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Introduction
The primary purpose of this mod is to further complement Project Opfor and RHS packs to allow 3CB mission makers, and the wider community, to add extra units, vehicles, and weapons to their missions
By 3 Commando Brigade (http://www.3commandobrigade.com)
 

Contents

For full details of this and all our mods, plus our contributors, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-factions/

 

This mod adds the following complete factions:

 

BLUFOR

Altis Armed Forces
African Desert Army
African Desert Army Paramilitarie
African Desert Civilians
African Desert Civilian Militia
African Desert Militia
African Desert Police
Afghan National Army
Afghan National Army - Commandos
Afghan National Army - Afghan Partnering Unit
Afghan Border Police
Afghan National Police
Afghan National Police - Quick Reaction Force
Afghan National Police - National Interdictional Unit
Ardistan Army
Chernarus Civilians
Chernarus Local Defence Militia
Chernarus Police Department
Chernarussian Movement of the Blue Star
Chernarussian Movement of the Blue Star - Winter
Cold War (Early) US Forces
Cold War (Late) US Forces
Malden Defence Force
NAPA (The National Party)
NFA (Nogovan Freedom Alliance)
Nogova Police Department
Takistan Civilians
Takistan National Army
Takistan National Army - Special Forces
Takistan National Police
Takistan National Police - Quick Reaction Force
Takistan National Police - Counter Insurgency Bureau
Takistan Pro-Government Militia
United Nations

 

INDFOR

Altis Armed Forces
African Desert Army
African Desert Army Paramilitarie
African Desert Civilians
African Desert Civilian Militia
African Desert Extremists
African Desert Militia
African Desert Police
Ardistan Army
Chernarus Civilians
Chernarus Nationalist Militia
Chernarus Police Department
Chernarussian Movement of the Green Star
Chernarussian Movement of the Green Star - Winter
Malden Defence Force
NAPA (The National Party)
NFA (Nogovan Freedom Alliance)
Nogova Police Department
Takistan Civilians
Takistan National Army
Takistan National Army - Special Forces
Takistan National Police
Takistan National Police - Quick Reaction Force
Takistan National Police - Counter Insurgency Bureau
Takistan Tribal Fighters
United Nations

 

OPFOR

Altis Armed Forces
African Desert Army
African Desert Army Paramilitarie
African Desert Civilians
African Desert Civilian Militia
African Desert Extremists
African Desert Militia
African Desert Police
Ardistan Army
Chernarus Anti-Government Militia
Chernarus Civilians
Chernarus Police Department
Chernarussian Movement of the Red Star
Chernarussian Movement of the Red Star - Winter
Cold War (Early) Soviet Forces
Cold War (Late) Soviet Forces
Malden Defence Force
NAPA (The National Party)
NFA (Nogovan Freedom Alliance)
Nogova Police Department
Takistan Civilians
Takistan National Army
Takistan National Army - Special Forces
Takistan National Police
Takistan National Police - Quick Reaction Force
Takistan National Police - Counter Insurgency Bureau
Takistan Insurgents

 

CIVILIANS

Chernarus Civilians
Takistan Civilians

African Desert Civilians

 

In addition, this mod also adds extra vehicles to the following factions:

AAF

FIA
RHS CDF Regulars
RHS CDF National Guard

RHS HIDF
RHS US Army

Finnish Defence Force

 

Hotfix 5.0.3

 

Added Kolgujev Defence Force Insignia to Mi-8s, Mi-24s, Mig-29s and SU-25s

Changed ADA Opfor basic infantry rifle and corrected unit names 
Changed SVD for older Dragunov version on African Desert Extremists and African Desert Militia Snipers

Fixed Incorrect Blufor Takistan Army 2D / 4D Humvee Eden Preview Images
Fixed Incorrect texture reference on AAF 2DR Humvee skin selectable via Virtual Garage
Fixed M16A3 not having full auto fire mode
Fixed M60A3 driver turned out KIA animation
Fixed Missing Indfor / Opfor Ardistan Jet Pilot uniform
Fixed Missing Indfor / Opfor Malden Jet Pilot uniform
Fixed Missing NFA 5 Hilux texture
Fixed Mystere wheels visible through the hull when retracted
Fixed T-34 front gunner positions
Fixed T-34 gunner weapon floating outside the turret

Improved alignment of Mystere gun sight
Improved M60 tank handling and speed on climbs
Improved position of pilot / copilot and seat on Cessna variants to reduce clipping while under G Force
Improved T-34, T-55, T-72 tank handling, top speed, and speed on climbs

 

Release notes 5.0.0


Added ACH Choc Chip Helmet variant
Added Aero Commander 500 
Added Animated Dovetail Mount to AK47 and RPK
Added Ardistan Army faction to all sides
Added Australian Army camouflage variant to LAV 
Added BI License plate system to older cars
Added Binoculars to dedicated Crew units loadouts
Added Cessna 172 and T-41 Mescalero
Added ChDSZ, ChDZZ, and ChDKZ Winter infantry variants
Added CZ 75 Czechmate pistol
Added Donated MTLB Nogovan Defence Force texture as optional in Virtual Garage
Added Early T-80s variants to Early Soviet faction
Added Famas F1 and Famas F1 M203
Added FFV to T-34 commander and gunner
Added FFV to T-55 commander and gunner
Added FFV to T-72 gunner
Added Kolgujev Army faction to all sides

