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Beerkan

Beerkan Brit Units

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Beerkan Brit Units is aimed at mission developers who wish to use the British Uniforms recently introduced from the single player campaign in their missions.

One of my first DLC purchases for ArmA2 was the BAF Mod, which I miss not being available for ArmA3.

Until BI release a new DLC with BAF uniforms I wanted to see if I could play using the ingame British (CTRG) uniforms.

Of course I am aware there is now a MOD available that does this, but I don't believe you have to install a MOD just to use the new Brit Uniforms, as they're already in the game.

So I came up with an alternative, which hopefully uses a much simpler method (using editable scripts if you want to change the loadouts) and which will work with any mission.

AND uses proper British voices for complete authenticity. (see setSpeaker command to see how I did this)

Key features:-

Uses Random British Voices

Uses Custom editable loadouts for each unit.

Each Class is correct. A Medic is a Medic, a Repair Specialist is a Repair Specialist. i.e. Not just the same character re-skinned. This is especially important for gameplay reasons so each unit plays and is

recognised in game correctly. For example if you command the medic to heal someone, he will go and do it.

It's not a MOD.

This method should also be fully multiplayer compatible. (Although I haven't had a chance to test this yet.)

Here are some images to whet your appetite... (click on each one to see larger size)

2013_11_07_00001.jpg

2013_11_07_00002.jpg

For info, the Officer you see below is equipped with a RED Beret. This colour is not available yet. But when BI fix their headgear accessories the Beret will show as Red.

I have also set the Squad Leader to wear an SAS Beret. But this too, is not available. When it is refer to my comments in my BRIT\Sleader.sqf loadout script for further information.

2013_11_07_00003.jpg

2013_11_07_00004.jpg

2013_11_07_00005.jpg

Download links.

From Dropbox Beerkan_BRITS.Stratis.rar

Basically what I am doing is using the default US BLUFOR units and setting an init to replace their uniform with a bespoke British uniform configured from a script and set the unit to use a British voice.

I've also configured the unit to be able to respawn with the same British uniform, voice and loadout, if you choose to allow respawns in your mission.

If you wish to use these units, cut and paste them into your own mission, and group them together if needed. Then include the information from my description.ext in your own mission folder.

For info, I was asked to include VAS in my description.ext which it now does. Remove these lines if needed.

Given that this solution uses loadout scripts (see the Brits folder for these) you can chop and change them to suit your mission requirements. This also means, if you edit the

scripts it can be easily made compatible with the L85A2 MOD by Kiory

Just edit the loadout scripts and change the weapon types as advised in the L85A2 MOD thread.

Please add any comments, criticisms and/or suggestions for improvement. And also let me know how this works in Multiplayer for you.

P.S. Thanks to gruukh for This Post

Edited by Beerkan

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Small change to the voices. Each unit is now set to use a random British Voice (There are currently 4 of them).

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To me it's exactly the same as Arma-Verse British Armed Forces.

Actually you're wrong.

To use Arma-Verse British Armed Forces you have to install it as a MOD. You have to configure your ArmA3 startup settings to use the MOD (assuming you know how to that) and then face online servers rejecting your MOD because they don't recognise it or run it.

I know Arma-Verse British Armed Forces has an authorised server key to get over this, but that actually strengthens my point NOT to install it as a MOD.

With Beerkan Brit Units you don't have any of that faffing about. No MOD's install, no settings to change, no server keys to install, no nothing.

It works with the standard Arma3 game. After all, why the need to install a MOD for items already in the game?

And of course you can edit my scripts and give your units whatever loadouts you want.

Beerkan Brit Units uses standard in-game configurations. Which means you can author a mission that anyone can use without the need to force players to install a MOD just to play your mission.

And possibly more importantly, Beerkan Brit Units uses the ingame English voices of which I have explained how I did this in my original post.

Feel free to suggest this solution back to the Arma-Verse British Armed Forces MOD.

What I'm really trying to say is, as a player, the more choices you have the better your options.

So if you're happy to use the MOD, then go ahead, it's your choice.

And finally, I hope Slatts understands I am not disrepecting the MOD. Merely offering an alternative solution.

Edited by Beerkan

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Yeah, I get your point, in fact I've done exactly the same in my campaign to give a new setup for the CSAT and also for the french units.

