these errors are very simple to fix and involve missing sounds or textures. The RPT and other logs can be found in a folder like C:\Users\\AppData\Local\Arma 3\. Having said that, we'll be the first to admit that there can be such errors in the vanilla game as well. Let's clean things up together!

There is one more addition in 1.48, hidden away in the game's install folder. A new file, arma3_keyboard_layout.pdf, contains a localized control scheme guide for various aspects of the game (for the default and Industry Standard schemes). It's even laid out in a way that allows printing and folding into a convenient cheat sheet next to your PC.

  July 21st, 2015 - 16:07 By Old Bear   Comment (0)  

  SITREP #00114 Official    

On July 14, 2015, Joris-Jan van 't Land has reported a SITREP #00114 on the official Arma 3 web site.SITREP #00114

FROM: Project Lead
TO: Arma 3 Users
INFO: No File Patching, SECREPs, Community Focus


Our thanks go out to those of you who've helped stress test the 1.48 Release Candidate (Steam access code: Arma3Update148RC) over the past week. The update is looking good, and on track for release this Wednesday. If you've found any major new issues, now is the time to share them with us on the Feedback Tracker. After reading these reports for the past weeks, you might have gotten the impression the entire team is working just on maintenance. However, work on the expansion is in full swing as well. Several community artists have joined the Tanoa art production army, and are producing new structures for the terrain. We'll also be sharing more details on iterations of Fatigue and Personal Protection soon. These are two of the more hotly debated aspects of the game, so our developers have splendid tweaks in progress. Please do keep reading; we're discussing some important security changes in the sections below.


The second Bohemia Interactive Humble Bundle has been live for a couple of days, but you can still grab one! Pay what you want for the majority of our games and support charity at the same time. A portion of your choosing goes to the American Red Cross and Electronic Frontier Foundation. Even if you already own some of these games, you can gift the rest (this does not apply to the $100 Bohemia Interactive Collection, which is 1 key). Act quickly, there's just a little over 2 days left.

The most recent weekly dev photo locks onto Producer Lukáš Veselý behind his desk in the Brno studio. His job is very important to the team and project running smoothly. He connects the developers to the rest of the company and its back office. Making games may appear to be all about programming, designing and producing artwork, but we also need to take care about the budget, legal topics, contracts and similar aspects. Closer to development, he defines workflows for multi-disciplinary teams and sets up pipelines to monitor progress. One example is a clear procedure for getting an asset from concept to release. Keeping track of new expansion vehicles, weapons and characters across all departments, guarding quality and securing a timely end result, is one of the many things Lukáš does to support the team. We thank him for making our lives easier!

Update 1.42 (Marksmen DLC) extended the Virtual Arsenal mode (LEARN > VIRTUAL ARSENAL) with a vehicle section. Clicking the Garage icon at the top of the screen will switch between personal equipment and vehicles. In this mode you can view all official and custom vehicles. A few statistics such as maximum speed and armor are shown for comparison. Holding the right mouse button and dragging will rotate the camera, while doing so using the left mouse button pans it. The mouse wheel controls zoom. With a vehicle selected in the categories on the left, you can do a few special things. The menu on the right lets you insert VR characters into any available crew or passenger positions. Vehicles that support it, will let you show or hide components such as the rear seats of the M-900 helicopter. Some vehicles also support several liveries or camouflage types (the recommended method for modders to set this up is VhC).

Of course just viewing the vehicles is not terribly exciting. Press the TRY button to immediately jump in and try the vehicle yourself. A few infantry and vehicle targets are available to test available weapon systems on. Importantly, Arsenal and Garage both let you try DLC assets without restrictions or ads! Advanced users can find more details about the modes on the Community Wiki. Booting up Garage for the first time is all you need to do for the "Virtual Vehicle Inspection" achievement, which has a global unlock percentage of 4.0% at time of writing.

What has the community been up to? Let us serve up a select few things that caught our eyes. The Binary Orchestra machinima team have released their "REMNANT" science-fiction short film. It's an impressive and creative use of Arma 3, mods and video editing that deserves to be seen.

