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Arma 3 Creator DLC: Expeditionary Forces

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In collaboration with Tiny Gecko Studios, Bohemia Interactive is proud and excited to present Arma 3 Creator DLC: Expeditionary Forces.

If you have any questions or would like to share any suggestions and feedback regarding Reaction Forces, please feel welcome to use this thread.

You can find this CDLC on the Steam Store currently.
 

You'll find all the available information in the following links:
Website: https://tinygeckostudios.com/
X: https://x.com/TinyGeckoDev

Discord Server: https://discord.gg/eMF78KxPrQ

 

Find more information about Bohemia Interactive's Creator DLC project:
https://arma3.com/news/arma-3-creator-dlc
www.arma3.com/dlc/creator

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Random feedback from playing EF.

 

MBS sight with laser rangefinder is cool, however the stadia lines for "manual" rangefinding are of wrong size/scale - 700 meter stadia fits enemy soldier at 500 meters (and 500 meter stadia is too large).

 

AAV seems to have some sort of script-assisted swim capability. When entering the water it accelerates at a crazy rate, higher than actual in-game boats. This doesn't seem realistic or safe even (I almost hit the side of LPD dock, and I can't imagine how Marines in my troop hold felt). It also bugs out if you unload AAV from LCC, and it lands in a little bit of water (when you exit LCC and enter AAV, AAV can't move at all - engine turns on, the waterbreak animation works too, but it just sits there).

 

There are two variants of new NVGs - one with "-T" designation for thermal capability, and the other "regular". This... seems like an unnecessary padding of Arsenal really, as both variants are clearly modelled with clip-on thermal attachment ("-T" just adds a camera or light source). And the only functional difference between vanilla NVGs and "non-T" version of EF NVG is that EF one uses yellow tint (which is kinda ugly, and strains my eyes - same applies to yellow tint of thermal mode on "-T" goggles).

 

NATO versions of specialized Hunters (LAAD, FSV, AT) and "heavy" Commanche (AH-99J) retain their MJTF inventory including coyote MXARs, instead of faction-specific firearms.

 

Textures of uniforms and vests appear "dull" (possibly slightly desaturated?) when compared to vanilla assets or other 2035 cDLCs.

 

The lack of proper crew interiors in AAV is extremely disappointing, and frankly, isn't what one expects from a paid DLC. Yeah, I get it, interior modelling is hard, and what's here is better than what popular mods do (aka no interiors at all), but... this ain't mod, it's a paid product, and that raises the expectations quite a bit.

 

The helicopter roster of MJTF is bit disappointing too - neither Commanche nor Stealth-hawk seem like a great candidates for ship-borne helicopters (where's folding rotors, strengthened suspensions?). That could be rectified in the future even by utilizing existing assets (like AAF Wildcat or even "Medium" heli from ToH) or adding more commonality with other DLCs (like Reaction Forces Puma - MJTF already can use RF pickups, so why not the helicopter?).

 

Aside from that, bloody good job! I love the campaign so far (which means I love the first mission - haven't finished it yet).

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I love the concept of this cDLC, and have been waiting for this:

 

I have been making a similar themed mod, but not to the same quality (although some of the assets I use are modified versions of others, and aren't bad at all)

 

I'm not sure the AH-99 variant is much of an improvement of DEGA's version or my further iteration of it.

 

The LCAC is much better than my version of Burnes' which still has has incomplete textures.

 

The new ship is great.

I suppose the LHD mods are already good enough.

https://steamcommunity.com/workshop/filedetails/?id=1737598604

These assets, alongside an LHD and F-35 mod, are great.

The new Amphibious assault vehicle is nice, but a bit redundant with the Marshall and Gorgons... and I wish it had vehicle interiors.

 

I also love the new combat boats

 

I just wish there were CSAT assets.

 

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How do the airburst rounds work? A script? Does the arma engine natively support proximity detonation? I see so enstate for missile proximity detonation on the wiki, but I don't see anything in the config files about this

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Love the CDLC!!! MY biggest nick picky request. Which doesnt matter I made a script to fix it, but The new US army rifles. ALL of them come with a suppressor standard. Was thinking maybe an oversite? maybe not. Anyways great work Guys awesome CDLC. Hope you guys have more to add. 🙂

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22 hours ago, Ex3B said:

How do the airburst rounds work? A script? Does the arma engine natively support proximity detonation? I see so enstate for missile proximity detonation on the wiki, but I don't see anything in the config files about this

It is an event Handler in the ammo class.

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Oh? Which one?

Do you have an example of how to use it?

I would love to add similar capabilities to so e other weapons

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Mack and attack boats too fast in water.
Mack not having an interior is disappointing.
Other than that, best cDLC so far.

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Is it possible to integrate a helipad in the model of the USS Takmyr (Same like the USS Liberty), so ai can find a landingplace?

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You can set invisible Helipads (you can search in the editor) and using the scripting command on a waypoint

 

_helo land LAND; 

 

Substitute _helo for the name of the helicopter

 

Will make the helicopter land on the invisible helipad...

 

If it stays hovering you can set the engine off for finish landing

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31 minutes ago, Ex3B said:

https://en.m.wikipedia.org/wiki/Expeditionary_Fighting_Vehicle

Is it?

