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jarrad96

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Everything posted by jarrad96

  1. Some replacements for the OPFOR (red) sided FIA units, so they have new gear/appearance and weapons rather than just a side swap of the normal BLU FIA. Mods- CBA, NIA AK Pack, VSM, OPFOR FIA Overhauled [NIA Edition] ( https://steamcommunity.com/sharedfiles/filedetails/?id=1412102187 )
  2. OPFOR FIA Overhauled [NIA Edition] Released This mod is a total replacement of the OPFOR FIA forces, 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 OPFOR FIA faction will be using the new faction as well. The Faction- The FIA (Freedom and Independence Army) draws it's origins and name from the 1985 anti-Soviet resistance movement of the same name that fought in the Malden and Everon conflicts. The modern FIA was established out of civilians and Altis Armed Forces defectors following a coup d'etat in the capital city of Kavala, causing a civil war between the FIA and AAF to break out. This FIA insurgency cell is supported by Iranian CSAT forces, so is armed primarily with older Soviet weapons such as the AKM and AK-74 as primary weapons, with the Saiga 12 shotgun and AKS-74-U used in some roles. The standard support weapons are the RPK and RPG-32 and the fighters wear mostly Desert Digital camo mixed in with civilian and guerilla clothing. The standard sidearm is the Makarov PMM. Specialist Elements- Several Iranian CSAT solders are in advisory roles, and can be identified by their full Desert Digital uniforms and more advanced armament of AK-74M's. Some specialist units, such as the sniper team, are armed with Chinese QBU-88 DMR's and night vision equipment. Kornet ATGM's are the heavy anti-Tank weapon of the faction, replacing the M4 MAAWS. Supports- The OPFOR FIA units are supported primarily by re-purposed and camouflaged civilian vehicles, including technicals and trucks with a range of armaments including M2 50. Cals and SPG-9 recoiless rifles. Armoured vehicles used by the OPFIA include BMP-1's and BMP-2's, as well as heavier support from T-72A's and ZSU-23-4 Shilkas. Faction has full Editor, Zeus, MCC, VCOM and ASR_AI and ALiVE support (faction name OPF_G_F ), as it replaces the vanilla OPFOR side FIA forces in all scenarios. Also supports ACE3 Medical system. It totally replaces the OPFOR OPFIA faction in Editor, Zeus, ALiVE and all scenarios played when the mod is enabled. Requirements- CBA, VSM AOW, NIA AK pack, NIA Core, SFF Vehicles Downloads- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1412102187 Notes- Here I finally got to finishing some more Alternative versions of the Overhauls- this one is a NIA Edition of the OPFIA Overhaul [RHS] and uses NIA AK's instead of RHS weapons, being backed by some SFF Armoured vehicles to give them some more staying power in prolonged engagements. This replaces the vanilla OPFOR sided FIA forces.
  3. Work-In-Progress I'm re-naming all my Overhauls with a prefix for a reason.
  4. FIA Replacement Pack (using VSM and RHS USAF) Some FIA soldiers regretting buying the only 4x4 in the shop that is so garbage the door keeps falling off. CAP'N MILLER, ROYAL NAVY! I really don't understand the obsession some people have with him, his only redeeming quality is his hair and sexy British voice. He only has a submarine around him once, needs more boats. This photo was taken during the official campaign as proof the mod works as a replacement pack. A FIA convoy on Stratis. I wish someone would make some kind of Uber-Technical mod, stuff like the up-armoured monstrosities you see in Libya and Syria at the moment. A FIA squad leader with his fancy-pants spray camo M4A1 and ACOG when the grunts get burst M4's and M16's with carryhandles. New FIA sniper team- I added a sniper team and a MMG gunner to the FIA, to give them a bit more long-ranged firepower to make up for their lack of heavier equipment. This AI doesn't seem to notice the AAF convoy right below him, because I forgot to turn V-COM on and thus the AI are blaarg. Campfires are fun. A FIA Grenadier with M4 M203 and FIA Marksman with SPR/ DMR M16 around a campfire. Some FIA soldiers witnessing the depths of depression in the background. Mods- RHS USAF, VSM, just released FIA Overhauled [RHS Edition] ( https://steamcommunity.com/sharedfiles/filedetails/?id=1403094804 )
  5. FIA Overhauled [RHS] released- Some FIA soldiers at a field camp Miller 2.0 during the campaign, armed with a supressed HK416 and Glock, as well as wearing a mixed Multicam uniform and plate carrier- he's the best equipped of all FIA forces for obvious reasons. Miller and a British soldier (I cannot modify the British soldiers as they are part of NATO, not FIA.) Stavrou and some of the FIA during a breifing at Bomos Field Camp. FIA squad leader with a spray camo M4A1 and body armour. Technical convoy Technical convoy from the rear FIA Sniper/Sharpshooter with M24 with ghille wrap FIA sharpshooter again, overlooking an AAF convoy. Just some regular FIA troops, armed with M4's and M16's with carryhandles. FIA grenadier and marksman. Marksman is armed with a M16 while the grenadier has an M4 M203 A very depressed looking guy in the background of this picture. This mod is a total replacement of the Freedom and Indepence Army 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 BLUFOR FIA faction will be using