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      ARMA 3 Sync Update   07/14/2018

      ARMA 3 Mods Updated! This update restructures our mod package, previously the mods would get added to either GOLIslandsA3 or GOLAddonsA3 and this resulted in a fairly large mod folder. Before downloading this update it is recommended that you delete your current mods first because A3S doesn't always clean up the old mods. To do this you simply need to head to the location that you downloaded the mods to for example: \Steam\steamapps\common\Arma 3 and delete all of the folders that start with @ The benefits of the new structure include: Being able to see what mods we are/aren't running To give you the option of disabling addons that you don't want to run To have the option of adding mods that some may like to run for example: Blastcore To have the option of downloading the mods outside of the GOL Repository for example: Steam workshop or directly from armaholic To have the option of creating campaign specific mod pack presets so users can select the mod set preset and only the mods required for the campaign will be loaded - this will mean better performance. This can be set on the server side so that the preset is made available to everyone for everyone to select.

      An example of this is that we are playing as the Russians against middle-east rebels. Only the mods required for this would need to be loaded and this can be determined by a mod preset - are present there is only one mod preset which is called "ARMA 3 GOL Mod Pack". Another preset can be added called "Battle for the Falklands" for example and then only the mods for this campaign will be loaded. Obviously by only loading the mods for this campaign would mean better load times and performance.

      Keep in mind that as a mission maker that if you save your mission while all of the mods are running then some mods will added themselves as required mods in the mission.sqm meaning that if you try to load the mission again later it will fail because it believes that the required mod is missing. When making the missions only do so with the required mods - if you do mess up then there is the option of opening the mission.sqm in notepad or some other editor and removing the mods from the required mods selection. The download size can be reduced if you choose to manually move the mod files but if you don't have much experience with the mods then please just delete the existing mods and download the mods fresh. Any problems then post a message in the technical support thread and myself and others who can will be happy to help   Download size:  35.44GB

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  1. Last week
  2. FROM: High Command TO: Arma 3 Users UNIT: Main Branch ACTIVITY: Hotfix #2 1.90 (Special Character Compatibility) SIZE: ~36.1 MB / ~17.8 MB More in the full changelog and SPOTREP[dev.arma3.com] View the full article
  3. FROM: High Command TO: Arma 3 Users UNIT: Main Branch (Windows) ACTIVITY: Hotfix 1.90 (Multiplayer Security, Session Lost Messaging) SIZE: ~53.0 MB / ~17.9 MB More in the full changelog and SPOTREP[dev.arma3.com]View the full article
  4. Earlier
  5. FROM: High Command TO: Arma 3 Users INFO: 1.90 Update, Dev-Branch Activity PRECEDENCE: Flash [dev.arma3.com] SITUATION In this SITREP we'll primarily discuss some of the highlights of the 1.90 update in greater detail. Full SITREP[dev.arma3.com]View the full article
  6. I should do an ARMA fails video...
  7. Guerrillas of Liberation Tactical Air Wars in ARMA and DCS since 2019
  8. You just know you’ll lose even more infantry to AAC once they see my beautiful flying and pewpewing in the Falcon.
  9. So yes then.
  10. Indicam is not biased...and will record any old crap...;)
  11. That recording tool you use @PARKER… can it be locked to just one player… i.e. me? If so I might look into buying another GPU out of pure narcissism.
  12. I’ve seen some men in bathtubs before, but that was summat else.
  13. I especially liked the handsome devil in the A-10
  14. Nice
  15. FROM: High Command TO: Arma 3 Users UNIT: Main Branch (Windows) ACTIVITY: Game Update 1.90 (Multiplayer Security, Warlords Improvements) SIZE: ~745.0 MB / ~249.3 MB More in the full changelog and SPOTREP[dev.arma3.com]View the full article
  16. [arma3.com] We're back with the second issue of the Community Radar. Take a look at this overview of some of the most splendid recent activity within the Arma 3 community: Full COMRAD[arma3.com]View the full article
  17. Well said @Des Get all the help you need and get well youngun. We get it. You put in as much or as little as you want/can. E pluribus unum lil' brother.
  18. The threat of that unsighted tank platoon up my arse was quite the motivator...i literally kept checking our six expecting to see them cresting at any moment. brrrrr.
  19. @pilgrim nah man, you just took strategically the best path, which was to be fair the best way to solve the situation you've encountered and you did a good job leading. sometimes missions are just not made for the effective path
  20. Blimey. I killed the fun... Me and my MilSim ethic killed the damn fun.
  21. i am perfectly fine how it went. as said it was some sort of a experiment for a different type of mission with a changed setting. yet i dont think this is the right approach. still got to find out what works and what doesnt. the way we play is kinda different to way i was used playing arma in my past. i've played long with, or rather i've lead long, a group where we played without respawn at all. therefore i probably still put in less hostile units because in those missions death was game over. it was a completly different approach, so i got to find my way to make gol missions first. yet i dont want to create the simple experience. i will know more, i guess, when we play the other missions.
  22. Man. It was a brilliant idea. Poorly executed by me in terms of actually reading the plan. I was kind of thrown in to it. Dont be disheartened. It can be played again. And all your work will be worth it. It was a big mission for six infantry..........really..... Chill
  23. it was okey i guess. maybe for a thursday mission worth a replay but yet not for a saturday one. i fixed it as far as possible, but i am certainly not wasting any more time on this. yet i cant come around mentioning, that i dont really like the idea, to create a mission and everyone just take a different path alltogether: aac spawns in just different air units; infantry just went the fuck all path across the map. indeed the mission objective was reached, but i dont know if its worth spending time trying to build something, if most of the waypoints, triggers, scripts and just ignored and skipped. i'm not to keen of retrying to create a mission like this again. rather stay to normal standard missions. i guess it was too experimental for gol overall.
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We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

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