Fast water speed was the whole point of interacting it- otherwise just use a marshal or the set texture command to give a Gorgon a NATO skin 

Crikey! No it's not too fast! I had no idea the AAAV was so fast. 2700 HP through 23 inch water jets! Yep, that'd do it 🙂

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On 12/1/2024 at 9:43 PM, Tankbuster said:

Crikey! No it's not too fast! I had no idea the AAAV was so fast. 2700 HP through 23 inch water jets! Yep, that'd do it 🙂

To quote Wikipedia: "The EFV's need for high water speed has resulted in an engine that is 1,200 hp (890 kW) more powerful than the M1 Abrams, even though the EFV weighs far less."

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Gangway

A gangway would be a really nice addition so that's possible to board the big ships from the pier.

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Just checking in here...is anyone else experiencing random kill shots on the team leader character you play as in the Shore of Kavala beach landing? I have hidden in buildings with zero line of sight to anything on the outside and still get shot once the intersection is captured. I've killed all the snipers in the buildings and then gone into hiding and still get shot and killed. No idea why or where the shot is allegedly coming from.

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USS Takmyr

How can I handle the doors by a script?

I try to open the landing dock.

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Is there nothing I can do?

 

I try to open the landing dock by using a script command

because I place the USS Takmyr by a script and I want to make it available by seeside.

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Great DLC guys, Thanks

2 points though 

1 Doors to the top deck ( where the attack boats are stored) seem to have 2 textures one opens, but the other texture remains, as if the doors closed. However you can at lest walk through it.

2 The fast attack boats seem almost impossible to manoeuvre at lower speeds. Modern boats with jet drives can practically turn 180 on the spot when at low speed.  (Ref 

)

 

And one question..

How do you use the Boat Cradle teleport module ?

 

Thanks

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Bug Report:
Not sure if it's RF or EF that does this, but the navigation minimap disappears when getting into some vehicles as driver. Video in next post

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5 minutes ago, Tankbuster said:

Bug Report:
Not sure if it's RF or EF that does this, but the navigation minimap disappears when getting into some vehicles as driver. Video in next post

Oh, it's not actually long enough. The minimap disappears when getting in the drivers seat of vehicles and reappears when dismounting.
As far as I can see, this issue doesn't present itself in the LAAD Hunter.
 

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9 minutes ago, Tankbuster said:

Bug Report:
Not sure if it's RF or EF that does this, but the navigation minimap disappears when getting into some vehicles as driver. Video in next post

WS  is the culprit GPS mini map disappears in most land and water vehicles across most of the Vanilla game and CDLC's. Bug reported in RF forum and confirmed by a Dev  fix expected sometime next year 

 

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Just now, Hammer 1_2 said:

WS  is the culprit GPS mini map disappears im most land and water vehicles across most of the Vanilla game and CDLC's. Bug reported in RF forum and confirmed by a Dev  fix expected sometime next year 

 

Oh cool. Glad it's on the works. Thank you.

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Can you clarify how the LAAD radar works?

The small drones have an RCS modifier of 0.1, so normally to detect a drone at 2km by radar, you need a radar range of 20km. Did you just give it a 20km range, and cap the display to 2km, or...?

I notice it also has an IR sensor, and the small drones have no IR stealth.

 

As for the airburst shells, how does this work? Is damage determined and applied via script, or does the script just detonate the rounds?

If the latter, can I call the function for other ammo types to get larger or smaller blast radii?

 

At the moment the lethal range of these 30mm shells seems to be a bit too high

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LAAD radar has some scripted feature to detect more (smaller) targets.

AB rounds are also scripted. EH is called from EF_B_30mm_HEAB ammo.

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5 hours ago, POLPOX said:

LAAD radar has some scripted feature to detect more (smaller) targets.

Ah, how does that work?

IRL, many of these stealth platforms have an RCS smaller than these drones, coupled with the dramatically smaller radar and AA missile ranges in game, I think the balance is out of whack. I would love to add this feature to other platforms (the Cheetah/Tigris/ Nyx in particular)

Although it may just be simpler to increase drone RCS (so far, instead I have been relying on modding in some IR sensors to the Cheetah/Tigris/Nyx)

 

5 hours ago, POLPOX said:

AB rounds are also scripted. EH is called from EF_B_30mm_HEAB ammo.

Yes, but how does the script function? It seems that the ammo has an event handler that calls a function added by EF.

 

I would like to have this airburst function for some other weapons: in particular, again, the 35mm shells of the Tigris and Cheetah - to have them serve as a heavier alternative to the Hunter LAAD (requiring transport by landing craft rather than helicopter)

 

If the script has a fixed damage that it applies, then presumably a 35mm round calling the script will do no better or worse than the EF ammo - but if the script does something like check the indirect hit range and damage of the ammo calling it, then the script would be very versatile when applied to various other ammo types.

 

I'd really like to see this script applied to red and blufor units, allowing both to create areas at least a few km wide that are relatively safe from small drones.

 

Imo, A3 needs to improve it's small drones mechanics. Ukraine showed us how important they are.

The WS CDLC added small combat drones.

RF added even smaller ones, and no new defense against them

 

Jamming doesn't seem like it would work well in game, so these airburst systems seem like a very needed addition 

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