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I have not had that error. I haven't heard of it happening before, everything is fine on my end and the aprox 20-30-ish people I play with that also use the various mods. I do know that the RHS-SMA-NIA ammo compatibility mod (that allows you to fire all three weapon's ammo types) WAS breaking the SMA weapons in my packs, but that's been fixed for a few weeks now. 

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I found one comment in on the Workshop from a guy with a similar issue, but his solution was really vague. It's actually been happening to me for months, contributing to a few months of hiatus from the game.  When I came back I had hoped that various updates across the mods and game would have provided a fix, but no such luck :(

 

The only thing I haven't really tried is a complete reinstall of the game, which I guess is what's left. I have a sneaky suspicion the issue will still be there though.

 

I would add the issue does seem to be related to the SMA-welding kits and is occurring on a local dedicated server. I had tried the patch you mentioned a few months back, but it didn't fix it. Maybe I'll give it another go? Open to any suggestions to get this working, I really want to use your mods in my missions, but right now the factions are pretty much useless when everybody spawns or recruits in with only 1 mag

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Is is specific to any particular faction, or is it all of them? Have you tried others, such as the RHS versions, or even the Gendarme I have (they use vanilla weapons only) to see if you can narrow down the problem?

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It's occurring across multiple factions within the NATO Overhaul and the SOF Collection. I haven't tested outside of those 2 yet, I'll give the Gendermarie a shot and get it narrowed down this evening. I'll test on a blank mission both locally and on the dedicated server. I have the CSAT Overhaul installed as well which is RHS and NIArms, but am using them as the enemy so I haven't taken too close a look at them since they seemed to have enough ammo to shoot my ass up :p

 

I'm pretty sure it's an SMA issue, but I'll isolate it down tonight. 

 

Thanks for the help and quick replies, it's guys like you that keep me coming back to this game and community!

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Are you using them as part of an ALiVE campaign? I have noticed that when fighting ALiVE AI and winning in a particular area/pushing them back they slowly loose access to things like grenades/ammo/heavy weapons and vehicles and such until they DO only have a small supply of ammo per person, and then then tend to break and retreat to a new area/zone. 

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I am using them in an ALiVE mission, but what you're describing isn't the behavior that I'm noticing. My issue occurs at all times, even at the immediate onset of the mission. They never have more than the 1 mag loaded in their equipped weapon, doesn't matter how I spawn them, whether it be via Zeus, editor, or recruiting via Spyder's Addons. Leads to a bunch of AI constantly shouting "out of ammo!"

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I have some bad news, and some good news. 

 

Bad news first-

The Overhauls, both SFF and SFF-R, are on permanent hold. I will not be making additional Overhauls at the current time. I will attempt to maintain them if there is any major problems, but I will not be making major updates to them or making those additional versions I had originally planned. 

 

 Now, I know this sucks, but I feel like I've achieved most of my goals with the Overhauls, namely replacing the AAF, NATO, CSAT, FIA, OPFOR FIA, INDEP FIA, Gendarme AND Syndikate Cartel factions, some with multiple versions for different modsets.

 

The reason I am not making more is they are honestly a complete bastard to make and update, due to them drawing directly from base classnames (in order to have them replace as many units as possible including downloaded missions) and I don't want to fall into a pit of Overhaul variations for every possible combination of mod and gear people want. I'd rather call it finished now as something I'm glad of making for the community.

 

Campaign and unit replacements were great in Arma 2, and kept me playing it long after I would have dropped the base units, and I wanted to continue the replacements into A3 with something much more modern and with nicer/more current equipment than Massi's replacements from way back in 2014. 

 

Good news now-

I have continued working with VSM, as well as a few other people such as Lerry, so Project Zenith should be showing up more commonly (and we should hopefully have a requested Zenith feature added in a future update as an optional patch) and I also have access to a whole range of new camo patterns for VSM gear, as you may have seen with the Malden Defence Forces. 

