3cb 383 Posted March 4, 2019 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 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 26 7 Share this post Link to post Share on other sites
nkenny 828 Posted March 4, 2019 Now THIS. THIS is fantastic. -k 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4153 Posted March 4, 2019 This is wonderful News ! Great addition ! Thank you very much and congratulations for the release ! Share this post Link to post Share on other sites
TexTactical 14 Posted March 5, 2019 Looks fantastic! Are there any plans to add additional factions after the initial release? Share this post Link to post Share on other sites
christian2526 68 Posted March 5, 2019 Fainally! Thank you guys alot, this is truly great work! Share this post Link to post Share on other sites
AIF_Infantrymen 263 Posted March 5, 2019 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 Share this post Link to post Share on other sites
Dedmen 1897 Posted March 5, 2019 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. Share this post Link to post Share on other sites
evrik 798 Posted March 5, 2019 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. 3 Share this post Link to post Share on other sites
fingolfin 1697 Posted March 5, 2019 Great work! Nice to see this finally released. 1 Share this post Link to post Share on other sites
Laumi 1 Posted March 5, 2019 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. Share this post Link to post Share on other sites
Von Quest 1119 Posted March 5, 2019 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! Share this post Link to post Share on other sites
lifetap 186 Posted March 5, 2019 @Laumi, that is working as intended. The mod uses the same loadout mechanics as our BAF units. Share this post Link to post Share on other sites
Laumi 1 Posted March 5, 2019 @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? Share this post Link to post Share on other sites
evrik 798 Posted March 5, 2019 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. 1 2 Share this post Link to post Share on other sites
MrCrazyDude115 132 Posted March 5, 2019 This is absolutely wonderful! Great job! Share this post Link to post Share on other sites
Laumi 1 Posted March 5, 2019 @evrik thank you very much! Share this post Link to post Share on other sites
autigergrad 2030 Posted March 5, 2019 Another outstanding addition to an already outstanding collection with 3CB. Congrats fellas! 1 Share this post Link to post Share on other sites
Disgusting_Man 89 Posted March 6, 2019 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! Share this post Link to post Share on other sites
evrik 798 Posted March 6, 2019 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. 1 Share this post Link to post Share on other sites
Defunkt 430 Posted March 6, 2019 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. 1 Share this post Link to post Share on other sites
Disgusting_Man 89 Posted March 6, 2019 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. Share this post Link to post Share on other sites
evrik 798 Posted March 6, 2019 @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. 3 Share this post Link to post Share on other sites
loopdk 92 Posted March 6, 2019 Nice work guys. Time for another update... Just one thing... is ther eny plan of a light edtion... with out all the blue fore? Share this post Link to post Share on other sites