Modder Heaven have published an article containing their top 10 Arma 3 mods to look forward to in 2015. Check them out and let us know which projects you feel were overlooked.

Speaking of mods, Ian Birnbaum has shared an interesting perspective on Make Arma Not War winner Deliverance via PC Gamer. In it, he explains why he feels it does a better job of telling a story than many other first-person shooters. He praises the custom voice work, cinematics, player freedom, as well as tackling the controversial topic of a racial conflict set on Altis. Peaked your interest? Check it out for yourself and see if you agree with Ian!

Some community groups are so serious about their experience, they create dedicated content and mods to enhance their experience. One such group is the 3 Commando Brigade. And they are not restricting use of their British Armed Forces equipment to their members. Anyone can download their work or apply for a spot in their ranks.


We're planning a significant change in update 1.50 in order to combat a common exploit. The change should not cause many problems, but it can cause confusion. Effectively, we intend to disable 'file patching' by default. File patching is the ability for the engine to load local scripts and other files to override versions in packed addons. Without file patching, the game only loads data from PBO and EBO files. The technique is used by developers and modders to quickly iterate on their work, but also by exploits in multiplayer. So what is our plan?

*Change the default for the whole game from file patching to no file patching (Dev-Branch will probably stay as it is now).
* Add command-line parameter -filePatching to manually enable the former state (-noFilePatching already exists now).
*Introduce server control to disallow file patching on clients.
*Add scripting command filePatching to detect the actual state.

Please let us know whether you see any problems with this approach on the forums.


Together with BattlEye, we've decided to allow for the possibility to update the anti-cheat files on Arma 3's main branch more frequently. The motivation for this is to react more quickly and flexibly to new security threats. We want to do these small updates (only several megabytes) separate from game updates, so that we can rapidly isolate potential issues, and even revert changes if need be (for example if new restrictions affect too many players negatively by combating hacks too aggressively). There will not likely be elaborate change logs for these updates, but we will start a new type of Security Report (SECREP) on channels like Twitter to alert you about them happening.

  July 17th, 2015 - 06:17 By Old Bear   Comment (0)  

  SITREP #00113 Official    

On July 7, 2015, Joris-Jan van 't Land has reported a SITREP #00113 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Report In Tanoa, Holstered Sidearms, Release Candidate 1.48


The public testing phase of the next main branch update (1.48) has kicked off. It will last the entirety of this week. The result should be a more solid release next week, depending on the test outcomes. The Release Candidate Steam branch has been opened under access code Arma3Update148RC. With that comes the usual caution that you'll not be able to join 1.46 multiplayer servers, and that this branch may receive (daily) updates until release. Besides regular play-testing, several bigger multiplayer stress tests are being organised. Our internal Publishing QA team will invade David "Dwarden" Foltýn's CHIMERA servers this Thursday, and you can join too. We'll share further details via Twitter.


It may be a little cruel to tease you with more Tanoa info before you can visit it yourself, but representatives of the environment department have done a lovely Report In interview. Both Petr Sedlácek and Radim Vítek answer questions about how their team is structured, what their roles are, and how our virtual worlds are created. They then discuss what it's like creating a Pacific terrain like Tanoa and how far along it is in development. Particularly interesting are their accounts of a recent field trip to research the setting more closely. The guys have a lot of work in front of them over the coming months. We have absolute confidence in them delivering a fantastic "green hell" to explore, and the rest of the team will support them along the way!

That's not it either! Last Thursday, we filmed a new Tanoa-themed episode of our dev diaries in the sunny backyard of the Mníšek pod Brdy office. The next day was spent on-location in the Brno office, where the bulk of environment work is done.