Added Land Cruiser

Added Large Fishing Vessel

Added M1025 TOW to Blufor AAF
Added M240 Turrets - Iron Sights and Elcan optic variants
Added Malden Defence Force faction to all sides
Added Mystere Fighter Bomber
Added New backpacks
Added New M16A2 model and renamed existing to M16A3
Added New MP5 variants
Added Nogovan Freedom Alliance (Operation Flashpoint-style FIA) to all sides
Added Nogova Police Department
Added Patchless variants of Woodland uniforms

Added Pickups
Added Older 2S6 Tunguska
Added RBS-70 static launcher
Added RHS towing system to suitable vehicles
Added T-80s to Soviet Late faction

 

Changed Inheritance from rhs_assault_umbts_engineer to rhs_assault_umbts_engineer_empty on engineer packs to remove toolkit automatically loading
Changed Reload speeds on T-55 and T-34 to match real life average rounds per minute
Changed Scud tyre material from tyre.rvmat to tyre_armoured.rvmat
Changed Takistan militia factions Sniper to use older Dragunov rifle

 

Fixed '&' in displayed name breaking inventory gear naming
Fixed AAF M240 M113 having IFF panels
Fixed Error in MaxxPro CfgPatches
Fixed Face sorting on covered land rover to prevent 'blue' interior canvas supports at LOD3
Fixed Fishing Boat convexities in Buoyancy LOD
Fixed Fishing Boat weapons starting engine
Fixed Front ZU-23 assistant gunner on Fishing Boat Front Zu23 being indestructible 
Fixed G3 & M14 non-railed variants being able to mount railed optics
Fixed Incorrect 'Chedaki' textures on ChDSZ and ChDZZ vehicles 
Fixed Incorrect Eden Preview image for ADM IED maker
Fixed Incorrect regular units appearing in 'Chedaki' SF Groups
Fixed Incorrect tracer magazine colours for ChDKZ and ChDZZ RPK AR units
Fixed Issues on Scud textures
Fixed LAV-25s lack of resistance to HE ammo
Fixed M60 tank wreck model
Fixed M16A1 and M16A2 using different reload sounds to RHS M16A4
Fixed Missing ChDSZ, ChDZZ, ChDKZ SF groups
Fixed Missing pistol from ChDSZ, ChDZZ, and ChDKZ sniper and spotter
Fixed Missing seat positions on ANA, AAF, and CW US Late armed UH60M
Fixed RPK-74 using incorrect ammo
Fixed Suppressor on non-SF ChDSZ, ChDZZ, ChDKZ spotter weapon
Fixed T-34 driver death animation
Fixed T-72 aerial not completely turning with turret
Fixed T-72 commander optic
Fixed T-72 missing turret servo sounds when moving
Fixed Tunguska handling
Fixed Tunguska radar, cannon, missile ranges, ranging depending on variant 
Fixed Uniforms broken by RHS update
Fixed Vodnik Front PKM turret
Fixed Zu23 gunners on Fishing Boats being ejected when killed

 

Improved AN-2 crew animations and added new pedal, engine and throttle lever animations
Improved AN-2 glass sheen

 

Removed RHS weapons, equipment and gear from vehicle inventories
Removed T-72 / T80 modern variants incorrectly added to Early / Late Soviet factions

 

Numerous other small bug fixes and adjustments

 

Screenshots

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Download
Current version 5.0.3, released 07/08/2021

 

Download from:

Steam Workshop


License and Disclaimer
For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer

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Now THIS. THIS is fantastic. 

 

-k 

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This is wonderful News !

Great addition !

Thank you very much and congratulations for the release !

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not sure if this is classified as a bug, but on workshop it says it 55.358 MB, but the download is actual three gigabyte

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8 minutes ago, AIF_Infantrymen said:

not sure if this is classified as a bug, but on workshop it says it 55.358 MB, but the download is actual three gigabyte

It's a Steam bug, 3CB can't do much about that.

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Thanks for clearing that up Dedmen. I wasn't aware of that myself. 🙂

 

Also, great screenshots @cu3b4ll. Shows off the different kit depending upon the side of the Takistan Police / Army faction (Pro-West, Independent, and Pro-Russia / Iran).

 

@TexTactical: More things will be likely be slowly added, but the aim is not to compete with CUP or Project Opfor in terms of quantity. I am adding things requested by 3cb mission makers for our Private Ops and Public Server. I am busy working on some Cold War Era Soviets at the moment to give our BAF and Spearpoint units something to fight against and I'd like to add the Cherno police.

 

 

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I encountererd a small bug, if one cosinder it a bug:

While placing units in editor, in my case groups of ANP, the soldiers didn't display their actual loadout, for example the DSHKM Bags are missing. They get their loadouts correctly after starting the mission however.

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Those first two screenshots are amazing (especially the first one). It looks like art, not screenshots. Can I ask how you made them? Software, Settings, Mod, Poses, etc?

