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tupolov

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  1. Requires the latest version of CBA A3 Requires the latest version of Community Upgrade Project (Weapons, Units and Vehicles). UPDATED 4th JAN 2019! "On behalf of the CFP team we are extremely excited to announce a new community mod designed to bring a rich and diverse set of factions to Arma 3! This ambitious project is off to a flying start with 30(!) new or enhanced factions, over 900 new custom items and support for ZEUS, VCOM, ACE3 and ALiVE. We're building factions using CUP as a base, as CUP includes a huge array of vehicles, weapons and equipment in use by today's aggressors. We specifically built the factions with mission making in mind, with a wide variety of groups (including static weapons) and support for mods such as ALiVE and VCOM. We're very thankful for the community donations of assets so far and we welcome the community in helping us to bring more factions to Arma 3!" - Tupolov & AUTigerGrad (CFP Lead Developers) CFP is a community project to provide Arma 3 with 100 new or enhanced real world factions/sub-factions involved in current and historical armed conflicts. CFP comes in two flavours - CFP and CFP Ultimate, only CFP requires Community Upgrade Project (CUP) while CFP Ultimate will require a number of community mods. CFP offers not only enhanced vanilla CUP factions but also a huge number of new factions using CUP and community donated assets. CFP includes custom assets and textures in order to help expand whats possible with CUP. CFP Ultimate will enhance base CFP factions (if running CFP) and introduces new factions using the most efficient combination of community gear, weapon and vehicle addons. CFP Ultimate will be announced soon(tm)! Factions are delivered in a modular way, enabling groups to maintain their own tailored version of CFP by simply excluding any components they don't need, or those possibly in conflict with other mods. CFP Features CFP plus CFP Ultimate provides 91 new factions! (excluding enhanced CUP factions) CFP introduces 59 new factions based on CUP + custom assets (including 9 new civilian factions) Replaces certain CUP factions with factions split by theater (i.e. Arid/Desert, Woodland/Jungle, Artic/Snow etc) Enhances certain CUP factions with additonal groups and loadouts (i.e. special forces) Includes AccuracyThruVolume's Iraq/Syria pack Includes SP Craig's gear pack Includes Siege-A's insignias and patches content Includes VanSchmoozin's vests and helmets content Includes 75th Rangers mod content, thanks to Hawaiian and co! Additional custom textures and assets donated by community members 900+ custom helmets, vests, uniforms, rucks and more Custom Supply Crates for each faction Randomization tech that provides variation of gear and equipment to appropriate units and vehicles resulting in hundreds of possible civilian, insurgent, PMC, clandestine operative and special forces units and vehicles. Standardizes faction and group configurations for the community Follows best practice configuration and implementation using CBA and ACE3 standards Full support for ZEUS, ALiVE, ACE3 and VCOM CFP Ultimate will enhance the CFP factions and introduces 32 new factions/sub-factions based on common community addons taking the total new or enhanced factions to over 100! CFP Factions CFP factions cover major current conflict zones such as Afghanistan, Iraq, Syria, Libya, Sudan, Philippines, Ukraine, South America and African states dealing with Boko Haram, Al-Shabaab and islamic insurgencies such as Nigeria, Kenya, Central African Republic, Somalia, Yemen and Mali. In addition, western regular forces and special forces are represented along with historical and current aggressors. bold = Complete OPFOR Abu Sayyaf - CPF_O_ABUSAYYAF Al-Qaeda - CFP_O_ALQAEDA Al-Qassam Brigades (Hamas) - CFP_O_HAMAS Al-Shabaab - CFP_O_ALSHABAAB Boko Haram (Nigeria) - CFP_O_BOKOHARAM Central African Rebels - CFP_O_CFRebels Chernarussian Red Star Movement (Winter) - CFP_O_CHDKZ_SNW Columbian FARC Rebels Hezbollah - CFP_O_HEZBOLLAH Houthis (Yemen) - CFP_O_ANSARALLAH IRA Iraqi Army (2003) Islamic Republic of Iran Army - CFP_O_IRARMY Islamic State - CFP_O_IS Libyan National Army