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jarrad96

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About jarrad96

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    Australia

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    https://steamcommunity.com/profiles/76561198081560124/

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  1. What do we want? Low Flying Helicopter Sounds! When do we want them? NNNEEEEEEOOOOOOOOWWWWWW! Gendarme marksman lying on a rooftop, after having sold his elbows for a HK416 20 Inch DMR. Police breaking up the worst kind of extortion- bottled water at a 600% markup in a developing country. Casual Fridays are every day with the poorer and less equipped Gendarme forces. Gendarmere SWAT prepare to breach into a compound after the neighbour reported that the house owner was a Twitch streamer. Float Boat Float Boating down through the mangroves of Tanoan with some heavier equipped police in the rear. Mods- Tanoan Gendarmere Overhauled [NIA Edition] replacement/ expansion, CBA3, NIA Arms.
  2. Gendarmerie Overhaul (NIA Edition) released- Total replacement faction for the Tanoan Gendarmerie Police forces, expanding the unit roster and adding more units and vehicles to the faction. It works in the official Arma 3 Apex Campaign and custom scenarios that use the Gendarmerie faction will be using the new faction as well. This version uses NIA weapons, a Vanilla version is also available. The Faction- The Gendarmerie form Tanoa's Police force, and were the local law enforcement agencies on the Horizon Islands, and they have been expanded to counter the rising illegal drug and weapons trading from the Syndikate cartel groups. The primary police patrol weapon is the HK MP5A3, with the SIG P226 being the primary sidearm. The police patrols lack armor and heavier weapons, relying on the rapid response teams for support in firefights. Historical Info- Tanoa's origins as a former French colony in the South Pacific means that it has the Gendarmerie, who form the islands police and security forces. The Gendarmerie is a kind of Military Police force, and it's mixed bcakground means they often have better training and equipment compared to a purely civilian force. The primary languages are French and English. Following natural disasters there was a large spike in criminal and drug trafficing in the area, resulting in increasing military like roles in the police, from the formation of a rapid response SWAT unit to the eventual deployment of NATO and British forces to the islands to maintain order. Specialist Elements- The Rapid Response units, who are Tanoa's SWAT type element, are heavier armed and armored than the police patrols, and carry the HK416 and MP5A3. They wear distinctive black body armor and equipment and are much more useful in combat situations compared to the lightly equipped patrols. The Response team also has Marksmen and Sniper units available if needed, armed with a 20 Inch DMR version of the HK416 rifle loaded with Mk262 SPR marksman rounds. Supports- The natural disaster, and rising crime, has attracted international media attention from Australia, the UK and the United states, so journalist teams and their bodyguards are found as support units. The Gendarmerie are supported by Police Offroads, MRAPS, Police speedboats and light helicopters. Medical trained units can be used to treat the wounded in the aftermath of any combat. Faction has full Editor, Zeus and ALiVE support (faction name BLU_GEN_F ) Also supports ACE3 Medical system. It totally replaces the BLUFOR Gendarmerie faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled. Downloads- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1529786556 Notes- I also plan a RHS version of the Overhaul at some point in the future, using similar armament.
  3. Work-In-Progress- New Gendarmerie Overhaul that uses NIA weaponry instead of pure Vanilla equipment. A RHS version is also in the plans for the future.
  4. NIArms Release Thread

