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Weapons are released, units very soon right? Right? :D

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Weapons and equipment are just incredible! Can't wait for units to use them, any news?

When they are good and ready to and not before.

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@3CB Team As in your equipment pack you done other berets etc, will you be doing the uniforms to match? I.e Correct TRF's? Or would this be part of the equipment pack? :D

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There will be two sets of units, RM and Army, so you'll have the option of no RM insignia.  There are just too many options for us to make all the regiments, sorry.

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There will be two sets of units, RM and Army, so you'll have the option of no RM insignia.  There are just too many options for us to make all the regiments, sorry.

 

Roger, Just Thought you may have done the ones you have created berets for that's all :)  Great work though; looking forward to the vehicles myself I hear there's a re-vamped Jackel and maybe a coyote  :o

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Your intel is correct, there is a revamped Jackal and a Coyote in dev.

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Guys,

 

Fantastic work. As a RL member of 3CDOX and ex PUKF member, watching with interest.

 

Any phots you need, give me a shout.

 

A Viking would be nice.. haha.

 

BZ

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Are you going to release the new version without dependencies except other 3CB mods (and ASDG)? My unit has just started to use your mods and we love them but were not using 3CB_units so far because its dependant on stalkers BAF units which we dont want to use. :)

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The dependancies will be the other 3CB mods, ASDG and CBA. The will also be compatible with Zeus and ACE3.

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... but not Dependant... If you have ACE you get extra Shinies basically

 

SJ

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Amazing. CBA, ACE3 and all that stuff is obviously used by my unit as well. :) Thank you for all the great work, definitely one of the best units ive seen for A3 so far!

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I'm pleased to announce

 

VERSION 3.0 of BAF Units

This mod now fully utilises our 3CB BAF Equipment and BAF Weapons packs.
 
With over 100 units and a multitude of pre-built infantry Sections to choose from, it is easy to create whole Company sized formations for your missions. Not only that, but every Troop or Platoon will look unique, thanks to an automatic randomisation routine which equips each infantry-man in gear suitable to his role from the wide choice of kit available.
 
If the @Ace3 mod is detected then load-outs are automatically reconfigured to use additional Ace items, including medical supplies, earplugs, map tools and other specialised pieces of equipment. So although @Ace3 is not required to run, these units are fully compatible with it.
 
Although we at '3CB' are a milsim Royal Marines Commando group, we have also provided the full range of units in generic 'Army' MTP too (without Royal Marine markings) for our friends in the ArmA community to enjoy. 
 
Individual Units are available with Bergens (backpacks) to suit the deployment type - take the light Bergens on short "Day Patrols", or for longer yomps over multiple days, select the "Overnight" option with the heavy Bergens, which include the full kit of bedrolls, sleeping mats, entrenching tools etc.
 
Pre-configured Groups are provided to assist mission makers with placing realistic infantry Sections on the battlefield. 
They come in several different configurations, representing the variety of weaponry available in the mod pack, and reflecting the often customised nature of gear found on Operations.
- Fire Teams A, B and C consist of 4 men each
- Sections A, B and C are close combat infantry squads of 8 men
- The Manoeuvre Support Section are armed with heavier weaponry, moving to engage the enemy in support of the close combat Sections
- The Fire Support Group provide heavy fire power from longer range and are intended to be used dismounted from vehicles which carry their static weapons or ammunition stores of choice
- HQ Section represents the Troop (Platoon) or Company command element, being composed of Officers, Signaller and JTAC/FAC
 
An Editor module ('3CB BAF Unit Configuration') is provided for mission designers, allowing control of certain aspects of the equipment, such as whether gear randomisation is applied, what happens to gear on respawn, whether NVG's, GPS or Frags are available, weapon safety status and auto-replacement of magnified scopes with reflex sights.

 

Change Log

Fully updated to use the 3CB BAF Equipment and 3CB BAF Weapons mods
- added @3cb_baf_equipment requirement 
- added @cba_a3 requirement
- removed @cup requirement
- removed @stkr_bi requirement
- removed @asdg_jm requirement
- removed uniforms/vests/helmets, all now referenced from @3cb_baf_equipment
- added Point Man unit
- added Recruit unit
- added Rifleman AT ILAW unit
- added Sharpshooter unit
- added Crewman MTP and RTR units
- added Helicopter Crew and Medic units
- added Sniper L82/L115 units
- added Spotter L85/L129 units
- added Gunner Static Weapon unit
- expanded groups to include "Day Patrol" or "Overnight" gear choice
- increased the number of Sections and Fire Teams to choose from, with a variety of weaponry
- added Manoeuvre Support Sections
- added Fire Support Groups
- added HQ Sections
- added Sentry groups
- changed class names of @Alive factions
- added Editor module ('3CB BAF Unit Configuration')
 
Download
Via dropbox
 
The main page will be updated in due course.
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Congrats On the release, Next is the Big one I Hope  :D

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Thanks for the feedback so far.

 

As a reminder this does require the latest CBA Event Handlers.

 

That means older Unit mods that have not been updated to be compatible with CBA will break our mod.

 

e.g. @CAF_AG

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We've investigated the @CAF_AG issue, and it looks as though @CAF_AG is overwriting the default event handles used by CBA.  

 

As BAF Units use the CBA  handlers to call the loadout and randomization scripts, there's not a lot we can do.

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Damn, it seems like Leight's Opfor also conflicts with your mod.  The only OPFOR I have now are the Ruskies and bloody CSAT :/

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Damn, it seems like Leight's Opfor also conflicts with your mod.  The only OPFOR I have now are the Ruskies and bloody CSAT :/

Which aspect seems to conflict? 

 

vNeXniv.jpg

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