the new faction as well. Historical Info- The FIA (Freedom and Independance Army) draws it's origins and name from the 1985 anti-Soviet resistance movement of the same name that fought in the Malden and Everon conflicts. The modern FIA was established out of civilians and Altis Armed Forces defectors following a coup d'etat in the capital city of Kavala, causing a civil war between the FIA and AAF to break out. The Faction- The FIA are armed with the M16 and M4 carbines as primary weapons, with the M4A1 used in some roles. The standard support weapons are the M249 SAW, M240, M24 and AT4 and the fighters wear a mix of M81 woodland camo or Multicam mixed in with civilian and geurilla clothing. The MAAWS is also used as a heavy AT asset within some fireteams to suppliment the single-shot AT4. Supports- The FIA is supported primarily by re-purposed and camouflaged civilian vehicles, including technicals with a range of armaments and trucks. A sniper team and MMG team have been added to the faction, giving the FIA a bit more firepower in longer range engagements. Faction has full Editor, Zeus and ALiVE support (faction name BLU_G_F ) Also supports ACE3 Medical system. It totally replaces the BLUFOR FIA faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled. Download Links- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1403094804 Armaholic- Notes- This is a Replacement pack, meaning that it will REPLACE the regular FIA soldiers in all missions, gamemodes and campaigns, and it is not a seperate FIA 'version 2' or something like that.
  6. Good News! Overhauls are back I have been working on a new BLUFOR FIA armed with RHS weaponry for a while now, should be released shortly. Some of the new FIA fighters- from left- M4 (burst trigger group) , M240B, and M16A4 with carryhandle. Optics are rare and usually Fireteam or above with a few exceptions, so most of the rifles have carryhandle or BUIS sights. Almost all the rifles have flashlights as the FIA have no night vision devices. New Sniper Team unit, armed with a M24. Spotter is armed with a supressed DMR-ised M16A4 (the only suppressed weapon in the FIA except for Miller's team and officers) A truckload of troops- Squadleader with the tan sprayed M4A1 and helmet, a few versions of the rifleman, a Marksman and a Grenadier up the back with the M4 M203.
  7. Major Update to the Central African Rebel forces- Militia RPG gunner now has some extra RPG-7 rounds to balance a bit better against the new Tanks SLAT armor, and an AK-74 instead of an AKM to keep his weight down. Militia RPK Gunner is now using 75 round drums since NIA updated to make them actually modelled A few of the updated units- LOW gear has been mixed in on some units to make them look a bit less uniform, and some of the new units include Mechanics (Engineer equivalent) Ammo Bearers/ heavy weapon assistants, a few new Marksmen/Sharpshooter soldier variants with different weapons (scoped AK47 or old M14) and a few others, such as Officers. There is now more variation on basic infantry types- there are now 3-4 different basic (rifleman equivalent) soldiers with different appearances and slight weapon changes to make the faction a bit less uniform overall, particularly when using a random population mod such as MCC and ALiVE. I added a heavy weapons team armed with the Kornet ATGM as well- it's nice to have something more powerful than the RPG-7 as an option, and because the faction, as militiamen and Army deserters (in the case of the FACA) lacks any sort of armoured vehicles AT assets are particularly important. Some of the new vehicles include Technicals with SPG's and M249 SAWS, as well as ATV's, trucks in both transport and logistical versions, as well as the LOW Guerrilla Van. I also added a Cessna plane, because why not? Added- New Motorised Squads with a range of vehicles New FACA Squads, in a range of sizes and compositions New Support Teams, including Medical teams, Heavy AT weapons teams and Support assets such as Engineers/Mechanics Tanks DLC Technicals added, including SPG-9 Technicals, M249 SAW technicals and additional vehicles such as cargo trucks, fuel trucks, vans and ATV's. Notes- This was a complete deletion and remake of the faction on the code side, to support all the new stuff added since the first release of the CAR faction- I added a huge range of new infantry and vehicles to the faction as well. Editor icons were also added to the faction- I did not realise the faction was missing them as I mostly play with MCC / ALiVE nowadays. I plan to go back over some of my other older SFF factions and overhaul / rebuild them as well, adding in a range of new units/squads such as the Tanks technicals and LOW gear- the SPG technicals and Kornet ATGM are going to show up alot in the newer versions, it's great to have more variety when it comes weapons/technicals for OPFOR, as they often lack armoured vehicles. RPG_Tard (allowing AI to use the RPG as a weapon against players) is fully supported by all my factions (both SFF and SFF-R / RHS versions) as well, so that's been alot of fun to play around with the past few months.
  8. Try going here- http://alivemod.com/wiki/index.php/Supported_Factions for a list of units/ mods supported by ALiVE and how to properly enter the classname / code to spawn them. I have had no problems spawning RHS units, or any other supported factions.
  9. jarrad96

