Jump to content
Brostrom.A | Evul

Terrorist Organization Black Order

Recommended Posts

Cannot wait for these guys to show up and take on both BluFor and OpFor! :D

Share this post


Link to post
Share on other sites

logo01.png

 UPDATE 1.4.0.0


A new update for the mod have just been released! This version contains allot of new vehicles, bug fixes and texture adjustments. Enjoy!
 
 
Download
Github
Steam Workshop
 
 
Changelog

v 1.4.0.0
- Added AH1Z
- Added Documents
- Added Equipment Box
- Added Humvee variants
- Added Mortar
- Added New MP helmet
- Added Police Patrol group
- Added Red Baret and Helmet to equipment box.
- Added Red Helm and baret variants
- Added Red baret soldier variants.
- Added Rifleman with SPAR-16
- Added Uniform Box
- Added Unit Insignia
- Added `TERROR_O_SOLDIER_SPCSECURITY_SOLDIER`
- Added `TERROR_WEAP_MP7A1_01`
- Added new SpecOp Unit using the SIG 556.
- Added previews to majority of vehicles.
- Added truck based groups
- Changed `TERROR_O_SOLDIER_SPCSECURITY` weapon from `TERROR_WEAP_Vector_01` to `TERROR_WEAP_MP7A1_01`
- Decreased amount of Shotguns from 2 to 1 in Police cars.
- Fixed Author and updated CBA macros.
- Fixed and adjusted textures colors and looks.
- Fixed missing `TERROR_O_SOLDIER_SF_Rifleman` in `config.cpp`
- Fixed wrong classname for `ACE_EarPlugs`
- New Feature `Tag Propaganda` (requires Red Spray Paint)
- New Feature for not betraying the order with a faction ONLY L-pill given to all order members.
- Removed `ACE_HandFlare_White`
- Replaced `ACE_fieldDressing` with `ACE_packingBandage`
- Reworked Weapon class names

Share this post


Link to post
Share on other sites

Awesome uniforms and weapons, but I think that the vehicles are too dark.

Share this post


Link to post
Share on other sites

So, you basically created Cobra from G.I. Joe :D. Just wanted to point this out, not that there is anything wrong with the fact you did so. Maybe you could go a bit further that road if you want to.

 

Some suggestions:

 

* IMHO all of the uniformed operators should have masks and balaclavas

* maybe a civilian dressed undercover agents

Share this post


Link to post
Share on other sites

Love the mod but since the new 1.4 update CBA started throwing this error from this mod. Soon as i reverted back to version 0.3 it went away.

 1:24:59 [XEH]: One or more children of class Car do not support Extended Event Handlers. Fall back to loop.
 1:25:00 Error in expression < ((!(_value isEqualTo [])) && {!(_value isEqualTypeAll 0)}) exitWith {true};
if >
 1:25:00   Error position: <isEqualTypeAll 0)}) exitWith {true};
if >
 1:25:00   Error isequaltypeall: Type String, expected Array
 1:25:00 File x\cba\addons\versioning\XEH_preInit.sqf, line 51
 1:25:00 Error in expression < ((!(_value isEqualTo [])) && {!(_value isEqualTypeAll 0)}) exitWith {true};
if >
 1:25:00   Error position: <isEqualTypeAll 0)}) exitWith {true};
if >
 1:25:00   Error Generic error in expression
 1:25:00 File x\cba\addons\versioning\XEH_preInit.sqf, line 51
 1:25:00 Error in expression < ((_this select 1) select 1)};

I am building a 16 player multiplayer campaign ware this mod is featured as the main enemy. They dont make an appearance until later though. Been working on the first mission for a long time now. Hope you can figure out what in the update caused CBA to have a fit though.

Share this post


Link to post
Share on other sites

So, you basically created Cobra from G.I. Joe :D. Just wanted to point this out, not that there is anything wrong with the fact you did so. Maybe you could go a bit further that road if you want to.

 

Some suggestions:

 

* IMHO all of the uniformed operators should have masks and balaclavas

* maybe a civilian dressed undercover agents

this is what i had thought too. I think balaclavas would be kool add. Thanks for the work!

Share this post


Link to post
Share on other sites

I found out using the latest CBA and ACE that if  I load this mod, the ACE interaction and self interaction menus dissappear so the user will lose access to ACE.

 

Also, if I do NOT load RHS with the mod, the heavy machinegunner has no gun, while the other soldiers do. I was testing this to see why it may happen.

Share this post


Link to post
Share on other sites

Love the mod but since the new 1.4 update CBA started throwing this error from this mod. Soon as i reverted back to version 0.3 it went away.

 1:24:59 [XEH]: One or more children of class Car do not support Extended Event Handlers. Fall back to loop.
 1:25:00 Error in expression < ((!(_value isEqualTo [])) && {!(_value isEqualTypeAll 0)}) exitWith {true};
if >
 1:25:00   Error position: <isEqualTypeAll 0)}) exitWith {true};
if >
 1:25:00   Error isequaltypeall: Type String, expected Array
 1:25:00 File x\cba\addons\versioning\XEH_preInit.sqf, line 51
 1:25:00 Error in expression < ((!(_value isEqualTo [])) && {!(_value isEqualTypeAll 0)}) exitWith {true};
if >
 1:25:00   Error position: <isEqualTypeAll 0)}) exitWith {true};
if >
 1:25:00   Error Generic error in expression
 1:25:00 File x\cba\addons\versioning\XEH_preInit.sqf, line 51
 1:25:00 Error in expression < ((_this select 1) select 1)};
I am building a 16 player multiplayer campaign ware this mod is featured as the main enemy. They dont make an appearance until later though. Been working on the first mission for a long time now. Hope you can figure out what in the update caused CBA to have a fit though.

The issue is related to the Propaganda pbo so if you remove it it should be resolved temporally. Currently trying to resolve it and release a fix for it asap.

Share this post


Link to post
Share on other sites

I found out using the latest CBA and ACE that if I load this mod, the ACE interaction and self interaction menus dissappear so the user will lose access to ACE.

Also, if I do NOT load RHS with the mod, the heavy machinegunner has no gun, while the other soldiers do. I was testing this to see why it may happen.

The mod is dependent on RHS due to the weapon and equipment so it is not a big supersize. :P

The interaction issue is due to the propaganda pbo im working on it atm.

Share this post


Link to post
Share on other sites

Ah Noted. I will remove the propaganda pbo for the moment. These are my default bad guys now. I wish there was a 5th faction allowed to fight it out via Nato CSAT AAF and Black Order with civilians caught in the middle. :D

Share this post


Link to post
Share on other sites

logo01.png

 UPDATE 1.4.1.0


Update have been released fixing the issues with the ace interaction being disabled.
 
Download
Github
Steam Workshop
 
 
Changelog

v 1.4.1.0
- Fixed the issue were ACE interaction menu do not work.
- Removed unnecessary dependencies.
  • Like 1

Share this post


Link to post
Share on other sites

logo01.png

 UPDATE 1.5.1.0


Mostly bug and version fixes. A larger thing tho is that the police are starting to use more RHS stuff. This is true for the Research Division as well.
 
Download
Github
Steam Workshop
ARMAHOLIC
 

Changelog
v 1.5.1.0
- Added new weapon MK 18 MOD 1 [Black Order]
- Fixed tagging to use the new ace format and removed old system. (Stop the errors.)
- Fixed wrongly mirrored logos
- Changed Military Police units stopped using the MXC and do now use MK18
- Changed Science security unit stopped using the Vector and do now use MP7A1

Share this post


Link to post
Share on other sites

 

logo01.png

 

The Black Order is a fictional Terrorist Organization inspired by many sources of mega corps and terror cells. The mod add a new faction creatively named Black Order and its more or less a retexturering mod that add some flavor to arma.

 

Content

  • Black Order Faction (OPFOR and INDFOR)
  • Army Units and Groups
  • Military Police Units
  • Science Division Units
  • Special Operations Units
  • Faction specific items
  • Faction specific vehicles
  • Faction specific actions

870AC28280736259706EFFE9DAC8CB3487DB6400

E78B8812DF34C9E71FBB700475AA0757A9F283A5

556894C6EB2A36F407E8036B5207B56F16AD0F93

F6295B31F2BF5576AB03D9C52329F5F0E4F1D542

Change log

v 1.5.1.0
- Added new weapon MK 18 MOD 1 [Black Order]
- Fixed tagging to use the new ace format and removed old system. (Stop the errors.)
- Fixed wrongly mirrored logos
- Changed Military Police units stopped using the MXC and do now use MK18
- Changed Science security unit stopped using the Vector and do now use MP7A1

v 1.4.1.0
- Fixed the issue were ACE interaction menu do not work.
- Removed unnecessary dependencies.

v 1.4.0.0
- Added AH1Z
- Added Documents
- Added Equipment Box
- Added Humvee variants
- Added Mortar
- Added New MP helmet
- Added Police Patrol group
- Added Red Baret and Helmet to equipment box.
- Added Red Helm and baret variants
- Added Red baret soldier variants.
- Added Rifleman with SPAR-16
- Added Uniform Box
- Added Unit Insignia
- Added `TERROR_O_SOLDIER_SPCSECURITY_SOLDIER`
- Added `TERROR_WEAP_MP7A1_01`
- Added new SpecOp Unit using the SIG 556.
- Added previews to majority of vehicles.
- Added truck based groups
- Changed `TERROR_O_SOLDIER_SPCSECURITY` weapon from `TERROR_WEAP_Vector_01` to `TERROR_WEAP_MP7A1_01`
- Decreased amount of Shotguns from 2 to 1 in Police cars.
- Fixed Author and updated CBA macros.
- Fixed and adjusted textures colors and looks.
- Fixed missing `TERROR_O_SOLDIER_SF_Rifleman` in `config.cpp`
- Fixed wrong classname for `ACE_EarPlugs`
- New Feature `Tag Propaganda` (requires Red Spray Paint)
- New Feature for not betraying the order with a faction ONLY L-pill given to all order members.
- Removed `ACE_HandFlare_White`
- Replaced `ACE_fieldDressing` with `ACE_packingBandage`
- Reworked Weapon class names
 
v 1.3.0.0
- Added Basic supply crates for the Army
- Added Helicopter Pilots and Crew
- Added a Russian armament variant of the military.
- Additional textures for Military Police vehicles (can be toggled)
- Bugfixes
- Divided the Military Police in to its own faction (part of Alive friendly update)
- Factions is mirrored with independent variant.
- Internal restructures for easier management by me.
- More groups (part of Alive friendly update)
- New Vehicles (UH60M, Truck, Quad Bike)

 v 1.2.0.0
- Added groups
- Added first batch of Vehicles
- Added items
- Changed characters and divided them in to 3 different PBOs
- Fixed some small issues and bugs

v 1.1.0.0 - Initial release

Download

Github

Steam Workshop

news_download_a3_3.png

Required Addons

CBA

ACE3

RHS: United States Armed Forces

 

Links

GitHub

GitHub Issue Tracker

 

How do I connect to servers that?

Share this post


Link to post
Share on other sites

How do I connect to servers that?

 

 

As i mentioned on Steam Workshop (with all the typos):

Im bad when it comes to servers for arma. Basicly what i whould do is go throu this list from BIS wiki. Cant give you a better awnser. https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Instructions_.28Windows_o.2Fs.29

 

Share this post


Link to post
Share on other sites

Say what you want from me? You want to help will help you not want you not to stop giving me serious answers or not connected

 

And I do not know English well .. it bother you?

 

No, not at all.

I just posted the discussion we had on workshop here. So other see what and that i answered you over there.

Was not my intention to offend you. Was just referring to the workshop comment.

 

As mentioned i don't know much about servers and can't help you with that you need to seek out the server support in this forum, steam forums or in another place for that.

 

Regards Broström.A

Share this post


Link to post
Share on other sites

No, not at all.

I just posted the discussion we had on workshop here. So other see what and that i answered you over there.

Was not my intention to offend you. Was just referring to the workshop comment.

 

As mentioned i don't know much about servers and can't help you with that you need to seek out the server support in this forum, steam forums or in another place for that.

 

Regards Broström.A

You open this topic and you do not know?

I only ask after downloading what should I do?

How do I find this mod server

With you can help me or else wait .I thank

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×