 

This means that I'm going back to SOF units, this time I'm going to be focusing on European and Asian nations rather than American or fictional, like the AAF SOF or MDF. 

 

Nations/Groups I plan to add SOF unit factions for include, but are not limited to-

 

France (RiMPA)

South Korea (ROK 707 SMU)

Spain

Rhodesia (maybe modern, or maybe throwback, not sure yet)

Latvia

Japan

Sweden

Belgium (SFG)

Italy

US Army ODA

CIA Special Activities Division/ Ground Branch

Cyprus Island

Israel (Expansion to include additional units)

Kurdistan (CTG)

Slovakia 

Brazil, Mexico and Colombia (Expansion and added nations)

China (Mainland China, ROK is above)

 

Possible 'Throwback' US Army Delta (1990's)

Possible 'Throwback' US SOF forces from the Gulf Wars or early 2000's

Possible 'Throwback' Rhodesia or other smaller nations

 

OPFOR and INDEP-

 

FARC, Colombian Communist rebels circa 1990-2010

Provisional Irish Republican Army (late 1980's kit due to additional armament options, not early)

Western Rebel group (unsure yet)

 

That's some information on upcoming STUFF (TM) that should be helpful. 

 

WIP Photo of cancelled AAF RHS Overhaul- I was going for a western-support 2nd world nation look, it won't be released. 

YlmLIk2.jpg

 

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6 hours ago, jarrad96 said:

Italy

US Army ODA

CIA Special Activities Division/ Ground Branch

:yeahthat:  :thumbsup:

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I have some bad news, and some good news. 
 
Bad news first-
The Overhauls, both SFF and SFF-R, are on permanent hold. I will not be making additional Overhauls at the current time. I will attempt to maintain them if there is any major problems, but I will not be making major updates to them or making those additional versions I had originally planned. 
 
 Now, I know this sucks, but I feel like I've achieved most of my goals with the Overhauls, namely replacing the AAF, NATO, CSAT, FIA, OPFOR FIA, INDEP FIA, Gendarme AND Syndikate Cartel factions, some with multiple versions for different modsets.
 
The reason I am not making more is they are honestly a complete bastard to make and update, due to them drawing directly from base classnames (in order to have them replace as many units as possible including downloaded missions) and I don't want to fall into a pit of Overhaul variations for every possible combination of mod and gear people want. I'd rather call it finished now as something I'm glad of making for the community.
 
Campaign and unit replacements were great in Arma 2, and kept me playing it long after I would have dropped the base units, and I wanted to continue the replacements into A3 with something much more modern and with nicer/more current equipment than Massi's replacements from way back in 2014. 
 
Good news now-
I have continued working with VSM, as well as a few other people such as Lerry, so Project Zenith should be showing up more commonly (and we should hopefully have a requested Zenith feature added in a future update as an optional patch) and I also have access to a whole range of new camo patterns for VSM gear, as you may have seen with the Malden Defence Forces. 
 
This means that I'm going back to SOF units, this time I'm going to be focusing on European and Asian nations rather than American or fictional, like the AAF SOF or MDF. 
 
Nations/Groups I plan to add SOF unit factions for include, but are not limited to-
 
France (RiMPA)
South Korea (ROK 707 SMU)
Spain
Rhodesia (maybe modern, or maybe throwback, not sure yet)
Latvia
Japan
Sweden
Belgium (SFG)
Italy
US Army ODA
CIA Special Activities Division/ Ground Branch
Cyprus Island
Israel (Expansion to include additional units)
Kurdistan (CTG)
Slovakia 
Brazil, Mexico and Colombia (Expansion and added nations)
China (Mainland China, ROK is above)
 
Possible 'Throwback' US Army Delta (1990's)
Possible 'Throwback' US SOF forces from the Gulf Wars or early 2000's
Possible 'Throwback' Rhodesia or other smaller nations
 
OPFOR and INDEP-
 
FARC, Colombian Communist rebels circa 1990-2010
Provisional Irish Republican Army (late 1980's kit due to additional armament options, not early)
Western Rebel group (unsure yet)
 
That's some information on upcoming STUFF ™ that should be helpful. 
 