Ladies and gentlemen, "Start Your Engines"! A flat 5.0% of worldwide players have tried and finished any official Time Trial since this achievement was introduced. Part of the PLAY > CHALLENGES game mode, these were always meant to just be fun distractions from the main game. They can however train up your skills in certain areas useful in combat, such as vehicle handling and split-second decision making. Basically, you are racing your vehicle through a series of Check Points until you reach the finish. You can try to beat the bronze, silver and gold trophies and improve upon your personal best record. Don't expect to beat gold on your first attempt, unless you're a natural pro of course! Keep replaying the trials, memorize the course, find shortcuts and get better. There are 10 official trials in total, though quite a few require DLC ownership. Without that, TT1: Circuit Training and TT6: Runway Lap can be played by anyone.

What can you do to improve your times?

  • Don't always move from one Check Point directly to another. Plan a clever path that factors in your inertia and anticipates your orientation towards the next Check Point.

  • By default, use Left Shift for a small speed boost and try cornering using your handbrake (X).

  • Don't always fly at maximum speed in the case of helicopters. You may need to burn off speed for some turns.
  • You'll also want to consider the Advanced Flight Model as it lets you be more maneuverable in the hands of a skilled pilot.

  • Missing a Check Point will incur a 10 second penalty. There are rare cases where the benefit of skipping outweigh this penalty.

  • Check out these play-through videos by Bassly for some tips and tricks.

Not long from now, you'll also get to show off what you've learned by competing on the Steam Leaderboards!

Various mod teams are making great progress. Let's take a look at just two of last week's highlights. Shelestov has been working on his geo-typical Ukraine terrain, Orshanets , and it's looking amazingly detailed and rich. A version of the terrain is available to try, with a limited region brought up to target standards.

Meanwhile in a galaxy much further away, Blue Harvest Int is creating a playable fan homage to one of the most iconic science fiction universes out there. Subscribe to their first release package on Workshop, and then go to the Editor or Arsenal to play around with some cool toys.


When you try version 1.48 for the first time, take a look at your holster. It will finally contain a visualized sidearm ; a popular request for a long time. It obviously looks much better than an empty holster, and it allows you to identify the sidearm on other people (dead or alive). However, this is really only about the visualization of the sidearm and some tricks were used to achieve it. The weapons dynamically scale slightly to fit in the universal holsters. Attachments are also not shown because the clipping issues are too hard to solve. Visit the updated weapon configuration guidelines to see how you can prepare your mods. More changes in this area are not ruled out, but also not expected in the near future.

Encoding Lead Petr Kolár briefs us on one further set of 1.48 tweaks: "There is one more interesting change in the upcoming patch, this time on the vehicle side of the game. We have tweaked the collision durability of most vehicles to make the gameplay smoother, yet still believable. Gone should be the infamous flat wheels after riding through a wobbly fence at low speeds, but hitting something hard should still cause some real damage to the car. Our precious Offroads may now even wander off the road without fears of being disabled when driven with some caution."


With the bulk of the team focused on the game, Tools Commissar Julien Vida is already preparing the next update of the Arma 3 Tools suite. A significantly iterated FSM Editor has been submitted for testing by programmer Marcel Marciš. It contains some very welcome usability enhancements, like the ability to search throughout states and code! There will also be a new tool, DSUtils, which provides an easy-to-use visual interface to all addon signature tools (formerly command-line based only).

Finally, we had already mentioned some of the script commands added on Dev-Branch recently, many of them based on community requests. Scripters will also get to enjoy arrayIntersect, serverName, allPlayers, and more!

  July 7th, 2015 - 23:17 By Old Bear   Comment (0)  

  SITREP #00112 Official    

On June 30, 2015, Joris-Jan van 't Land has reported a SITREP #00112 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Unusual Process Exit, Remote Script Execution, Leaderboards


The forthcoming 1.48 update will bring further stability improvements and some community-requested script commands to the game. Besides that, we're also wanting to roll out the first proper version of the improved remote script execution tech. Especially scenario designers and server administrators may want to keep reading this report to learn more and to determine whether their concerns have been addressed. We've also included information for those who are experiencing start-up issues with the game. While some of these are caused by the game itself, there are also many investigated cases where the problems lie with the hardware, Operating System, drivers or malware to name a few factors. We have provided various possible detection methods and solutions for those cases. Getting them solved will make it easier for us to identify and fix issues with the game itself, and of course make sure everyone can enjoy Arma 3! Our plan is to prepare the test data for 1.48 at the end of this week, and then enter the usual Release Candidate testing process.