Mali Islamic Rebels North Korea - CFP_O_NKARMY Russian Ground Forces - split into various theater specific factions including Special Operations Forces - CUP_O_RU, CFP_O_RUARMY_DES Russian National Guard (formerly MVD) - CFP_O_RUMVD Russian Navy Somali Rebels - CFP_O_SOREBEL South Thailand Insurgents Sudan Revolutionary Front - CFP_O_SDRebels Sudan People's Liberation Movement In Opposition - CFP_O_SSREBELS Syrian Air Force Syrian Arab Army - CFP_O_SYARMY Taliban Insurgents - CFP_O_TBAN INDFOR Al-Nusra - CFP_I_ALNUSRA Afghani Militia Central African Republic Armed Forces Chechnya Militia Columbian Armed Forces Egyptian Armed Forces Free Syrian Army Islamic State - CFP_I_IS Myanmar Armed Forces PMC: Blackwater PMC: ION - split into various theater specific factions South Sudan People's Defense Force - CFP_I_SSARMY Sudan People's Liberation Movement North - CFP_I_SDRebels Tuareg Rebels - CFP_I_TUAREG Ulster Loyalist Paramilitaries (Ulster Volunteer Force) UNAMID (Niger, Chad, Cameroon etc) United Nations - split into various theater specific factions Western Ultra-nationalists / Terrorist - CFP_I_WestUltra Yemen Armed Forces BLUFOR Afghan Police - CFP_B_AFGPOLICE Afghanistan Army - CFP_B_AFARMY Armed Forces of the Czech Republic - split into theater factions - CFP_B_CZARMY_WDL, CUP_B_CZ British Army - split into theater factions - CUP_B_GB, CFP_B_GBARMY_WDL Bundeswehr (KSK) - split into theater factions - CFP_B_DEARMY_WDL, CUP_B_GER Chernarus Defence Force (Winter) - CFP_B_CDF_SNW Iraqi Armed Forces - CFP_B_IQARMY Iraqi Police - CFP_B_IQPOLICE Israeli Defence Force - CFP_B_ILIDF Jordanian Armed Forces Kenyan Defence Forces - CFP_B_KEARMY Kurdish Peshmurga - CFP_B_PESH Libyan National Transitional Council / Government Forces Malian Government Forces - CFP_B_MLARMY Nigerian Armed Forces (Nigeria) - CFP_B_NEARMY Philippine Army Saudi Armed Forces Somali National Army Sudanese Armed Forces - CFP_B_SDARMY Sudanese Rapid Support Forces / Janjaweed - CFP_B_SDMILITIA Ugandan Defence Forces - CFP_B_UGARMY Ukraine Armed Forces US 75th Rangers - CFP_B_USRANGERS_WDL US Army - split into theater factions (Delta Force enhanced) - CUP_B_US_ARMY, CFP_B_USARMY_WDL US CIA (Middle East) - CFP_B_USCIA US CIA (South America) US Marine Corps - split into theater factions - CUP_B_USMC, CFP_B_USMC_DES US Navy SEALs - split into theater factions - CFP_B_USSEALS_WDL, CFP_B_USSEALS_DES YPG (Syrian Kurds) - CFP_B_YPG CIVILIAN African (Christian) - CFP_C_AFRCHRISTIAN African (Muslim) - CFP_C_AFRISLAMIC Asian International Committee of the Red Cross Afghani/Pakistani - CFP_C_AFG Middle Eastern (Iraqi/Syrian/Libyan) - CFP_C_ME South American Customizing load-outs for CFP units in 3D Editor (3DEN) CFP uses technology to script and randomize loadouts of units - this provides a massive variety for the units you'll see on the battlefield. In order to customize the loadouts of units in 3DEN editor, you will first need to disable the scripted loadout and/or the randomization. To do this simply: Right-Click the unit in 3D Editor (3DEN) Select Attributes Check the box Override ALiVE ORBAT Loadout and/or Disable CFP Randomization as needed. Contributors Tupolov AUTigerGrad AccuracyThruVolume SuperOps Archduke SP Craig Dusin Simcardo VanSchmoozin Siege-A Hawaiian For more information Please come join us over at out GitHub page! Download You can download Community Factions Project mod from Github here or on Steam. License CFP is currently licensed under the Creative Commons No-Derivatives 4.0 License [CC-ND]. Known Issues None FAQ Q. Why use CUP and not RHS? A. CUP offers a huge array of vehicles, weapons and equipment that really covers many modern day forces. The progress CUP is making around quality and quantity has been significant and they continue to improve as they move closer to complete coverage of Arma 2 assets. CFP provides new and hopefully improved textures (and where necessary models) for each new faction. RHS, although a great quality mod, does not give us the quantity of assets needed. CUP is also more open for development purposes and we feel CFP is a great compliment to such a comprehensive piece of work. Finally, we had to take into consideration compatibility with Arma 3 and other mods, particularly around vehicle damage models etc.