WIP Photo of cancelled AAF RHS Overhaul- I was going for a western-support 2nd world nation look, it won't be released. 
YlmLIk2.jpg
 
Yeah, finally someone doing units from Cyprus!!

Sent from my D6503 using Tapatalk

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an army oda is just sub-unit of the army special forces, operational detachment-a, its like essentially a squad but in a fancy acronym because they're socom. 

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4 minutes ago, wsxcgy said:

it's like essentially a squad but in a fancy acronym because they're socom. 

Well..aren't they "special"?...so special acronym for "regular" meaning. LOL

On 20/3/2018 at 3:44 PM, zagor64bz said:
On 20/3/2018 at 9:08 AM, jarrad96 said:

Italy

US Army ODA

CIA Special Activities Division/ Ground Branch

:yeahthat:  :thumbsup:

PS: i was referring to the CIA/SOG and Italy SF, BTW.:f:

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Spanish Mando de Operaciones Especiales (MOE, Special Operations Command) WIP photos-

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Spanish SOF soldier with a G36 during a sandstorm. The vast majority of the Spanish SOF have the G36CE (flat top rail, export model without integral optics, carbine length) as their primary rifle, which is not the one in this pic. 

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Spanish MOE soldier ambushes a convoy, Democratic Republic of Sahrani. I've given them the Titan as the standard AT weapon because it's used in small numbers, and the actual primary launcher of Spain is not in A3. 

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MOE CQC/ urban warfare team moving into a town. Something interesting I found was that they use a range of camos at once, mixing in Multicam with their Pixelado national camo at the same time, so some units have mixed camo patterns. This team is the Urban/CQC team and has a G36 grenadier and supressed MP5 included. 

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Spanish forces have 2 versions, one in Desert Pixelado pattern and another in Woodland/Jungle Pixelado. Both versions may have Multicam gear thrown in for variation. The jungle pattern is based on photos of it in use with the Spanish MOE SOF in the Republic of Mali, West Africa. 

 

 

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[SFF] Spanish MOE Special Forces released-

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Special Operation Forces Faction mod [SFF] that adds the Mando de Operaciones Especiales (MOE, Special Operations Command) from the Spanish Armed Forces to Arma. 

Historical Info-

The Spanish armed forces are one of the oldest in Europe, but the nation's military was re-organised only relatively recently in the 1980's, and a standing Special Forces element, the Mando de Operaciones Especiales (MOE, Special Operations Command) was only formed in the 1990's. MOE is currently deployed to a range of nations, including the Republic of Mali in West Africa. 

The Faction-

The MOE SOF forces are equipped with G36 rifles as standard, primarily using the G36CE (Export model, flat-top railed receiver, without the intergrated red dot of the German models) as their primary rifle. The MG3 is used as a 7.62mm standard machinegun (there is no MG4 in Arma) and the soldiers themselves come in 2 options, for Pixelado (Desert) units or Pixelado (Woodland) units including squads organised in both patterns. 

The G36's are augmented by support from HK417's, as marksmen rifles, with small numbers of MP5's as SMG's for urban fighting and the Titan is the standard AT weapon. The MG5/HK121/Navid is the unit's MMG/ heavy machinegun.

Specialist Elements-

The MOE are have specialist teams for Medical and CQC/ urban warfare that have a different team layout, and they also have a sniper team, armed with an Accuracy International AWM for the sniper and a HK417 for the spotter. A MMG is also optional at the Squad level for additional fire support if needed. 


Faction has full Editor, Zeus, Task Force Radio, VCOM AI, and ALiVE support (faction name SPN ) Also supports ACE3 Medical system. Thanks to Lerry for allowing the uniforms to be used.