Since you may have encountered the dreaded "Unusual process exit" error, also known as "Arma 3 has quit in an unusual manner". Because this error is often shown on top of the Launcher, many thought it indicated an issue with the Launcher itself. However, the Launcher is merely the messenger in this case. Don't shoot it. It detects the game has been closed incorrectly, such as when the Operating System (OS) is unable to start the game properly, or the game crashes. The exit code is provided by the OS and is not always clear, nor can we be sure what the cause is. We can however provide as much as information as possible, and list a number of potential solutions. Launcher Programmer Jiří Polášek has done a great job of collecting the information we have so far on this page. We'll be updating it when we learn more. It's also planned for the Launcher to incorporate more information and automated corruption detection directly. Meanwhile, you may benefit from tools like the Windows System File Checker to ensure your OS is in good condition.

We should clarify the ownership situation of the future expansion that will contain Tanoa. The only edition or bundle of the game which currently includes the expansion is the Supporter Edition. This was a special version during our public Alpha and Beta, and it's no longer available for purchase. It contained the game, all DLC and all not stand-alone expansions, as well as a mention in the in-game credits. The DLC Bundle does not contain the expansion, neither does the Digital Deluxe Edition. We'll announce the exact distribution options and pricing closer to release.

Arma 3 is a game for creators. The editor is their home. As Arma veterans know, this is where the sandbox nature of the game excels. By combining the gameplay mechanics and simulation of many aspects of the game, you can quickly make something fun. Pick a cool location, insert a few AI squads and give them simple movement waypoints. Then just make yourself the player in control of any of the units and experience the battle. When you are looking to design a more elaborate mission, multiplayer mode, narrative cutscene or mechanic, a powerful high-level scripting language is available. A huge reference guide of commands is being maintained on our Community Wiki by developers and community members, such as Killzone Kid, who also hosts an excellent blog on the topic of advanced scripting. We also recommend this series of video tutorials created by Jester814!

Achievement "Relentless Creator" (1.1%) requires you spend over 100 hours in the game's scenario editor (EDITOR > select a terrain > start creating). It does not matter whether this is time in the actual 2D User Interface, or time previewing a scenario from the editor. If you're used to the editor layout of older Arma games, you can switch between the Streamlined and Traditional interfaces via the menu accessible by Ctrl + L. Clicking the underscore _ in the top-right menu bar hides most of the UI. Several advanced tools can also come in handy. Ctrl + D opens the Debug Console, which you can use to execute script code or to watch the value of variables. The Functions Viewer opens by Ctrl + F and provides in-game documentation of all scripted functions (covering mathematical and other common operations). Finally, Ctrl + G launches the Config Viewer, where you can explore the run-time configuration of almost every aspect of the game. And, any skills you pick up now will quite comfortably carry over to the new 3D scenario editor that is under development!

We can always count on the community videographers to show off Arma 3 in cool ways. Enjoy the Zen in this serene look at Altis by IntrepidGaming.


The engine-supported remote script execution technology has now reached a feature complete state on Dev-Branch. Programmer Richard Biely is squashing a few more bugs, but we'd like to roll this out in 1.48. BIS_fnc_MP would not yet use it by default, but the underlying tech could be tested on a large scale. We believe the concerns regarding control and limitation of the feature have been addressed. Please take a good look at the remoteExec, remoteExecCall and CfgRemoteExec documentation. Let us know on the forums whether you believe we've missed potential security holes or there are other problems you have with the implementation.

