Third official Arma 3 campaign episode “Win” released


Today developer Bohemia Interactive has released their third Arma 3 campaign episode, called “Win”.


Here is the press release:

Supported by a brand new trailer, Bohemia Interactive today released the third and final episode for the Arma 3’s campaign. The episode, titled ‘Win’, brings a conclusion to the story of infantry man Ben Kerry – a soldier who finds himself caught in the middle of a Mediterranean flashpoint.

Arma 3’s ‘The East Wind’ campaign consists of three episodes. The first episode – Survive – introduces players to soldier Ben Kerry, who has been stationed in the Republic of Altis & Stratis as part of a NATO peacekeeping operation. After a staged drawdown from the region fails, players have to fight for survival against a better equipped and more powerful enemy. The second episode – Adapt – picks up where the first episode ended, and follows Kerry as he links up with a group of guerrilla fighters, aiming to cripple AAF and CSAT forces. The campaign’s final act – Win – continues as the situation escalates even further, and players must deploy all the skills and experience they’ve gathered to bring the flashpoint to a resolution.

Together with the latest campaign episode, Bohemia Interactive also deployed an expansion of Arma 3’s sandbox content. Two new aircraft, the A-164 Wipeout and To-199 Neophron, deliver a whole range of tactical options to the NATO and CSAT factions. Moreover, the A-164 CAS jet, which is a successor to the legendary A-10, is also introduced via the brand new ‘Fixed-Wings’ showcase scenario. Another addition is the Tempest transport truck, which comes in multiple variants: cargo, refuel, medical, repair, and ammo re-supply. Last but not least, new points of interest have been added to the massive 270 km² Altis terrain, with the most notable locations being the athletics stadium and ghost hotel compound.

After downloading today’s automatic update on Steam, people will be able to play the full Arma 3 singleplayer campaign. The exact changelog for the ‘Win’ update can be found here. Those who have not yet enlisted, can purchase the regular edition of Arma 3 (44.99 EUR/39.99 GBP/59.99 USD) or the Arma 3 Digital Deluxe Edition (49.99 EUR/42.99 GBP/64.99 USD) from Steam and A boxed version of the game is also available at many of the major retailers.



East vs West OFP-inspired mod updated


Sudden’s East vs West mod has been updated. This mod is inspired by Operation Flashpoint, and steps back from the futuristic vehicles and weapons of Arma 3 to the 80’s style NATO versus Russia conflict we all love and miss. It’s really a refreshing change from fighting the “Iranians from Outer Space” CSAT forces.

Now if we could convince Sudden to just get some Mi-24 Hinds into this badboy, we’d be all set…


From the author:


This is an East vs West mod for Arma3.

I really missed the spirit of old good OPF so I decided to edit some BIS models and see what happens. :-)
Also this mod features Russian Radio Protocol edited by me for Arma3.





For both USSR and NATO:

Rifleman (AK74 and M16A2)
Grenadier (AK74 GP25 and M16A2 M203) – grenade launchers have adjustible sights from 100 to 300 m with 50m step.
Autorifleman (PK and M60)
AT Rifleman (RPG7V and Carl Gustaf) – launchers also have adjustible sights.
Medic (AK74 and M16A2)
Team Leader (the same as Grenadier, but has Binoculars).





HUMMWV with M2


Additional Info:


Classnames are in the readme.txt file.




– New vehicles: BTR60 and M113
– Added medics to both sides
– Vehicle weapons M2, KPVT, PKT added
– SaveGame issues solved

v0.55 alpha
– New vehicle – UAZ
– Game crash when player is USSR AT Soldier – Fixed
– UI pictures for Grenade Launcher ammo added

v0.5 alpha
– first public release




Official BI forum thread


Preview Images:

















New version of TPW MODS released


TPW MODS has just been updated. This is a bundle of mods that adds such things as ambient life and sounds, AI reactions to suppressive fire, civilians walking around the towns, and other enhancements to the Arma 3 world. It is configurable in that you can enable or disable the particular features you want using the included config file.


From the author:


In the months since Arma 3 alpha was released I’ve written a number of mods which do different things, but all of which have a common goal of increasing the immersion and realism of the single player experience in Arma 3. As the number of mods and their complexity has increased, I’ve found it increasingly difficult to keep track of feedback on multiple threads and maintain them all separately, so I’ve taken the decision to bundle them all into one addon, imaginatively titled TPW MODS.