 

Downloads-

Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1344321789

Armaholic- http://www.armaholic.com/page.php?id=33874

 

Notes-

Just so everyone knows, RPGtard RHS and the new RPGtard NIA are fully supported by my units now (yay) so if you are interested in those mods they work just fine. Essentially it makes the enemy AI with RPG7's use them as anti-infantry/anti-structure weapons. 

http://steamcommunity.com/sharedfiles/filedetails/?id=1348601109 - NIA edition

http://steamcommunity.com/sharedfiles/filedetails/?id=1334282838 - RHS edition

 

VCOM AI and ASR_AI are also supported, and have been forever, so no changes there. 

 

 

 

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Anyone interested in

Rhodesian Light Infantry?

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Complete with Rhodesian Brush camo and the classic baby poop camo for the FAL's. 

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FAL's will be their primary rifles, but they'll have other stuff mixed in. 

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I have no MAG so I was thinking I could use the FN LAR/ IAR FAL with a muzzle break as the fireteam autorifleman weapon. 

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FN 30-11 for the snipers, because I want to use them for something and they are suitably old and wooden, basically. Working bolt-action is a nice bonus. 

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Work-in-progress [SFF-R] US Navy SEALS. RHS version of my Navy SEAL units. 

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Sniper team, armed with an M107 (Sniper) and suppressed Mk11 rifle (Spotter). Suppressed Glock 17's for sidearms. 

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They also have Vector 21's and laser designators if needed. The rest of the infantry/ normal SEAL forces are also done, pictures to come later. 

 

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[SFF-R] US Navy SEALS Released-

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A SEAL peeks around a corner, Karzeghistan-Takistan border region. 

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A team stacking up to enter a marketplace and compound. The rifles used include HK416 CQC's, HK416 14.5's, SAW's as well as Mk11 7.62 DMR's and MP7 PDW's in specialist roles. 

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A light marksman overwatches the marketplace for the assault team. 

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The team moves into the marketplace. 

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and then breach into the arms dealer's compound

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The dealer surrenders and the SEALs clear the rest of the compound. 

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Special Forces Faction mod, RHS version [SFF-R] that adds the US Navy S.E.A.L faction mod, which adds a range of modern US Navy SEAL units as a faction to Arma 3. 

Note this version is dependant on RHS Escalation. If you would prefer different dependancies there is a SMA version also available.

Historical Info-

The U.S. Navy SEALs were established by President John F. Kennedy in 1962 as a small, elite maritime military force to conduct Unconventional Warfare. They carry out the types of clandestine, small-unit, high-impact missions that large forces with high-profile platforms (such as ships, tanks, jets and submarines) cannot. They form the US Navy's premier Special Operations Force (SOF) and are a component in NAVSPECWAR.
Motto- "The Only Easy Day Was Yesterday"

The Faction-

The SEAL units have a range of primarily infantry units who wear AOR-1 and Multicam camo and LBV6094 vests with Opscore and Opscore Maritime helmets.

The HK416 14.5 and HK416 CQB form the bulk of the infantry rifles, often with optics such as Eotechs, Aimpoints or ELCAN Spectres and with Surefire 3-prong WARCOMP flash hiders or supressors on the end of the rifles.

The HK416's are supported by specialist weapons like the Mk11 or MP7 PDW, with a lightened M249 providing the SEALS with substantial firepower at the fireteam level, as well as the use of M320 GLM's as both underslung and standalone 40mm grenade launchers. 

The soldiers themselves are geared primarily for close range urban fighting, and some carry flashbangs, breaching charges or concussion grenades in addition to their normal loadout. The standard sidearm is the Glock 17, both supressed and unsupressed. 

The standard marksman rifle is the 7.62 NATO Mk11 rifle, but the HK416 14.5 with Mk262 is an option for a 5.56 DMR instead of the 7.62 rifle. The M136 AT4 is their primary AT weapon. 

Specialist Elements-

The SEALs are supported by a sniper team in Ghille suits, who are armed with a M107 50. cal sniper rifle and a supressed Mk11 for the spotter. They have Vector 21 rangefinders and laser designators if needed as well. 