Another technology that has seen its debut on Dev-Branch recently is support for Steam Leaderboards. The game has been integrated with the Steamworks API for a long time, and that made exposing this feature a reasonably straight-forward proposition for Senior Programmer Lukáš Gregor. To begin with, we've used the technology to add simple leaderboards for official Time Trials. A next logical step will be to port this implementation to Firing Drills. You can actually view the global rankings of every trial here, or filter for your Steam friends instead. Our design philosophy is to focus on comparing your results with your friends first, after that look at results around you, and only then look at the entire world. The open nature of the game makes it very hard to guard fully against exploits, so it may be that the worldwide top results become less-than-believable over time. We should also tell you that it's possible we'll need to reset the boards during the testing phase. We're also considering whether there is a way we can roll out access to custom leaderboards for unofficial mod(e)s. The script commands cannot now be used without hard-coded permissions (similar to Achievements).


Scenario designers beware! Tools Commissar Julien Vida asked us to inform you about 1.48's changes to the randomization of (FIA) headgear and facewear, as well as the method of disabling of Vehicle Customization (VhC). Please check your scenarios for compatibility. Julien will also be writing an OPREP on the topic of VhC in the near future.

A small group of players have reported their game suffers from mini-freezes when clicking or moving. BattlEye has investigated many of these reports, and in all cases so far, the cause has been malware, adware or other Potentially Unwanted Programs. These programs cause certain DLLs to be infinitely reloaded and choke the anti-cheat service. Please use trusted anti-malware software to scan your computer for threats and to repair them.

  June 30th, 2015 - 17:50 By Old Bear   Comment (0)  

  SITREP #00111 Official    

On June 23, 2015, Joris-Jan van 't Land has reported a SITREP #00111 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Tanoa Reveal, First Expansion Details, Naked Eye FoV


Welcome to Tanoa! It was a great joy for us all to finally introduce our next Arma 3 terrain to you. The South Pacific archipelago will be the main component of the game's expansion that is to be released during the first half of 2016. How we intend to release the expansion will be outlined more specifically in a new road map blog over the next few weeks. We can confirm that this expansion is premium, and will follow our DLC strategy (the terrain being a new aspect as you will need to own the expansion for access). Any vehicles, weapons and other content is treated similarly to the try-before-you-buy approach in Helicopters / Marksmen DLC. Features developed alongside are to be free for everyone who owns the game. And, those people who contributed from the beginning by purchasing the Supporter Edition, do indeed already own this expansion (it's not stand-alone). Thank you again for the support during the early Alpha days!

While we were packing our bags to head to Los Angeles and E3, a little leak sprung in our web pipes. This was not deliberate nor a hack of any kind. It was caused by a glitch in account management on the company website, which gave access to our pre-published blog with screenshots. Fortunately for us, the trailer was safe. At the PC Gaming Show we dropped the first moving pictures of Tanoa, which should give you a good impression of the atmosphere, while keeping lots of key areas for you to explore yourselves.

Let's go over some of the things you might have noticed in the trailer and screenshots !
  • We consider the terrain to be geotypical Fiji, but it's not an exact recreation of that real-world location (it's a mix of various satellite heightmaps, so not geospecific). We'll be further discussing our motivations for this (awesome) setting later.
  • A new fixed-wing aircraft and a waterscooter will be part of the expansion. But fear not; the focus remains military. We're just not ready to reveal those vehicles, weapons and characters yet.

  • You can see work-in-progress water reflections, improved shoreline effects and enhanced overall lighting configuration. These technologies and features will arrive to everyone, and to the existing Arma 3 terrains. These are also not all features coming alongside the expansion! We'll discuss more and more as the year goes on.

  • Most of the audio is not yet from in-game recordings, but it gives an impression of how we want to push the soundscape further, especially in terms of ambient audio. The goal is to deeply immerse you in our "green hell"!

  • As the opening disclaimer points out: the terrain is still in the middle of production. Many of the objects you see in the distance are early placeholders. We're very happy that it already looks and feels this good now!