    Yes, a range of the FAL's are semi-auto only, usually because they are based on British/ Canadian / Australian rifles which did not have full-auto options. The DSA FALS, SLR 'Chopmod', and a few others have auto.
  5. Man, I've kind of branched out alot over the past year or so, not just doing small Special Forces factions but overhauls/ replacements, Armaverse factions and the like. EDIT- The Finnish Forces I was working on I can't release, as they were broken in a recent update as the mod they used for a dependency deleted the classnames I was deriving the units from.
  6. Contact! mission by Haleks Mods- None.
  7. New faction released- Special Forces Faction mod [SFF] that adds the "Epirean Free Militia" to Arma 3. The EFM is a fictional European military faction. The Faction- Since the initial deployment of the US Army in the Green Sea region for Operation Arrowhead in 2009-2014 drew the majority of Western forces into the Middle East, the situation in Epirus has declined and several warring factions have broken out in the mountainous nation, which has been suffering greatly from the multiple wars that have broken out during the 20th Century as well as mass poverty in the region. 'The Epirean Free Militia' is one of the largest factions, and have equipment comparable with a third world's standing army, with it's forces split into two distinct groups- The Militia forces, who have civilian, guerrilla or mixed older weapons and equipment, such as AKM's, AK74SU's and partial camo or civilian clothes with little access to body armor other than some scavenged from killed police units, make up the bulk of EFM ground and infantry forces. Some veteran soldiers act as leaders for the Militia fighters, and they can be identified by their improved equipment and weapons, as well as more common use of camo. Specialists- The other group of forces is the combat Veterans, who have greater access to semi-standardised Tiger camo uniforms, ballistic body armor taken from the local military forces, and they have greater numbers of more modern weapons like the AK74. They have better leadership and training compared to the Militia forces, and some of the Veteran troops have night-vision googles, meaning they are much more effective at night-fighting than the Militia, who have flashlights. Supports- The EFM have been known to purchase ex-Soviet block vehicles such as the BMP, T55/T72 and ZSU-Shilka, but these are rather rare, with the bulk of forces using technicals or commandeered civilian vehicles for long-distance travel. The majority of militia forces speak Serbian, English or Greek, with some of the higher ranks being Army defectors who are providing weapons, body armor and training to the regular militia forces. The faction is fully compatible with Editor, MCC, ACE3, Zeus and ALiVE (Faction Classname IND_EFM ) Downloads- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1512774305 Notes- These guys are a faction I have mentioned on occasion before, as they were previously internal to my unit, but I decided to give a public release for them as well. They are a fictional European group I have been making and updating in various forms and dependencies (this one is the newest version, with RHS AFRF) since before September 2016, so have a decent selection of units. My goal with the faction was a real intermediate faction, with a lightly equipped core of more Insurgent/ Militia type troops backed by more conventional units with better equipment, with vehicle support to make them more challenging to fight compared to ordinary insurgents.
  8. Why not have one that's white/ light grey or more ordinary colours like red/blue, for something more civilian? That downwards stroking camo pattern on the multi vest above (don't know the name) looks really cool as well.
  9. (SMA) Specialist Military Arms

    Yeah, there are a bunch of magazine compatibility mods around that work well for NIA/ RHS ect magazine support and JSRS soundmod support but I don't think there is anything official for SMA anymore.
  10. Arma 3 Photography : Questions and Comments

    I feel like if something is Work-In-Progress and it's planned to release publicly it should be allowed.
  11. Titus

    It's found under NATO- Cars , with 2 variants, one armed with a 20MM HE cannon and coaxial M240, and the other unarmed.
  12. Titus

    Really like the vehicle, but the SLAT armour seems to provide no additional protection against RPG-32's or RPG-7's (Apex ones, not modded) Similarly, is there a way to make the AI fire infantry weapons at the vehicle, rather than just stare at it if they don't have a 40MM or RPG? I know that 5.56 or 7.62 won't go through the armour but just having the AI hose the large window could do something at least, and would mean the armoured plates over the windows would have a purpose other than just obscuring your vision further.
  13. Arma 3 Photography : Questions and Comments

    Not a claim, I asked Ineptaphid about it, and proved to him that the older VSM content (importantly not Zenith, Zenith did, so that is NOT coming back) did not have any content from other games, and he's a BIforum admin.
  14. NATO Overhauled - US Army RHS Edition released- g This mod is a total replacement of the North Atlantic Treaty Organisation (NATO) units, bringing them more in line with modern day equipment, weapons and uniforms. It works in the official Arma 3 Campaign and custom scenarios that use the NATO faction will be using the new faction as well. The Faction- NATO soldiers have been changed into a force resembling the United States Marine Corps, with more comtemporary weapons such as the M4A1 Carbine replacing the MX rifle. The standard uniform is Multicam OCP for all infantry units, with most units having IOTV vests and OCP ACH combat helmets. The M249 SAW is the standard autorifleman weapon, giving the individual fireteams saturation fire at longer ranges. Marksman carry an M14 or ACOG equipped M4A1, and the Army forces as a whole are armed with mostly M4A1 Carbines. The M240 Bravo is in the faction as a medium machinegun asset, and the M590 Mossberg shotgun is added for breaching and CQC operations. The M4 carbine with the burst trigger group is used by units that are not combat orientated, such as helicopter pilots and vehicle crewman. The standard AT weapon is the AT4 launcher, but SMAAW and Stinger teams are available as heavy weapon assets replacing the Titan AT/AA. The standard sidearm for all regular Marine forces is the Berreta M9. Specialist Elements- The Recon SF units have been loosely based on the Army Special Forces and are equipped differently to the standard line infantry units. They carry the more compact Daniel Defence Mk18 or M4A1 Block 2 rifle's loaded with Mk316 SOST rounds as standard and have the Mk11 as a DMR, with support from a M249 machinegun. UAV and JTAC (Joint Terminal Attack Controlers) are intergrated into the SF ground teams to provide CAS and reconnaissance if needed. They are wearing Multicam Crye G3 uniforms and MBAV vests. Standard sidearms for the SF forces is the Glock 17. The Assault Diver teams have been re-armed with HK416 assault rifles, respresenting a basic SEAL Diver team. Combat Patrol squads are similar to the Infantry forces in Multicam uniforms and vests, but they are equipped primarily with M4A1's with supressors for steath missions and have the M14 EBR, M249 SAW's and M240's Bravo's for support. The CTRG Forces, including Captain Miller, have also been turned into SOF units, carrying slightly more advanced weapons compared to the normal Raider forces. They have the M2010 MSR for sniper support, Mk11's and have more Mk18's instead of M4A1 Block 2's, as it's a more compact rifle. They are wearing Multicam Crye G3 uniforms and MBAV vests. Supports- NATO Forces retain all their original support assets, from Merkava MBT's, Oshkosh M-ATV MRAPs and many other ground vehicles, with air support from AH-6 and MH-6's, RAH-66 Comanches and CH-47 Chinooks. I am NOT able to add RHS vehicles into the main game campaign, it breaks missions. If you want to you can easily just use normal RHS vehicles for your own missions instead. A-10's and FA-18X's provide fixed wing ground attack and air-to-air interdiction, respectively. Important Notes and bugs- The faction is fully functioning as a total campaign replacement, but it can occasionally have an error where some things are not replaced in the campaign- Usually it's Kerry's unique helmet, sometimes a NATO unit of some kind in your squad, and cutscenes might revert the gear. Faction has full Editor, Zeus, MCC and ALiVE support (faction name BLU_F ) Also supports ACE3 Medical system. It totally replaces the BLUFOR NATO faction in editor, Zeus, MCC, ALiVE and all scenarios played when the mod is enabled. Downloads- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1458833592 Notes- It's been highly requested for a while, but now you have options for both Marines or US Army when using RHS as a NATO replacement force. The Rifleman with MAAWS Rifleman (Light AT) added in the Tanks DLC I cannot replace right now, just avoid using him. Due to technical reasons I cannot have the Marines replace the Pacific forces and the Army the Medd forces, as NATO replacements seem to replace BOTH factions at once, Pacific and normal.
  15. Similarly, how does VCOM handle AI engaging aircraft/ helicopters? I've been noticing that static weapons on the ground, technicals, 7.62 MG's and the like seem to be incredibly accurate at killing the pilots of helicopters, even when the helicopter is banking away at 150-170 KMH. This hasn't been a one-off, but has been happening consistently. Is this just normal, and I need to avoid helicopters when static 50. weapons are around, or has VCOM done anything to change it?
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