I think that for the average user it may be easier to use an Addon for the matter, but yeah, for mission makers your "solution" avoid having to code it yourself.

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Yeah, I get your point, in fact I've done exactly the same in my campaign to give a new setup for the CSAT and also for the french units.

I think that for the average user it may be easier to use an Addon for the matter, but yeah, for mission makers your "solution" avoid having to code it yourself.

Many thanks for your valued response. I hope everyone realises I'm only trying to make it easier to use the ingame units as easily as possible.

If any "Average User" needs help on how to use Beerkan Brit Units in their own mission, then please ask. I'd be only too glad to help.

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Release frontpaged on the Armaholic homepage.

===============================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Beerkan Brit Units uses standard in-game configurations. Which means you can author a mission that anyone can use without the need to force players to install a MOD just to play your mission.

And possibly more importantly, Beerkan Brit Units uses the ingame English voices of which I have explained how I did this in my original post.

Not wishing to inflame things any further between you two... but I think those are very valid points.

I get tired of not getting on a lot of servers because I choose to run certain mods (sthud) but can't as they dont accept any mod keys by default. I would like to run with Brit uniforms without having to faff about all the time.

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Not wishing to inflame things any further between you two... but I think those are very valid points.

Hey, my humble opinion is that I think that his solution is a bit limitated and has functionalities that are quite close to the ones of the cited addon.

But as I said, it has indeed some advantages, like saving time to mission makers, which is always nice.

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Hey, my humble opinion is that I think that his solution is a bit limitated and has functionalities that are quite close to the ones of the cited addon.

But as I said, it has indeed some advantages, like saving time to mission makers, which is always nice.

Gent, it's your choice. Use which best suits your needs.

I've added this to my first post.

Key features:-

Uses Random British Voices

Uses Custom editable loadouts for each unit.

Each Class is correct. A Medic is a Medic, a Repair Specialist is a Repair Specialist. i.e. Not just the same character re-skinned. This is especially important for gameplay reasons so each unit plays and is

recognised in game correctly. For example if you command the medic to heal someone, he will go and do it.

It's not a MOD.

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If it is not a mod, nor an addon, then perhaps you have posted this thread in the wrong forum.
I originally posted it in Mission Editing and Scripting. It was moved. Perhaps to open it up to a wider audience.

Now if you've got something valuable to add, then do so. Otherwise move along.. Nothing to see here.

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just downloaded this beekan, i am very much an "average" user...if i copy and paste the brit units in another misión what are the files i have to put in my new misión?To stop them "reverting" back to the "vanilla" ones?

By the way,it's great to have Brits!!

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just downloaded this beerkan, i am very much an "average" user...if i copy and paste the brit units in another misión what are the files i have to put in my new misión?To stop them "reverting" back to the "vanilla" ones?

By the way,it's great to have Brits!!

Nothing wrong with being an "average" user. We all had to start somewhere.

Let me think about it, and I'll put together an easier solution.

Edited by Beerkan

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just downloaded this beekan, i am very much an "average" user...if i copy and paste the brit units in another misión what are the files i have to put in my new misión?To stop them "reverting" back to the "vanilla" ones?

By the way,it's great to have Brits!!

Just to lend a hand...

I believe these run with .sqf's so thats what mission makers would need along with copy pasting the infantries in editor.

Another alternative is to manually add them with addItem "uniform_name_here"; straight in the editor.

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Just to lend a hand...

I believe these run with .sqf's so thats what mission makers would need along with copy pasting the infantries in editor.

Another alternative is to manually add them with addItem "uniform_name_here"; straight in the editor.

You need the files from the BRIT folder and the info from description.ext as well.

However I'm working on a much simpler method. I have already consolidated the Loadout scripts into a single script, and will add the loadout functions into an single Brit_Uniforms_init.sqf.

Stay tuned for the simple (MP Compatible) version.

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Don't understand why people have some sort of problem with this, any way, this is a very good solution to having no brits, thanks Beerkan.

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If it is not a mod, nor an addon, then perhaps you have posted this thread in the wrong forum.

I moved this thread to this section, as although it is a set of scripts. It in all sense of the word is an addon.

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