TPW MODS consists of a number of independently configurable mods, and if you use them all you’ll get:

  • Units reacting realistically to suppressive fire by ducking and seeking cover (TPW EBS).
  • Units reacting to falls and bullet hits by falling to the ground (TPW FALL).
  • Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT).
  • Units with foggy breath during colder periods (TPW FOG).
  • Ground heat haze / mirage effects during hot weather (TPW FOG)
  • Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS).
  • Civilians in towns, walking around and interacting with each other (TPW CIVS).
  • Civilian traffic, which you may commandeer (TPW CARS).
  • Civilian cars parked by the side of the road near habitable houses (TPW PARK)
  • Civilian boats (TPW BOATS).
  • Lights in civilian houses at night (TPW HOUSELIGHTS).
  • Appropriate sized flocks of sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS).
  • Occasional helicopter and jet flybys (TPW AIR).
  • Ambient radio chatter in/near vehicles (TPW RADIO).
  • Ambient Greek music near/in habitable houses (TPW RADIO)
  • Rain droplet effects on the ground near the player (TPW RAINFX).
  • Ambient civilians/animals/cars easily excluded from areas such as runways or bases, using simple editor-placed named objects.
  • Civs/animals/cars/parked cars/radio/houselights may be excluded from entire areas of the map using triggers.
  • Sounds for jumping, falling, rolling and turning prone, sounds for freefalling and under canopy (TPW FALL)

In addition to the addon, the mods are provided as scripts which can be run on a per mission basis. If a script version detects that an addon version is running, it will exit. All mods interoperate well, and share a common startup hint. All mods are light on resources and should not cause slowdowns or framerate issues.




[RAIN FX 1.04] Water droplets on vehicle windows during rain.

[AIR 1.20] Aircraft no longer spawn immediately when mod starts
[BOATS 1.23, CARS 1.31, CIVS 1.32] Fixes to region switching, uniform selection
[FOG 1.07] Total overhaul: automatically selects region appropriate climate data; improved foggy breath calculation; ground fog; snow (huge thanks to NeoArmageddon and Meatball for snow particle parameters).

[AIR 1.19] Additional randomisation of aircraft speed and height (for Lordprimate ].
[BLEEDOUT 1.07] Units can be prevented from bleeding to death using setvariable [“tpw_bleedout_nodeath”,1] in the unit’s init or via script.
[BOATS 1.22, CARS 1.30, CIVS 1.31] CAF Aggressors Middle East civs spawned on Sangin.

[BOATS 1.21, CARS 1.29, CIVS 1.30] Middle East and African civilians automatically spawned on appropriate maps. Requires Ohally’s CAF Aggressors mod.

Thanks very much to the excellent work of Ohally, there are now region specific civilians if you are running CAF Aggressors. The system will automatically assign the correct civ type depending on the map you run – based on the maps I have been able to get running using @A3MP.

Mid east/Central Asian – Mid East Civs

  • Fayshkhabur
  • Clafghan
  • Fallujah
  • FATA/Afghan Village
  • Hazarkot
  • Reshmaan
  • Shapur
  • Takistan
  • Torabora
  • Qom
  • Zargabad

Tropical/Desert – African Civs

  • FSF Jungle
  • Nziwasogo
  • Tropica
  • Tigeria/Tigeria SE


[ANIMALS 1.31, CIVS 1.18, PARK 1.06, RADIO 1.11] Fallujah compatibility.


[ANIMALS 1.30] Override BIS default FSM for animals so they no longer run everywhere. Dogs now bark when there is gunfire (needs TPW EBS)
[CARS 1.28] Additional code for spawn delay based on proximity to towns (Thanks Rydygier).




Official BI forum thread



MCC Mission Control Center Sandbox 4 major update


Shay_gman released a new version of his indispensable dynamic mission-making tool for Arma 3, MCC. This is a substantial overhaul, and now includes the new eagerly-anticipated GAIA AI system.


From the author:


We are proud to present you the new version of MCC called MCC Sandbox 4 (beta). MCC Sandbox 4 holds a compete new GUI and complete new AI system GAIA. 
Since we did not want to hold the release for videos, large words files and professional art, here you have it. So stay tuned this week for detailed information on how to get the most out of this release! (video instruction)

As mentioned above, it’s a Beta. We realize the product is not perfect, but with your help we will make it perfect. So don’t be shy!




