Arma 3
Alienz
136 Comments
Dragonangel24 24 Dec, 2024 @ 1:09pm 
How do i get the Mothership to fire At buildings
VindiThePooh33 23 Dec, 2024 @ 8:32am 
I can feel the memories of all those ArmA 2 Alien Invasion machinimas taking over my mind :'>
IceBreakr  [author] 23 Oct, 2024 @ 11:24pm 
No, thank you ;)
UselessFodder 21 Oct, 2024 @ 7:14am 
Added support for the standalone mod in my Dynamic Horror Ops generator. Thanks Ice! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3064136265
archibald peanutbutter the 3rd 18 Oct, 2024 @ 10:04pm 
heloo it iz eye alen, iz willz probez u withz my friendz!!!

also no i do not have bad grammar im tryna sound like a alien
EV 7 Oct, 2024 @ 8:09pm 
Signature mod by now, from the legendary Icebreakr himself. A must have for any X-Files / X-COM type missions.
Two final requests: 1) Another guy requested this too, some of the alien vehicles could use better/higher res textures. Also Arma 3 handles pure blacks and pure whites terribly so it is better to use a black/tan mix to represent blacks and white/tan mix to represent whites. With so many Ai based texture enhancements and upscalers options today it is easier than ever to improve textures.
2) You last map features Reptilians! Any chance we can have the sub-race added to this stand alone mod? Would be great to have them included ;)
Other than that, this mod is one update away from perfection, thank you!
IceBreakr  [author] 25 Sep, 2024 @ 5:08am 
Update coming today.

Changelog:
- fixed: placement of Alienz faction in Zeus now possible
- added unit 3DEN preview pictures
- improved alien weapon sounds
- fixed: volume of tank tracks
- improved heatray on Zeta Mothership
MSLT 17 Jul, 2024 @ 3:10pm 
Good faction. Zeus groups for this Faction is broken even copy pasting doesn't work for the faction.The faction does require a transport Vehicle.
IceBreakr  [author] 15 Jul, 2024 @ 11:31am 
HazmatGamer I think I've fixed that?
IceBreakr  [author] 15 Jul, 2024 @ 11:30am 
Offering help?
remington_700 30 Jun, 2024 @ 7:02am 
is this still being updated
HazmatGamer 3 Jun, 2024 @ 9:05am 
Ok. I used advanced developer tool mod to open up config viewer in eden. And I found some issue.

1. You assign thrust to the shell that inherited from class ShellBase. It won't work. Thrust value only work in missile and rocket.
2. You give HE shell positive air friction value. It will not decelerate. Class ShellBase need negative air friction to decelerate. Positive value only use in missile and rocket.

