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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
Karzeghistan Royal Guard
Livonia Defence Force
Livonia Forest Rangers
Livonia Nationalist Militia
Livonia Separatist Militia
Malden Defence Force
Middle East Insurgents
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
Karzeghistan Royal Guard
Livonia Defence Force
Livonia Forest Rangers
Livonia Nationalist Militia
Livonia Separatist Militia
Malden Defence Force
Middle East Extremists
Middle East Insurgents
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
Karzeghistan Royal Guard
Livonia Defence Force
Livonia Forest Rangers
Livonia Nationalist Militia
Livonia Separatist Militia
Malden Defence Force
Middle East Extremists
Middle East Insurgents
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

 

Release notes 6.0.2

 

Added Mig-21 to Cold War USSR Early and Late factions
Added TFAR Radio versions of LNM and LSM Carryall packs

 

Fixed Bipod on STG
Fixed Blank Zeus vehicle entries on NATO, CSAT and AAF factions
Fixed BTR-70, 80 and 80a African Desert texture have camouflage on turret
Fixed Broken textures on Karzeghistan DC3 Cargo plane
Fixed Duplicate Artillery subcategory for Cold War US in editor
Fixed FNFAL Railed iron sights
Fixed G3 Ammo box class name error for optics
Fixed Hidden Texture Selections count on BTR and Shilka
Fixed Many minor errors identified by Anrop test
Fixed Mig-21 elevator animation being inverted
Fixed Mig-21 elevator position
Fixed Missing Medic Backpack on KRG SF Medics
Fixed Mistake in Indfor / Opfor M270 Avenger Weapon and Magazine class name
Fixed Range of movement on Commander Turret of M270 variants when turned out
Fixed Springfield tracer magazines not showing tracers
Fixed Springfield Opfor Ammo Box not having correct green tracer magazines
Fixed Tunguska main gun being easily disabled by small arms fire
Fixed UV on underside of AC500 wings

 

Release notes 6.0.0

 

Added ACR 5.56mm rifle variants
Added Bell 412 helicopter variants
Added CZ-550 hunting rifle
Added Cessna Minigun, M2, and Bomb proxy loadout variants
Added Backpack, clothing, face gear, head gear, vests and uniform reskins for new factions
Added Black and tan kneepads
Added Douglas AC47 'Spooky' gunship
Added Douglas C47 passenger and cargo variant aircraft
Added Douglas DC3 passenger aircraft
Added FN FAL variants
Added FV4201 'Chieftain' tank
Added Hilux Ambulance, BMP, BTR-60, Igla Chair, M2, Metis, Mortar, TOW, Vulcan Cannon, and raised front-firing Zu-23 variants
Added Karzeghistan Royal Guard (KRG) faction to all sides
Added Li-2 Russian-made Douglas C47 aircraft
Added Livonia Defence Force (LDF) faction to all sides
Added Livonia Forest Rangers (LFR) faction to all sides
Added Livonia Nationalist Militia (LNM) faction to all sides
Added Livonia Separatist Militia (LSM) faction to all sides
Added M270 chassis Avenger AA, cargo, and transport vehicle
Added M270 MLRS artillery vehicle
Added Middle East Insurgents (MEE) faction to Indfor and Opfor
Added Middle East Insurgents (MEI) faction to all sides
Added Mig-21 'Fishbed' jet
Added Olive SF backpacks
Added PPsh-41
Added RM-70 MLRS artillery vehicle
Added SKS
Added Springfield rifle
Added Static PKM turrets
Added Steyr Aug variants
Added STGW-57 rifle variants
Added T-810 trucks
Added HK USP pistol

 

Created new fire geometries for old T-series tanks, and M60A1 / A3

 

Fixed Aim point on SUV Minigun variant
Fixed Attributes on RHS vehicle reskins
Fixed FAMAS tracer magazine name and incorrect tracer rounds
Fixed HK G3A4 iron sights showing wrong range
Fixed HMG and SF HMG, GMG and SF GMG Land Rover allowing AI to fire
Fixed M1025 M2 Humvee missing passenger slots
Fixed M16 variants iron sights max zeroing
Fixed MDF SF AT gunner having RPG-7 instead of MAAWs
Fixed Missing bounding boxes and sling load points on static M240s, RBS-70 launcher and Searchlight
Fixed Nogovan Police Department Blufor / Opfor infantry having incorrect magazines
Fixed Open faces on Rhib and Rhib Gunboat
Fixed RBS-70 turret not being placeable in Zeus for AAF and MDF factions
Fixed Rear lights on Mutt Jeep always being on
Fixed RPK iron sights at 1000m
Fixed Windows on SUV variants at later visual LODs
Fixed Wreck models on AC-500, AN-2, Cessna, Mig-21, and Mystere 

 

Reduced Section Count on a number of vehicles and weapons to improve performance

 

Replaced M16A1 Rifleman in Cold War Late Infantry Groups with M16A2

 

Screenshots

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AMiBLf8.jpg

 

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Download
Current version 6.0.2, released 6/6/2022

 

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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