Faction has full Editor, Zeus, MCC, VCOM AI, ASR_AI and ALiVE support (faction name SEAL) Also supports ACE3 Medical system. 

 

Download Links-

 

Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1354385660

Armaholic- http://www.armaholic.com/page.php?id=33889

 

Notes-

 

I am having trouble with Steam Workshop not allowing image uploads to the page right now, so there are no photos on the WS page apart from the header. 

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Outstanding work jarrad96. Thanks for all the time and effort. It is much appreciated. Top shelf content like this increases the value and scope of ArmA greatly. Well done!

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Malden Defence Forces Major Update-

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Major Vehicle Update-

-Added Wiesel AT, Wiesel Recon, Wiesel (Autocannon), Wiesel AA as vehicles, in OD Green. 

-Added Light Strike Vehicles in HMG, ATGM and Troop Transport versions

-Added Jeep and HEMTT for non-frontline and logistics vehicles

-Added CH-47 Chinook, AW Wildcat and JAS 39 Gripen as air support assets and for air-mobile transport

-Added Crewmen, Tank Crewmen, Pilot, Jet Pilot, Sniper, Spotter units

 

Notes-

This update has added a range of vehicles to the MDF forces, and I was focusing on using lighter, air-mobile vehicles in order to make the MDF have a unique feel, relying on rapid re-deployment of their troops and lightly armored but well armed vehicles via helicopters, rather than being able to duke it out with a normal, conventional military.

 

For Counter-Insurgency missions the MDF is in good standing, with the addition of SLAT armor making their vehicle more durable against RPG-7's but still being small and fast moving, so you can fight Insurgent forces in Malden's mountain regions with armor or air support quite well, but they lack close-range AT guns, relying mostly on ATGM's or light cannons rather than having a main battle tank. 

 

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Arma 3 mods in general now have a collective Discord page, the Arma 3 HUB ,found here-

 

https://discord.gg/dyXnZ8u

 

and I have my own section, which I will use for polls and discussion as well as various WIP factions or updates. A whole range of other modders also have sections, so it's likely worth a look. 

 

I'm currently working on another (non-GR) faction project as well, and it's going to be very large, but I'll update when the progress is further along/ when I can say more. 

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Major Update to the Central African Rebel forces-

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Militia RPG gunner now has some extra RPG-7 rounds to balance a bit better against the new Tanks SLAT armor, and an AK-74 instead of an AKM to keep his weight down. 

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Militia RPK Gunner is now using 75 round drums since NIA updated to make them actually modelled

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A few of the updated units- LOW gear has been mixed in on some units to make them look a bit less uniform, and some of the new units include Mechanics (Engineer equivalent) Ammo Bearers/ heavy weapon assistants, a few new Marksmen/Sharpshooter soldier variants with different weapons (scoped AK47 or old M14) and a few others, such as Officers.

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There is now more variation on basic infantry types- there are now 3-4 different basic (rifleman equivalent) soldiers with different appearances and slight weapon changes to make the faction a bit less uniform overall, particularly when using a random population mod such as MCC and ALiVE. 

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I added a heavy weapons team armed with the Kornet ATGM as well- it's nice to have something more powerful than the RPG-7 as an option, and because the faction, as militiamen and Army deserters (in the case of the FACA) lacks any sort of armoured vehicles AT assets are particularly important. 

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Some of the new vehicles include Technicals with SPG's and M249 SAWS, as well as ATV's, trucks in both transport and logistical versions, as well as the LOW Guerrilla Van. 

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I also added a Cessna plane, because why not?


Added-
New Motorised Squads with a range of vehicles
New FACA Squads, in a range of sizes and compositions
New Support Teams, including Medical teams, Heavy AT weapons teams and Support assets such as Engineers/Mechanics

Tanks DLC Technicals added, including SPG-9 Technicals, M249 SAW technicals and additional vehicles such as cargo trucks, fuel trucks, vans and ATV's.