And if possible. Inherit your tank from class Tank_F. It's more common and refined than class tank.
alexjackson57 1 Jun, 2024 @ 2:37am 
it's great to have this mod back on arma 3! will there be new vehicles for the aliens?
IceBreakr  [author] 21 May, 2024 @ 10:07am 
Sure, send me new one?
skullblits 14 May, 2024 @ 1:11pm 
Anyway to change the sound of the Heatray sound from the mothership? gets kind of annoying after awhile. thanks
IceBreakr  [author] 22 Apr, 2024 @ 2:49pm 
CUP T90 bug has been resolved. Will see where I borked up the reload anims.
neoKMS 22 Apr, 2024 @ 1:18am 
Good luck debugging the mod - if it helps, the reloading error always arises when you respawn while playing the Random Infantry Skirmish mod mission as NATO against Zetaborn.
Lyra Hamstrings 22 Apr, 2024 @ 12:12am 
just wanted to stop by and say my friends and I have been using these guys for x-files type missions for years, your work is much appreciated.
IceBreakr  [author] 8 Apr, 2024 @ 3:30am 
In process of fixing stuff. Alien tanks seem to have overwritten some default code so CUP T-90s were limited to 7kmh, etc. Trying to fix stuff as nobody found the solution yet ...
Seanhub 29 Mar, 2024 @ 3:10am 
Weapon animations are broken when using this mod :(
Codius 15 Mar, 2024 @ 7:58pm 
Unfortunately this mod breaks reload animations
IceBreakr  [author] 15 Mar, 2024 @ 2:32am 
Anyone willing to fix the issues? I am fully busy with terrains right now.
honger 5 Mar, 2024 @ 4:39am 
Spookers and Bloodseekers attack each other and everything else with no regards to their side. Also Spooker has some code running even in editor which causes it to destroy units in its vicinity without moving. Please fix this and the reloads because right now this mod is barely playable.
Gen 5 Mar, 2024 @ 3:12am 
Hey, great mod. But it breaks all reloading in the game, every weapon has reload animation from Arma 2. This also means all weapons have same reaload speed. Its super annoying and it took me too long figuring out what mod breaks the reload animation.
Trooper_025 8 Feb, 2024 @ 10:38pm 
[3/3] Let me know if there's anything you could do about it, if not, let me know if you're fine with me using ORBAT to make my own version.
Thanks
Trooper_025 8 Feb, 2024 @ 10:38pm 
[2/3] The FAP version works completely fine, but for this one it doesn't recognize it as GUER / Indfor, but instead as EAST / Opfor. So when it spawns them in, they have an Opfor diamond marking them, but in Indfor green, and they immediately start killing each other. I thought it was a glitch when they all started suddenly dying only to see them shooting at their own squad.
While the units are Indfor, for some reason the faction itself is recognized as opfor, even though both the Units and Groups show up in Indfor just fine for Eden and Zeus. I haven't seen any other faction affected like that, and the original works just fine, so my best guess is it's something specific to this one.
Trooper_025 8 Feb, 2024 @ 10:37pm 
[1/3] I loved them from the FAP units and still love this, but this and the original need some work. For one, the Groups just don't work (sort of).
I'll double check but last I remember you can only spawn the groups in through Eden, but not in Zeus. The only one that shows up on the list is the RPG team, and it won't spawn in when selected / attempted to be placed anywhere. the only way I was able to do this was to save them as custom compositions in Eden.
Other than compositions, the only other way I can reliably spawn them is using the mission generator in MCC Sandbox 4
Seanhub 2 Jan, 2024 @ 9:20pm 
Hey mate love the update, wanted to mention that your mod seems to break reloading animations for other mods (E.G : Weapon Research and Security) Wondering if this can be fixed. Thanks!
Valmont 17 Dec, 2023 @ 8:31pm 
Loving it! It is pretty much close to perfection now! All I could possibly suggest is adding a higher res texture to the alien crafts except for the XZ07 which has a much nicer texture compared to the other ones. The tank textures also look good and much nicer than the UFO. Also the mothership has the issue that once inside it seems that there is no option to change sits and that the pilot has no screen for seeing what is going on outside so the only way to pilot it is in third person? Well besides those minor points the improvements are outstanding!
Slay No More  [author] 16 Dec, 2023 @ 1:51am 
Good job.
Meloncat 15 Dec, 2023 @ 7:37pm 
ayyy
lmao
thanks for the update!
=_X_=™© 15 Dec, 2023 @ 7:31pm 
Awesome ! thanks for the update !
Nomad 15 Dec, 2023 @ 3:36pm 
Amazing!!! thank you!
Steele 15 Dec, 2023 @ 3:03pm 
Great update, love the grenades, Is the XZ09F (plane) Meant to have no engine sound?
Karelian Mountainkeeper-Hobo 15 Dec, 2023 @ 2:08am 
what map on the first screenshot?
IceBreakr  [author] 14 Dec, 2023 @ 10:20pm 
Thank you! I spent several weeks testing new stuff. I'm updating screenshots, too.
WendiGoose<3 14 Dec, 2023 @ 11:43am 
new update is great!
Nossa30 31 Dec, 2022 @ 5:57pm 
The only true alien invasion mod
Poo Sharty 2 Sep, 2022 @ 1:05pm 
Actually it was my bad. i was trying to figure out what all was there in the virtual arsenal, but everytime i looked at the uniforms, the human head was always still there. but when im running the units in actual scenarios, they dont show up. which is really all that matters. either way thank you for taking the time to still look at the comment section for this addon.
IceBreakr  [author] 1 Sep, 2022 @ 2:18pm 
Could it be you are using one other mod that causes that?
Poo Sharty 31 Aug, 2022 @ 11:03pm 
im having a problem with the human heads still showing
Valmont 12 May, 2022 @ 12:41pm 
Indeed the Krak-B Launcher and the Energy Launchers don't work, probably because there is no ammo for them. Perhaps those are placeholders for future updates.
Konstance™ 30 Dec, 2021 @ 8:07pm 
Krak Launcher not appearing?
Hereticus 8 Sep, 2021 @ 4:38pm 
I don't know what the fix is supposed to be, that's what I'm asking.

The only thing I 'think' I understand (big emphasis on 'I'm not positive about this") is that in the Config Viewer the Zetaborn are listed as "Side = TGue" but for the Warlord Game mode to recognize it needs to be "Side = 0" (which is Opfor) or "Side = 2" (for Independent".

and I don't even know how the Zetaborn reinforcements are supposed to work
IceBreakr  [author] 8 Sep, 2021 @ 2:09am 
Supply a fix and I'll update? Side should be Independent?
Hereticus 7 Sep, 2021 @ 3:22pm 
Is there a way to add the Alienz into the Warlord game mode?

Whenever I try to insert the Zetaborn Cfg into the Warlords init I get an error because the Side # for the Cfg is not in it.
Wachuma 14 Aug, 2021 @ 7:32pm 
no anda che, no le tapa la cabeza jajaja, sino estaria muy bueno
Sandman 6 Jul, 2021 @ 3:02am 
Tried spawning 10 unit alien squad and they immediately massacred each other.
Florida_Entity 21 Apr, 2021 @ 11:39pm 
Have you thought about adding vehicles or emplacements?
CanadianDude 29 Mar, 2021 @ 9:02pm 
thx