The PC Gaming Show itself was a lot of fun to attend. We had originally wanted to reveal Tanoa a little later in the year, but when this opportunity came around, we jumped on it. The team scrambled to work on specific parts of the terrain to show off, and they did a great job under some significant time pressure. As a sponsor, Bohemia Interactive was given two 5 minute slots for our games, so we got one segment for Arma 3 and one for DayZ/Take On Mars. It was high time for a PC-focused event at E3! We're very glad PC Gamer took on the challenge of organizing one. Big thanks to Sean "Day9" Plott as well for doing a great job of hosting the entire 2.5 hour show!

We hope you are as excited as we are to start running operations on Tanoa. Prepare for the war on the horizon!


Dev Branch has received a few useful script commands. In the case of param and params, the idea was to replicate previously scripted behavior and make it faster and more reliable. Senior Designer Karel Mořický elaborates: "This is a command for reading function parameters and making sure they are in the correct format. If it's not the case, the user is warned and a safe default value is used instead. This functionality was until now provided by scripted function BIS_fnc_param, but a dedicated engine command makes it significantly faster."

In his free time, Senior Designer Josef Zemánek has been working on an unofficial multiplayer game mode: Warlords. He describes the mode as a Sector Control / Capture The Island hybrid that supports Team-versus-Team, Player-versus-Player and Cooperative play. Subscribe to the mode directly on Steam Workshop and give it a go. Josef is keen to read about your experiences, so leave him some feedback for future iterations. We would like to reiterate that this work is entirely unofficial, and we do not provide (technical) support for it via official channels.


Our very own Encoding Lead Petr Kolář has made tweaks to the Field of View of the naked eye perspectives: "Users of Dev-Branch may have noticed our effort to make Field of View consistent for all weapons and vehicle positions without optics. This should not only provide players with a consistent experience of default zoom and focused view, but it should also address issues regarding the inconsistent display of optics magnification descriptions. We hope that the changes are going to provide smoother gameplay while changing various weapons and vehicle seats. Feel free to provide feedback in case we have missed something."


Even though it's been almost two weeks, we'd like to provide a few more details about the 1.46 hotfix (see the SPOTREP). Update 1.46 was not a good one initially, and we apologize again for the issues it caused.

  • The DXGI_ERROR_DEVICE_REMOVED crash should have been fixed in the majority of cases. If it does still happen, you may also want to check your display drivers, GPU temperatures and power supply. Our special thanks go out to community member Mickeymen, who provided us with the only reliable repro scenario that allowed our programmers to connect a debugger to affected PCs and trace where the drivers crashed.

  • A crash observed mostly in Epoch mod was not yet fully fixed, though Dev-Branch should now contain a full fix for that as well.

  • As discussed previously, we have indeed decided to take the slow route with BattlEye 's white-listing. It does not block extensions for now and only gathers information for a future iteration. The goal here still is a more secure multiplayer environment for everyone.

  • If you still encounter start-up issues, please first of all try to disable any custom shader mods or registry / memory tweaks. It is also possible your user settings got corrupted and will prevent the game from starting via Steam. As an interim hotfix, you can run a tool via the Arma 3 Tools Dev-Branch or this mirror by Launcher programmer Jiří Polášek .

Linux server administrators may be helped by this comprehensive guide on setting up such server (including DLC and mods). Thanks Eric Grubaugh for updating and sharing it!

  June 23rd, 2015 - 15:42 By Old Bear   Comment (0)  

  Arma 3 - Tanoa Reveal Trailer Videos    

From PC Gaming Show, new Arma3 Terrain Exclusive World Premiere video, as a part of the upcoming Expansion coming in 2016.

Take a first look at your next destination in Arma 3: Tanoa – a South Pacific archipelago with a land mass of over 100 km˛, and home to lush tropical vegetation, unique landmarks, a rich history, and imposing man-made feats of modern engineering.

Tanoa will be available as part of an upcoming expansion for Arma 3. The expansion is scheduled to be released in the first half of 2016, and will be distributed as DLC for the base Arma 3 game.

  June 17th, 2015 - 02:52 By Old Bear   Comment (0)  

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