 

Notes-

This was a complete deletion and remake of the faction on the code side, to support all the new stuff added since the first release of the CAR faction- I added a huge range of new infantry and vehicles to the faction as well. Editor icons were also added to the faction- I did not realise the faction was missing them as I mostly play with MCC / ALiVE nowadays.

I plan to go back over some of my other older SFF factions and overhaul / rebuild them as well, adding in a range of new units/squads such as the Tanks technicals and LOW gear- the SPG technicals and Kornet ATGM are going to show up alot in the newer versions, it's great to have more variety when it comes weapons/technicals for OPFOR, as they often lack armoured vehicles.

 

RPG_Tard (allowing AI to use the RPG as a weapon against players) is fully supported by all my factions (both SFF and SFF-R / RHS versions) as well, so that's been alot of fun to play around with the past few months. 

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Good News!

 

Overhauls are back

 

I have been working on a new BLUFOR FIA armed with RHS weaponry for a while now, should be released shortly. 

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Some of the new FIA fighters- from left- M4 (burst trigger group) , M240B, and M16A4 with carryhandle. Optics are rare and usually Fireteam or above with a few exceptions, so most of the rifles have carryhandle or BUIS sights. Almost all the rifles have flashlights as the FIA have no night vision devices. 

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New Sniper Team unit, armed with a M24. Spotter is armed with a supressed DMR-ised M16A4 (the only suppressed weapon in the FIA except for Miller's team and officers)

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A truckload of troops- Squadleader with the tan sprayed M4A1 and helmet, a few versions of the rifleman, a Marksman and a Grenadier up the back with the M4 M203. 

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FIA Overhauled [RHS] released-

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Some FIA soldiers at a field camp

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Miller 2.0 during the campaign, armed with a supressed HK416 and Glock, as well as wearing a mixed Multicam uniform and plate carrier- he's the best equipped of all FIA forces for obvious reasons. 

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Miller and a British soldier (I cannot modify the British soldiers as they are part of NATO, not FIA.)

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Stavrou and some of the FIA during a breifing at Bomos Field Camp. 

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FIA squad leader with a spray camo M4A1 and body armour. 

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Technical convoy

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Technical convoy from the rear

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FIA Sniper/Sharpshooter with M24 with ghille wrap

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FIA sharpshooter again, overlooking an AAF convoy.

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Just some regular FIA troops, armed with M4's and M16's with carryhandles. 

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FIA grenadier and marksman. Marksman is armed with a M16 while the grenadier has an M4 M203

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A very depressed looking guy in the background of this picture. 

 

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

Historical Info-

The FIA (Freedom and Independance Army) draws it's origins and name from the 1985 anti-Soviet resistance movement of the same name that fought in the Malden and Everon conflicts. 
The modern FIA was established out of civilians and Altis Armed Forces defectors following a coup d'etat in the capital city of Kavala, causing a civil war between the FIA and AAF to break out. 

The Faction-

The FIA are armed with the M16 and M4 carbines as primary weapons, with the M4A1 used in some roles. The standard support weapons are the M249 SAW, M240, M24 and AT4 and the fighters wear a mix of M81 woodland camo or Multicam mixed in with civilian and geurilla clothing. The MAAWS is also used as a heavy AT asset within some fireteams to suppliment the single-shot AT4.

Supports-

The FIA is supported primarily by re-purposed and camouflaged civilian vehicles, including technicals with a range of armaments and trucks. A sniper team and MMG team have been added to the faction, giving the FIA a bit more firepower in longer range engagements. 

Faction has full Editor, Zeus and ALiVE support (faction name BLU_G_F ) Also supports ACE3 Medical system. 
It totally replaces the BLUFOR FIA faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled. 

 

Download Links- 

Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1403094804

Armaholic-

 

Notes-

This is a Replacement pack, meaning that it will REPLACE the regular FIA soldiers in all missions, gamemodes and campaigns, and it is not a seperate FIA 'version 2' or something like that. 

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Work-In-Progress

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I'm re-naming all my Overhauls with a prefix for a reason.

:f:

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