    Ghost Recon CROSSCOM

    Arma 3 mods in general now have a collective Discord page, the Arma 3 HUB ,found here- https://discord.gg/dyXnZ8u and I have my own section, which I will use for polls and discussion as well as various WIP factions or updates. A whole range of other modders also have sections, so it's likely worth a look. I'm currently working on another (non-GR) faction project as well, and it's going to be very large, but I'll update when the progress is further along.
  10. Arma 3 mods in general now have a collective Discord page, the Arma 3 HUB ,found here- https://discord.gg/dyXnZ8u and I have my own section, which I will use for polls and discussion as well as various WIP factions or updates. A whole range of other modders also have sections, so it's likely worth a look. I'm currently working on another (non-GR) faction project as well, and it's going to be very large, but I'll update when the progress is further along/ when I can say more.
  11. Malden Defence Forces Major Update- Major Vehicle Update- -Added Wiesel AT, Wiesel Recon, Wiesel (Autocannon), Wiesel AA as vehicles, in OD Green. -Added Light Strike Vehicles in HMG, ATGM and Troop Transport versions -Added Jeep and HEMTT for non-frontline and logistics vehicles -Added CH-47 Chinook, AW Wildcat and JAS 39 Gripen as air support assets and for air-mobile transport -Added Crewmen, Tank Crewmen, Pilot, Jet Pilot, Sniper, Spotter units Notes- This update has added a range of vehicles to the MDF forces, and I was focusing on using lighter, air-mobile vehicles in order to make the MDF have a unique feel, relying on rapid re-deployment of their troops and lightly armored but well armed vehicles via helicopters, rather than being able to duke it out with a normal, conventional military. For Counter-Insurgency missions the MDF is in good standing, with the addition of SLAT armor making their vehicle more durable against RPG-7's but still being small and fast moving, so you can fight Insurgent forces in Malden's mountain regions with armor or air support quite well, but they lack close-range AT guns, relying mostly on ATGM's or light cannons rather than having a main battle tank.
  12. jarrad96

    Ghost Recon CROSSCOM

    A Ghost Team inserts into a pirate controlled nautical salvage yard in the Bay of Bengal as they hunt down the pirate group, "The Fist And Fire" led by Hari Raman, and who had recently captured an Australian military vessel carrying firearms through that area of the Pacific, 2008. And the Active Camo is turned on. You should be able to see shimmering towards the centre of the picture, it's more visible when in motion.
  13. A Ghost Team inserts into a pirate controlled nautical salvage yard in the Bay of Bengal as they hunt down the pirate group, "The Fist And Fire" led by Hari Raman, and who had recently captured an Australian military vessel carrying firearms through that area of the Pacific, 2008. And the Active Camo is turned on. You should be able to see shimmering towards the centre of the picture, it's more visible when in motion. Mods- Ghost Recon CROSSCOM + Ghost Recon Active Camo , VSM
  14. jarrad96

    Ghost Recon CROSSCOM

    Ghost Recon-Active Camo script released (Based on the gear used in Ghost Recon-Future Soldier) Download Link- http://www.mediafire.com/file/5zqnh17e4o070uc/GR-Active_CamoScript.7z Notice- I originally planned for a mission to go along with the release of the script, as seen above, but I never finished it. The script is currently set up for the use of VSM V2 uniforms in Multicam Tropic to be the default uniform supporting the Active Camo, but that can be very easily changed to whatever you desire to use. Also, when the Active Camo is enabled, when aiming down sights it is not visible from the 1st person POV, this is to allow you to aim weapons properly, as if the weapon was affected by the cloak you would not be able to see your iron sights or optic. Instructions for use- Download the files and drop them into your custom mission, next to the scenario / mission.sqm file. Make sure that the playable units have been set to the Ghost Recon Future Soldier units from the mod, and when ingame you should have a new scrollwheel option to enable the Active Camo system.
  15. jarrad96