 

Fantastic!

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@Laumi, that is working as intended.  The mod uses the same loadout mechanics as our BAF units.

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@lifetap if thats intended, fine. Haven't done much with the BAF Mods, tbh. It's just a little confusing to me 😕

 

Edit: Is that the same with the civillians? Does Randomization take place after Mission statup?

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Essentially the base unit is put down in Eden, then upon game load, the backpack, helmets and vests are randomized according to the class of the unit. In this case, they are given the gun or tripod of a static weapon. I suppose it is something I could fix in a future update. If it is an issue for taking images, just give the unit a pack via the Arsenal for now.

 

Also, if you want to turn off the randomization of a unit(s), just click into its properties and use the tick box to enable or disable 3cb randomization.

 

One more thing to mention, all randomized textures on vehicles - notably the civilian ones - should appear the same across multiplayer. They are server-side, not client, so all red cars will be red to everyone etc.... Useful for calling out sightings.

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Another outstanding addition to an already outstanding collection with 3CB.  Congrats fellas!

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Great job! Thank you for bringing a lot of good stuff in this mod! Appreciate your work! Just wanted to inform you about few issues. 1) Weapon RPK-74 in your mod should be called just "RPK" because RPK-74 uses 5.45 ammo and RPK uses 7.62. And it can't use 150 ammo box. 2) T-34 and T-55 tanks have issues with shooting sounds and effects. 3) Some RPG-7 fighters, UN for exaple, use knapsacks instead of RPG bag for rockets. Thank you!

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Thanks for the feedback. 1) RPK is a known issue. I'll correct the name. However it shouldn't be able to use the Zafir ammo so it must be inheriting it. I'll try and remove the option. 2) What is the issue with the sounds and the tanks? They use RHS ammo / sounds / shaders etc... What is happening exactly? 3) That shouldn't be the case. I'll check that. Are you seeing them with Knapsacks in Eden or in game?

 

Edit: 3) Just checked this. When AT unit is placed in Eden it has default rifleman pack. When loaded into game it correctly has the RPG pack so it's fine to play with / against. I can likely fix the Eden visuals in a future update.

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Congratulations on the release. Been looking forward to seeing these units since watching a preview on YT a week or more ago.

 

They're undoubtedly the product of a lot of sweat, care and attention to detail. Thank you!

 

If I might also offer some constructive criticism, IMHO this randomization process should be an optional feature (ideally enabled/disabled globally via a removable PBO) rather than something that needs to be opted-out of for each unit (with indeterminate/incomplete results). It replaces something expected, predictable and (I think more importantly) handled natively by the engine with user-scripting which creates additional load, dependencies and the opportunity for bugs or mod conflicts. Not suggesting it should be removed but re-architected as an extension to the game's default mechanics rather than something which out of the box seeks to subvert those mechanics.

 

Hopefully it goes without saying that you should make whatever you desire but I think the best of all worlds is possible here; fully specified loadouts for as many units as you care to define or feel it's appropriate to have listed in the editor, while retaining the ability to have still more variation through scripting. 2c.

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2 hours ago, evrik said:

Thanks for the feedback. 1) RPK is a known issue. I'll correct the name. However it shouldn't be able to use the Zafir ammo so it must be inheriting it. I'll try and remove the option. 2) What is the issue with the sounds and the tanks? They use RHS ammo / sounds / shaders etc... What is happening exactly? 3) That shouldn't be the case. I'll check that. Are you seeing them with Knapsacks in Eden or in game?

 

Edit: 3) Just checked this. When AT unit is placed in Eden it has default rifleman pack. When loaded into game it correctly has the RPG pack so it's fine to play with / against. I can likely fix the Eden visuals in a future update.

I tested this tanks in editor and yes, they have sounds but don't have visual effects like fire and smoke when they shoot.

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@Disgusting_Man: Thanks, I'll check it out. They should have the effects as they inherit it all from the BIS base tank. They have been tested prior to release and they did appear to have effects. Did you check it with just the Faction pack and required mods in case of a potential conflict with something else?

 

@Defunkt: Thanks for the feedback. Unfortunately your suggestion is not something we will be implementing. It would require a fundamental reworking / restructuring of the pack. Furthermore, the randomization process is something we already us in 3CB for our own BAF units and it has proven pretty robust. All it does is randomize uniforms, headgear, vests and backpacks from an approved list. The loadout - i.e. magazines, medical supplies etc... is not affected. It is only a visual randomization. Certain units are exempt from receiving certain helmets, vests, backpacks etc...

 

The option to turn this off is included should you wish to create your own specific loadouts for mission VIPs / targets. Should you wish to remove the option en-mass, you can select all placed units and turn them off in one go.

 

EDIT: @Defunkt: Totally forgot to mention, like our BAF units, there is a 3CB Factions module that is placable on the map in Eden. In there you also have several options to change loadouts. You can remove NVGs, reduce kit loadout so that units are running low in the field etc... It may also have some options that will help you.

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Nice work guys.

 

Time for another update...

 

Just one thing... is ther eny plan of a light edtion... with out all the blue fore?

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