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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

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 Interdiction Unit

Chernarus Civilians
Chernarus Local Defence Militia

Chernarus Police Department

Chernarussian Movement of the Blue Star

Cold War (Early) US Forces
Cold War (Late) US Forces

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

The National Party

United Nations

 

INDFOR

African Desert Army
African Desert Army Paramilitarie
African Desert Civilians
African Desert Civilian Militia
African Desert Extremists
African Desert Militia
African Desert Police

Chernarus Civilians
Chernarus Nationalist Militia

Chernarus Police Department

Chernarussian Movement of the Green Star

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

The National Party

United Nations

 

OPFOR

African Desert Army
African Desert Army Paramilitarie
African Desert Civilians
African Desert Civilian Militia
African Desert Extremists
African Desert Militia
African Desert Police

Chernarus Anti-Government Militia

Chernarus Civilians
Chernarus Police Department

Chernarussian Movement of the Red Star

Cold War (Early) Soviet Forces
Cold War (Late) Soviet Forces

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

The National Party

 

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 4.0.3

Added Gorka uniforms to ChDSZ, ChDZZ, ChDKZ units

 

Fixed 2S6M Tunguska inventory containing BI 2035 equipment and weapons
Fixed 2S6M Tunguska not taking engine damage when submerged
Fixed ChDSZ, ChDZZ, ChDKZ AA / AT unit possessing AK74 magazine
Fixed ChDSZ, ChDZZ, ChDKZ Officer starting with no magazine in the weapon
Fixed Fishing Boats missing from Civilian Factions while in Zeus
Fixed Fishing Boat causing '/ladder' error in ALIVE
Fixed Incorrect Eden Preview image for Takistan DsHKm UAZ
Fixed Incorrect HitPoint inheritance on Unarmed Fishing Boats
Fixed M60 tank ammo count to more real-life amounts 
Fixed M60 tank barrel depression from -5 to -10 degrees
Fixed Naming of 2S6M Tunguska Missiles to 9M311-M1
Fixed Naming of ChDSZ, ChDZZ, ChDKZ Rifleman to AKS-74U
Fixed NAPA AA / AT unit possessing AK74 magazine
Fixed NAPA BRDM-2 classname error
Fixed Russian text on ChDSZ, ChDZZ insignia patches

 

Release notes 4.0.0

Added 2S6M Tunguska AAA
Added AK-47N  with RHS optics options
Added Armoured SUV with no flag to AAF, ADA, TKA factions
Added BMD-2 to Cold War Late Soviets
Added ChDSZ, ChDZZ, and ChDKZ factions
Added Digital 24hr clock to Hilux
Added FFV to AAV Commander and Gunner
Added Fishing Boat (Armed, Unarmed, and Vehicle in Vehicle variants)
Added Four extra cargo seats to AAV
Added GAZ-66 trucks
Added KrAZ-255B1 trucks
Added LAV-25
Added LAV-C2
Added MAZ 543 Scud Launcher to AAF Opfor
Added MERDC camouflage options to AAV, LAVs, and M60s
Added Missing AAF desert uniforms and helmets
Added NAPA faction to all sides
Added Operation Red Harvest US insignia patch
Added Optional AAF desert skin to AAF Quadbike
Added Optional External Kit to M60A3 basket
Added Randomized External Kit to AAV, with option to disable via attributes and manual select via Virtual Garage 
Added RPK-74N with RHS optics options
Added Searchlights
Added Small Boats
Added Tactical Backpack and TFAR radio variants
Added T-80 variants to Cold War Late Soviets
Added TFAR variants for a number of backpacks 
Added ZiL-131 trucks

 

Fixed AA units incorrect displaying Strela rather than Igla
Fixed AN-2 pylon system
Fixed AAF AA unit display name
Fixed AAV tracks being visible in cabin while turned out
Fixed Bounding Box Positions on all vehicles
Fixed cba_a3 magwell compatibility for AK47, FNFAL, G3, HK33, M14, M16, M60, MG3 and RPK
Fixed clan logo and clan sign not leaning with motorbikes
Fixed Hide Flag animation on BTR-40 and T-34 to allow mission makers to manually hide or unhide
Fixed HK33A1 / A2 name correction
Fixed M60A3 engine damage rate while submerged
Fixed Missing sounds on M60 turret
Fixed Multiple .rpt errors
Fixed Multiple versions of the BRDM appearing BLU_F, IND_F, OPF_F in Zeus menu
Fixed Vodnik PKM rear PKM feedcover not moving with rest of gun
Fixed Vodnik Rear Wheels ACE remove / repair issue

 

Screenshots

NcB3cHF.png

 

lYgO5Uo.jpg

 

AMiBLf8.jpg

 

NUWxLWg.jpg

 

iV28LyZ.jpg


Download
Current version 4.0.3, released 16/02/2021

 

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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