interectic 10 Posted February 18, 2021 does this mod work well with alive? Share this post Link to post Share on other sites
evrik 844 Posted February 18, 2021 I don't use ALIVE, sorry. I have set up the groups and such to use ALIVE config entries so it should. Hopefully others on here may have a better idea. Share this post Link to post Share on other sites
JD Wang 352 Posted February 18, 2021 2 hours ago, interectic said: does this mod work well with alive? Works just fine Only complaint I have when using them with ALiVE is the amount of Taki Civs running around in overalls and with ear protection 😂 2 Share this post Link to post Share on other sites
evrik 844 Posted February 18, 2021 Hmm, that sounds like the pilot. Let me know how to reduce the frequency of certain units and I will. Share this post Link to post Share on other sites
interectic 10 Posted February 18, 2021 1 hour ago, JD Wang said: Works just fine Only complaint I have when using them with ALiVE is the amount of Taki Civs running around in overalls and with ear protection 😂 oh ok well have you had experience using sangin for alive? Share this post Link to post Share on other sites
JD Wang 352 Posted February 19, 2021 3 hours ago, interectic said: oh ok well have you had experience using sangin for alive? The old version, yes, it's a great map (although performance isn't great despite being so small) if you're talking about the new version, I'm dying to make an insurgency on there, just waiting on SmokeDog to finish it up and fix the lighting. 4 hours ago, evrik said: Hmm, that sounds like the pilot. Let me know how to reduce the frequency of certain units and I will. Don't think you can to be honest, I tried blacklisting them in the ALiVE staticData.sqf but to no avail. My personal preference would be just to have the random civilian unit, no pilot, worker or doctor, but that's just me, I get why you've done it and it's cool. Share this post Link to post Share on other sites
evrik 844 Posted February 19, 2021 Shame. I was hoping there was a config entry that would control ALIVE probability of spawn, something like spawnchance = 0.1; or something. Share this post Link to post Share on other sites
kilo-bravo 84 Posted February 19, 2021 i second what JD is saying alot of pilots in takistan thats for sure Share this post Link to post Share on other sites
evrik 844 Posted February 19, 2021 Yeah, not sure how I can rectify it as the pilot is used for the plane. Share this post Link to post Share on other sites
Freghar 73 Posted March 14, 2021 Something I noticed today, might be worth fixing - the UK3CB_RPK74_60rnd_545x39 magazine (and similar) seem to use ammo = "UK3CB_762x39_Ball_Red" which itself inherits caliber and "hit" value from B_762x51_Ball. Other than looking into the "caliber" and "hit" values (which should probably be less for 7.62x39 than for 7.62x51), the magazine is using the wrong CfgAmmo. It should probably use ammo = "UK3CB_545x39_Ball_Green". Share this post Link to post Share on other sites
evrik 844 Posted March 14, 2021 Good spot. Thanks. I'll correct that! Share this post Link to post Share on other sites
topden 62 Posted March 16, 2021 there is such a bug. in this boat UK3CB_I_G_Fishing_Boat_ZU23_Front you can not kill the assistant shooter (in the picture with an arrow) there is a video, but I think you will take the word. in all other boats, everyone is killed normally. and on a boat with a ZU23 from behind the assistant shooter is killed. only a problem in a boat with a ZU23 in front. Sry for my english. http://joxi.ru/Vm64Zwoiv6BPDA Share this post Link to post Share on other sites
evrik 844 Posted March 16, 2021 Okay thanks. I'll investigate that and look to fix it for the next update. 1 Share this post Link to post Share on other sites
topden 62 Posted March 17, 2021 3 hours ago, evrik said: Okay thanks. I'll investigate that and look to fix it for the next update. 1. Thank u. And I also remembered. Please do it in the boat config so that it does not start when you sit down at the "gunner seat"in the turret. (so that the engine does not start ---> startEngine = 0; class turrets) 2. so slightly increase the distance 'X' http://joxi.ru/brRKzNZFOGwXYm from the boat to the player's exit from it. sometimes you go out and hit the boat. Or, for example, you need to pull the wounded out of the boat when playing with a revive, and he is thrown under the boat and he dies Share this post Link to post Share on other sites
Liam_McKendrick 0 Posted April 25, 2021 Great mod! Are there any plans to add 6-color/Choc-chip helmet to go with the 6-color uniforms? There is already a 6-color urban variant helmet, but not a regular one. Thank you! Share this post Link to post Share on other sites
kilo-bravo 84 Posted May 1, 2021 it looks like the last update for RHS has broken the ChDKZ uniform https://steamcommunity.com/sharedfiles/filedetails/?id=2472940531 1 Share this post Link to post Share on other sites
evrik 844 Posted May 1, 2021 Thanks. Well aware. It has already been fixed for the next update. If you spot anything else, let me know. 2 Share this post Link to post Share on other sites
kilo-bravo 84 Posted May 1, 2021 i got three leto Gorka-R variants if you want them 1 Share this post Link to post Share on other sites
evrik 844 Posted May 1, 2021 Sure. Thanks. I never turn down a contribution. 🙂 Share this post Link to post Share on other sites
jone_kone 158 Posted May 20, 2021 Hey! What is the appropriate channel for a bug report? Don't know if this is reported already but LAV-25 HE resistance values seems off. Share this post Link to post Share on other sites
evrik 844 Posted May 20, 2021 Our discord channel is fine, or here, or drop me a message. As for the LAV-25 HE resistance, it has been reported and addressed for the next update. 1 Share this post Link to post Share on other sites
3cb 476 Posted July 6, 2021 We're very pleased to announce version 5.0.0 of 3CB Factions. This update adds the Ardistan, Kolgujev, Malden and Nogovan factions along with a number of vehicles and weapons, including: Aero Commander 500, Cessna 172, T-41 Mescalero, Mystere, CZ 75, Famas F1, M16A2, RBS-70 static launcher and the older 2S6 Tunguska. 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 10 5 Share this post Link to post Share on other sites
FallTry45 273 Posted July 6, 2021 16 minutes ago, 3cb said: Great update, thank you! What map is this? 1 Share this post Link to post Share on other sites
evrik 844 Posted July 6, 2021 Tanoa. Its the Horizon island Defence Force faction. :) 1 1 Share this post Link to post Share on other sites