    Ghost Recon CROSSCOM

    Important updates to the CROSSCOM back-end for both the Full and HUD-Only Versions of the CROSSCOM- Version 3.0 Update- -Added support for NATO, AAF, CSAT Jet Pilot helmets for the CROSSCOM, to simulate the advanced heads-up-displays -Performance improvements to the CROSSCOM initialisation period and when in heavier combat -Optimisation for files Important- If you want support for the new helmets you need to re-download the CROSSCOMDATA Mediafire link, here- http://www.mediafire.com/file/vksngdqcaz31jfj/CROSSCOMDATAV3.7z for either version of the CROSSCOM (They have the same CROSSCOMDATA file)
  16. jarrad96

    Arma 3 Aegis

    In my opinion, no. NATO should still have a multi-role launcher as standard as a counterpart to the RPG-32- if you don't want to use something with lock-on a different multi-round launcher could be an option, but all the primary sides (NATO, AAF, CSAT, CSAT Pac) sides should have something as standard that can reliably damage/kill MRAPs and maybe lighter APC's if needed. I could see the LAW being used as a supplemental weapon for various factions however, as it's relatively weak warhead (compared to other launchers) is balanced with it's very light weight, as a result of it being disposable. I have not tested how the new SLAT armor works yet, so that might make the LAW more or less effective against some vehicles. The PCML is a bit bizarre because it's decently powerful and has lock-on because it was meant to be single round, so that single round had to count more when you need it, but in A3 it's re-usable. -For example the LAW could be used by the BLUFOR/INDEP FIA as a replacement for the CSAT RPG's, where it's used by some teams and supported by the newer MAAWS for heavier armor threats or being used by other relatively low tech INDEP or NATO allied forces due to it's cheaper cost compared to other AT. -Gendarme, due to them being lightly equipped and rarely fighting vehicles, so having a small, light weight and throw-away launcher for emergencies is not as much of a detriment considering the rarity of vehicles and their role as more security than frontline forces. -or possibly in limited use in NATO among Recon troops, as I know some SOF groups do prefer to carry it over other alternatives due to it's increased effectiveness against structures compared to an AT4 (or similar) and very light weight being useful for hiking around in the mountains.
  17. SFF-R US Navy SEALS now on Armaholic- http://www.armaholic.com/page.php?id=33889
  18. The obligatory 'standing looking at the camera' picture I feel compelled to do even though I don't like them much. Taking boats up tiny little rivers is a horrible idea, don't do it- just walk instead, you get to see the wildlife. A SEAL light marksman provides overwatch for an assault team raiding an arms dealer's compound, Karzeghistan-Takistan border region. He drew the short straw and gets to watch everyone else do the cool things. At least he brought some overpriced bottle water along with him, as a substitute for having a conversation with anyone. A SEAL peeks around a corner into the marketplace, not realising that Arma 3 civilian AI do not care one whit if a bunch of HSLD Dudes and other Dudes just walk by carrying a small arsenal of weapons and fiddly gadget things that look very expensive. The SEAL Team stacks up on the compound, while the rear guard with the MP7 contemplates the reason he joined the Navy years ago. It was his uncle, long ago, who led him into a basement and showed him all the wrong ways to use a garden hose. The assault team rounds the corner and rushes towards the target building across the marketplace, while the Marksman overwatches with a sigh on his lips. The lead man kicks the door open, his boot being formed from a pure concentrated mass of self-importance and arrogant bluster as a physiological defence against the very concept that he might not be as amazing and astounding as he thinks he is. The SEAL team floods into the building, killing a guard and taking the arms dealer hostage. The building itself was hot, smelly, dirty and unsuitable for any form of civilised life. There was no douche bags inside the compound, so it was not New Jersey, but it was getting close. The day before, a sniper team was gathering intel on the target compound. Because of the intense boredom, the sniper and spotter had been taking about their girlfriends/wifes/chicks, because that's about 60% of what the military talks about. The spotter had stopped talking for now as he had decided to stop making fun of the Sniper's pickup lines, because it's cruel to torture the crippled. Mods- CUP Terrains, VSM, SMA, SFF-R US Navy SEALS
  19. [SFF-R] US Navy SEALS Released- A SEAL peeks around a corner, Karzeghistan-Takistan border region. A team stacking up to enter a marketplace and compound. The rifles used include HK416 CQC's, HK416 14.5's, SAW's as well as Mk11 7.62 DMR's and MP7 PDW's in specialist roles. A light marksman overwatches the marketplace for the assault team. The team moves into the marketplace. and then breach into the arms dealer's compound The dealer surrenders and the SEALs clear the rest of the compound. Special Forces Faction mod, RHS version [SFF-R] that adds the US Navy S.E.A.L faction mod, which adds a range of modern US Navy SEAL units as a faction to Arma 3. Note this version is dependant on RHS Escalation. If you would prefer different dependancies there is a SMA version also available. Historical Info- The U.S. Navy SEALs were established by President John F. Kennedy in 1962 as a small, elite maritime military force to conduct Unconventional Warfare. They carry out the types of clandestine, small-unit, high-impact missions that large forces with high-profile platforms (such as ships, tanks, jets and submarines) cannot. They form the US Navy's premier Special Operations Force (SOF) and are a component in NAVSPECWAR. Motto- "The Only Easy Day Was Yesterday" The Faction- The SEAL units have a range of primarily infantry units who wear AOR-1 and Multicam camo and LBV6094 vests with Opscore and Opscore Maritime helmets. The HK416 14.5 and HK416 CQB form the bulk of the infantry rifles, often with optics such as Eotechs, Aimpoints or ELCAN Spectres and with Surefire 3-prong WARCOMP flash hiders or supressors on the end of the rifles. The HK416's are supported by specialist weapons like the Mk11 or MP7 PDW, with a lightened M249 providing the SEALS with substantial firepower at the fireteam level, as well as the use of M320 GLM's as both underslung and standalone 40mm grenade launchers. The soldiers themselves are geared primarily for close range urban fighting, and some carry flashbangs, breaching charges or concussion grenades in addition to their normal loadout. The standard sidearm is the Glock 17, both supressed and unsupressed. The standard marksman rifle is the 7.62 NATO Mk11 rifle, but the HK416 14.5 with Mk262 is an option for a 5.56 DMR instead of the 7.62 rifle. The M136 AT4 is their primary AT weapon. Specialist Elements- The SEALs are supported by a sniper team in Ghille suits, who are armed with a M107 50. cal sniper rifle and a supressed Mk11 for the spotter. They have Vector 21 rangefinders and laser designators if needed as well. Faction has full Editor, Zeus, MCC, VCOM AI, ASR_AI and ALiVE support (faction name SEAL) Also supports ACE3 Medical system. Download Links- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1354385660 Armaholic- http://www.armaholic.com/page.php?id=33889 Notes- I am having trouble with Steam Workshop not allowing image uploads to the page right now, so there are no photos on the WS page apart from the header.
  20. Work-in-progress [SFF-R] US Navy SEALS. RHS version of my Navy SEAL units. Sniper team, armed with an M107 (Sniper) and suppressed Mk11 rifle (Spotter). Suppressed Glock 17's for sidearms. They also have Vector 21's and laser designators if needed. The rest of the infantry/ normal SEAL forces are also done, pictures to come later.
  21. Very early concepts for some Rhodesian Brush War Light Infantry. Not sure if there would be any interest in them. Standard rifle will be a range of FAL's, both with and without camo. Thinking of using a FAL IAR as there is no MAG around right now as the normal fireteam autorifle. Mostly infantry, I don't think I'll make any vehicles. Mods- NIA, Project Zenith, Rhodesian Light Infantry (WIP)
  22. jarrad96