Highlights and need to knows
• Complete new GUI that gives full control to the mission maker from a map perspective.
• Open 3D Editor by ALT-mouse click.
• Units controlled by GAIA (new AI) show up with a G in their name on the map.
• Send any non GAIA controlled group to GAIA by just clicking ‘GIVE TO GAIA’. The group will now be controlled by GAIA in the given zone (left of button) and behavior (left of button).
• Multiple group select and manual waypoints. (manual waypoints cancel GAIA).
• Spice up your existing missions with fully AI controlled mortar, artillery, CAS and air patrols.
• Notice aggressive attacks from AI that prevent you from lazy ‘Duck shooting’ sessions.
• See what the AI does (GAIA) as it generates waypoints, that you can update and cancel whenever you like.
• GAIA get’s her target information from any unit on the map, including not under GAIA control. (so even players on the same side of GAIA).
• GAIA can play against GAIA. Each side can be run completely seperate.
• GAIA can be used seperate from MCC (as long as you have the addon) in your exisiting missions (video on how to will be there next couple of days)
• More……

About GAIA in MCC
GAIA stands for Greater Artificial Intelligence. Ever since I typed my first 2 lines of MCC code it has been going through my mind. What if the AI did…? Why isn’t this….? …..These and a zillion other questions have haunted me for too long. GAIA is my answer to most of these questions. So, now you know my personal motivation, let’s move on to the system itself. This document tries to focus on the intent of GAIA and the design decisions that have been made. I won’t try to explain how all of the code works, but after reading this document you should have a clear understanding of what GAIA stands for, what choices she makes and how she operates.

GAIA can best be seen as a higher level lead organization that is tasked to make all groups work towards (a) common goal(s). GAIA does not improve and tries not to influence the behavior at group level.
So what is it that GAIA wants? The main goal of GAIA is to defend territory.

To do that she makes sure that:
• All assets are used intelligently. Know your units, what can they do, what are their weaknesses.
• Responses to threat are in proportion. Do not send more troops then needed, but also make sure it is enough to deal with the opposing threat.
• Understand the priorities. The closer a threat is to the center of the territory (zone), the higher the priority.

In future versions of GAIA goals will be expanded and might even grow to fully commanding offensive battles.

More about GAIA in MCC and how to use it:…%20Release.pdf.



– Added: Tooltips and indicators for Mission Settings.
– Added: MCC AI’s settings will effect units spawned via 3D editor or Group Gen. 
– Fixed: MCC will now read addon’s groups configs such as Aggressors. 
– Fixed: Removed missing weapon config error message after respawn. 
– Fixed: MCC zones visable on some clients
– Fixed: Group Genrator will no longer draw waypoints leading [0,0,0]; 
– Fixed: Save Gear didn’t saved assigned items. 
– Fixed: Removed explosion sounds from flares. 
– Fixed: IEDs will explode even if moved (car bomb) make sure to set the IED on radio activation so the explosion won’t relay on the target’s speed. 
3D editor:
– Reworkded: Total new look to the 3D editor interface. 
– Added: Toggle thermal visions (WHot/BHot/NV/Thermal/Noraml) in 3D editor. 
– Added: Hide/show 3D editor HUD with H key – for filming exc. 
– Added: Compass to 3D editor
– Added: Minimap to 3D editor.
– Added: New structures classes to 3D editor
– Changed: 3D editor safe distnace reduced to 10 meters and also added a timeout of 7 seconds if the cursor haven’t been moved the vehicle will spawn anyway.
– Added: Fast rope to evac. 
– Added: Evac helicopters will return to their spawn location automaticlly after they have completed their drop. 
Group Generator:
– Reworked: Group Generator interface.
– Added: Create zones, spawn units, exc from the Group Gen – in time it will replace menu 1 in MCC and a lot of functions will be called from there. 
– Added: Create and save your own custom groups to profileNameSpace. Spawn or use them in the Mission Wizard.

– Added: Save Gear option in mission settings – by default MCC save gear is off so it won’t collide with other medical systems (respawning without primary weapon bug after revive in BTC)
– Fixed: Major lags when using the 3D editor.
– Fixed: Mission Wizard hostage task completed instantly.
– Fixed: Console evac didn’t work
– Fixed: Console Airdrop didn’t work.
– Fixed: Spawning evac boat on water make it jumping in the air.




BI Forum thread


Preview Images: