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Hey Jarrad as you have lots of factions now, it would be great to put a sufix on then, something like "[SFF] XYZ faction (RHS required)" or "[SFF] XYZ faction (non-RHS)". Then they would be grouped on arma launcher...

 

Just a suggestion from a guy with severe OCD. =P

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1 hour ago, jacobs said:

Hey Jarrad as you have lots of factions now, it would be great to put a sufix on then, something like "[SFF] XYZ faction (RHS required)" or "[SFF] XYZ faction (non-RHS)". Then they would be grouped on arma launcher...

 

Just a suggestion from a guy with severe OCD. =P

 

Isnt that what "[SFF]" and "[SFF-R]" are for? I've always thought it worked that way atleast...

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Yep, that's what the tags at the end are, and it's mentioned in the first paragraph of each mod. 

 

SFF - Faction mod that does not use RHS, and instead usually uses NIA or SMA. The below will be at the start. 

 

Special Operation Forces Faction mod [SFF] that adds (faction and description here) 

 

SFF-R - faction mod that does use RHS. The below will be at the start. 

 

 'Note this version is dependant on RHS Escalation. If you would prefer different dependancies there is a SMA/NIA version also available. They are not compatible with each other and cannot be enabled at the same time.' 

 

'Overhaul' - faction mod that REPLACES some existing unit from the game.

 

Note I recently added a (NAME Overhaul [RHS] ) for the RHS using Overhauls, rather than using 'Overhaul' for both RHS and non-RHS using versions. 

 

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Sorry guys, I wanted to mean "add a prefix"... LOL

 

If you add the tag [SFF] ou [SFF-R] at the beginning of the name, the launcher will group your mods together, since it is alphabetically ordered...

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Syndikate Overhauled [NIA] released

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Syndikate bandits with a Technical, which only appear in the Apex campaign but have now been added to the faction as usable /spawnable crewed vehicles.

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I love the dynamic magazines in NIA, so the bandit MG has the smaller 30 and 45 round magazines for the RPK, while the Paramilitary gunner has a larger 75 round drum. 

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Saiga 12 shotgun, sees limited use in the Paramilitary forces. 

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Paramilitary RPK gunner with some eye-melting muzzle flash :)

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Paramilitary fighter unit in the jungles of Central Tanoa. I decided to add in bits of gear such as the helmet and NVG's to the Paramilitaries to make them more interesting to fight at night.

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Cartel infantry/ basic troops on a RHIB patrol, Southern Tanoa. 

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Cessna recon plane.

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Cartel convoy transporting a group of new fighters to Solomon Maru to be armed.

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This mod is a total replacement of the Syndikate forces, bringing them more in line with modern day equipment, weapons and uniforms.
It works in the official Arma 3 Apex Campaign and custom scenarios that use the Syndikate faction will be using the new faction as well. 

This version of the mod uses NIA AK's, there is a RHS version also available. They cannot be used together as they both replace the same units. 

Historical Information-

Following a major earthquake in the Pacific island chain of the Horizon Islands, Tanoa's (formerly known as Lihir) small government police and military forces have been in escalating conflicts with the Rebel group known as "Syndikat', who are a sizeable insurgent force striking from the depths of the Tanoan Island's jungle regions, making them hard for COIN Tanoan or the NATO peacekeeper force to hunt down. The Syndikate are commanded by the gun runner known as Solomon Maru. 

The Faction-

The group's equipment varies from Soviet era AKM's and AK-74's to more exotic weapons such as the RPK and Saiga shotgun, which gives them considerable stopping power at closer ranges, ideal for jungle fighting. 

The AK-74M and more advanced equipment such as helmets and night vision are only used in large numbers by the better trained veteran forces, who can be distingished from the regulars by their Tiger-Stripe uniforms, with some veterans acting as team leaders for militia units. The main AT weapon is the iconic RPG-7 and the autoriflemen carry the RPK. The Makarov is the standard sidearm used by the Cartel forces. 

Specialist Elements-

The Cartel is split between regular Cartel members, with ex-Tanoan armed forces and Paramilitary forces, who can be identified by their Tiger camo uniforms and improved equipment compared to the regular Cartel members. In comparison they have the more modern AK-74M, access to specialist weapons such as shotguns, and their RPG gunner has 75 round drums instead of the 30 or 45 round magazines, meaning he's more useful for sustained fire. 

Supports-

As a drug cartel, Syndikate have extensive supply lines, and transport illegal cargo via small aircraft such as Cesnas and small helicopters and boats. They lack heavy weapons such as mortars, relying on their ability to melt back into the thick jungle for avoiding larger engagments with peacekeeping forces.

I have added cut units, Technicals, in both armed and un-armed versions to the faction- they appear in the Apex campaign but were not usable otherwise. 

Faction has full Editor, Zeus, Task Force Radio and ALiVE support (faction name IND_C_F ) Also supports ACE3 Medical system. 
It totally replaces the INDEP Syndikate faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled. 
 

Downloads-

 

Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1209399152

Armaholic- http://www.armaholic.com/page.php?id=33519

 

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NATO Overhauled updated-

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The new Captain Miller, instead of using the base game one. 

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CTRG Team on Tanoa, just showing some of the gear they use. 

 

Major Update-

Added custom CTRG forces, based on the CTRG Overhaul. Captain Miller's CTRG Team has been re-geared similarly to my existing CTRG Overhaul, meaning they are equipped with SCAR and ACR rifles, supported by MAR-10 and M14 EBR's as well as the M60E4. Captain Miller himself is equipped with a 6.8 SPC II ACR and a SIG in 357. SIG. The SIG in both 9MM and 357. is the standard sidearm for the CTRG forces. 

Fixed the MH-9 bug, Drawdown 2035 and Showcase FFV now work as normal. 

Kerry when used in custom missions will now have new kit, similar to a fireteam leader (M4A1 with M203) but he retains his default kit during the initial stages of the main campaign, due to him being a unique, un-editable unit during the offical campaign. Custom missions using Kerry or the NATO CTRG forces (Found under the 'Story' tab) will use the new kit though.

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I'm in a waiting period for some more gear with which to make some new units, so you'll mostly see some updates and maintenance, maybe some alternate versions but no major new factions for a little bit.

 

I've also been dealing with a series of people who are the guy to the right.

 

ziGGdrI.jpg

 

 

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Hello, great work with that Taliban Insurgent [SFF-R] faction. But, as I said on the workshop page, shouldnt there be a .bisign file? Or am I missing something?

I want to use that addon on a server that checks mod signatures and without that bisign ppl cant join. And I just asume you dont want me to sign your pbo with my private key, or?

 

Thanks in advance.

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There is a BIKey file in there, no BIsign at the moment as I have trouble getting them to work. 

 

Essentially, no-one I know (about 40ish people in about a dozen groups/units/clans) uses BIsigns, and while I know other people do, I haven't figured out a way to reliably make a universal one for all the SFF mods. I have looked into guides and all that but I'm not not good at it. I know people want them, but I basically suck at making them, and outsourcing them to someone else causes problems when I want to update [insertmodhere]

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Sadly I need to check addon validity on my server and hence cant use your mods then. Well, I guess I have to do the Orbat myself ^^

 

Further, you can remove the bikey file as it has no merit without the bisign file. In short the server checks the validity of all pbos by checking their bisigns against the bikey. Both the bisign and the bikey are generated from a master called biprivatekey which you never give out and can be used to sign all your pbos of all your mods.

 

https://community.bistudio.com/wiki/ArmA:_Addon_Signatures

 

1) Create the biprivatekey and bikey with DSCreateKey ONCE.

2) Use the Addon Builder from the Arma3 Tools to pack and sign all your mods with that privatekey.

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Notice-

For ease of use the dependency list for all the SFF mods that use any of the NIA Weapons packs on Steam has changed to use the NIA All-In-One.

 

The mods do not require every NIA weapon pack, and the individual weapons used per faction can be found in the text for those who would rather use each pack individually.

 

Some new pictures from recent updates. 

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Finnish Defence Forces (Paid commission, will not have a public release) made for a A3 unit to celebrate 100 years of Finnish Independence. 

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Taliban [SFF-R] have been having alot of updates over the past few months or so, because they have been the primary OPFOR for my A3 unit's ALiVE campaign right now, so I've constantly been adding and tweaking them to work nicer with ALiVE and have more unit variation. 

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CSAT Overhauled RPG gunner. I don't think anyone has noticed that the name of the CSAT Overhaul has changed from 'CSAT Overhauled' to 'CSAT Overhauled [RHS] ' so that's a clue as to what's coming in the future. 

 

So yeah, apparently I'm doing commissions now, so if you want anything made privately, just PM me. Note that I only do factions, not weapons, uniforms or other content. 

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I had not considered it because they are not a true faction (not in the editor or usable, only show up for one mission) in the game, but I could do a large African Military OPFOR?

 

 

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Israeli forces are having a major update next. It's going to change from being focused primarily on Naval Special Forces of Israel (S-13 unit) to a more generalised Israeli Special Forces units, because I've had massive amounts of requests to expand the Israeli forces. 

 

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Rimon Desert Warfare team (without the chef hats sadly) will be added as a scout team, as well as doubling or tripling the total unit and squad counts for the faction itself, and adding armoured vehicle supports. I'm also experimenting with some new code, so I had to re-build the Israeli units from scratch, but in return you should seen a really nice improvement to their use in Editor. 

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MARSOC Marine Raiders [SFF] Updated-
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Minor file changes and clean-up.

 

Notes-

Having some technical difficulties with the Israeli forces, so might have to wait a bit longer.

 

I may be looking into doing FBI Hostage Rescue Teams next, as a kind of elite police/SWAT type unit- I get alot of requests for SWAT Teams, usually Australian or American SWAT, but FBI-HRT have a more militarised look that makes them easier to make without required a ton of police gear mods.

 

I'm considering naming it 'Hostage Rescue Teams' so it could be used by anyone, and making the units a bit more generic so they could be used by other nations such as Europe, UK or the like, instead of specifically US FBI.

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@foxhound Heads up- MRT Accessory Functions is defunct, and no longer needed for any mods- it's been incorporated into CBA for the past 6 months or so. 

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Thanks, updated. It was still listed as requirement on the sma page. I have changed that as well :f:

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Sorry for the wait-

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Hostage Rescue Team (Multicam version) being briefed for a mission on Tanoa. 

 

International Police Special Units are currently in private testing, hoping for a public release before the 25th (depends how busy everyone is)

 

The mod is more generalised, and draws inspiration, appearance and weaponry from the following-

 

American FBI Hostage Rescue Teams

American SWAT

Australian beat/general police

British SFO Units

German SEK

Kenyan Rural Border Patrol

Spanish Special Intervention Group (Grup Especial d'Intervenció)

Swedish Nationella insatsstyrkan

 

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2 minutes ago, jarrad96 said:

International Police Special Units are currently in private testing, hoping for a public release before the 25th (depends how busy everyone is)

 

The mod is more generalised, and draws inspiration from the following over the range of units-

 

 

What about INTERPOL?

Don't they have a HRT/CRT?

Disregard that, I never looked it up.

Also, another group I highly suggest is the South African Special Task Force.

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I did not really go looking into Interpol teams, I was going for wider variation of units rather than re-creating any particular unit in greater detail like I normally do. 

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Interpol has CTF - Counter Terrorism Fusion team which is more like an Ops Center with individual continental CTU per country or continent. The would work in tandem with local CTU and Police units.

 

I think you should make a Gendarme CTU / HTR units as that would be more realist to ARMAverse, assuming each "island" would be managed by similar units. They could absolutely function as HRT.

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