    Ghost Recon CROSSCOM

    HUD Only version of the CROSSCOM updated- http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1280351900 Armaholic page- http://www.armaholic.com/page.php?id=33689 It's now only the HUD itself, and not the factions or the edited third person camera.
  23. [SFF] Spanish MOE now on Armaholic- http://www.armaholic.com/page.php?id=33874
  24. Anyone interested in Rhodesian Light Infantry? Complete with Rhodesian Brush camo and the classic baby poop camo for the FAL's. FAL's will be their primary rifles, but they'll have other stuff mixed in. I have no MAG so I was thinking I could use the FN LAR/ IAR FAL with a muzzle break as the fireteam autorifleman weapon. FN 30-11 for the snipers, because I want to use them for something and they are suitably old and wooden, basically. Working bolt-action is a nice bonus.
  25. Spanish MOE (Mando de Operaciones Especiales (Special Operations Command) soldier using a tree for cover during a sandstorm. MOE urban warfare/ CQC team moves into a Sahrini town. Desert uniform version of the units here (they have both Desert and Forest Pixelado camo) Spotter with supressed HK417 DMR. Camo's used by the MOE are a mix of Desert and Forest Pixelado with some Multicam mixed in. I went with the HK121/ Navid as the team MMG/ support weapon. Woodland camo version here. Squad leader in Woodland. MOE sniper with AWM rifle. Mods- NIA, SMA, VSM, Project Zenith, PZcamos, [SFF] Spanish MOE Special Forces faction.
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