  2. NEW BETA v0.3 RELEASED 30/1/2013! BETA v0.1 RELEASED 1/1/2013 Album [table=width: 500, align: center] [tr] [td] [/td] [td][/td] [/tr] [tr] [td] [/td] [td][/td] [/tr] [tr] [td][/td] [td][/td] [/tr] [tr] [td][/td] [td][/td] [/tr] [tr] [td][/td] [/tr] [/table] This simple add-on provides the British Army Bowman Radio System for use with British Armed Forces units and vehicles. Using the ACRE system, API and code base this addon can be dropped into any mod folder deemed appropriate. Fully compatible with ACRE of course! ACRE is required. GENERAL FEATURES * Three Man Pack ACRE Radios (and new models!) and three Portable ACRE Radios all with fully functioning GUI UK/PRC-343 Personal Role Radio (v1.4) UK/PRC-CLR 2W Commanders Lightweight Radio (Harris 7800S-TR) UK/PRC-354 5W VHF portable radio UK/PRC-325 15W HF man pack radio (Harris 5800H-MP - similar to PRC117f) UK/PRC-355 5W man pack radio UK/PRC-356 16W man pack radio * One Airborne ACRE Radio UK/ARC-341 10W VHF airborne radio for air-ground communication (40W amplification) * BAF, UKF and VCB Vehicles now contain rack mounts and already included radios! UK/VRC-357 (UK/PRC-355/356 Vehicle Mounts) UK/VRC-358 (UK/PRC-356 Vehicle Rack (20W)) UK/VRC-359 (UK/PRC-356 Vehicle Rack (50W)) RT/1744 (UK/ARC-341 Airborne Radio (40W) in the Merlin/Chinook/Wildcat /Harrier) * Dynamic lighting effects on dialog including Dialog is darker when experiencing low light levels Dialog includes NVG effect to maintain immersion Back-lit LED display to enable in low-light environments * Fully functioning Bowman GUI Select from 10 preset channels Select 10 different ComSec keys to secure comms Select power range View GPS information View Time information Adjustable volume Turn radio on or off Rebro functionality for 355/6 when used with Land Rover / Jackal etc Easter Eggs! * Increased/realistic pack capacities/weights for man pack radios CHANGE LOG v0.3 * NEW! PRC355/6 and PRC325 Manpack Radio Models by Da12thMonkey added * NEW! Rebro functionality - setup two PRC355/6 radios with a vehicle to create a rebro station (Check Documentation) * NEW! All Manpack models now compatible with ACE Ruck System - can drop and take manpacks and use them as rucks. (Remove acre_c_bowman_ace.pbo if not using ACE) * FIXED! PRC355/6, PRC354, PRC325, ARC341 all now share common frequencies (Check Documentation) KNOWN ISSUES * UI is only working correctly with 16:9 aspect ratio, 16:10 is slightly off, 4:3 and 5:4 suffer from vertical offset - working on fixing this * Dynamic lighting isn't always quite correct level of lighting CREDITS All CREDIT to Nou, Jaynus and the rest of the ACRE team for an awesome mod. The code is covered by the IDI/ACRE copyright and EULA. Da12thMonkey at RKSL for the Manpack Radio models! Thanks to Red, Friznit, Gunny, OREX and VCB for testing/technical advice REQUIREMENTS * CBA - Community Base Addons (not included) . http://dev-heaven.net/wiki/cca * JayArmA2Lib (Included with ACRE) . http://dev-heaven.net/projects/jayarma2lib/wiki * ACRE v1.4 . http://forums.bistudio.com/showthread.php?133891 * NOTE this does NOT replace or affect any current ACRE radios INSTALLATION * Unzip folder into your root Arma 2 folder * Files are installed into @Bowman folder * TUP.bikey provided for MP server play Documentation * Can be found here BETA FEEDBACK * Please post any issues to this thread. * You should note that the radios often require line of sight so please don't post if you are having radio transmission/reception issues etc. Check the documentation for expected ranges (and note these are maximums in best possible conditions with the highest power settings, correct frequencies and line of sight) DOWNLOAD * You can download Bowman Radio System v0.3 Beta here HAPPY NEW YEAR!
  3. ALiVEmod.com The next generation dynamic persistent mission addon for ArmA3 Release 1.10.1 Civilian Overhaul and more! This release sees a massive overhaul of the Ambient Civilian functionality, making the streets, towns and battlefields of Arma even more ALiVE than before... If you haven't tried ALiVE Ambient Civilians, now is the time to try it out! Check out the 2 minute set up video here. Thanks to community feedback and testing we noticed that Ambient Civilians and to some extent civilian insurgencies were not working as intended. Not only have we fixed those issues but we've massively improved the ambient civilian population functionality. This includes: Ambient Civilians now dynamically spawn and despawn around players in small or large urban areas to create a true feeling that villages and towns are ALiVE. An additional layer of ambient civilians (crowds) now spawn and despawn from buildings around players, creating large numbers of civilians in built up areas. Ambient Civilians and crowds will carry on with daily life, moving between buildings, visiting mosques, churches, shops, observing local forces and starting noisy crowds. Civilians can now throw objects when they are upset or hostile. Civilian crowds will cheer and boo with appropriate animations. Thanks to IndeedPete for Arma 2 animations. Civilians will now flee for cover if armed factions start shooting. Ambient civilians may scream in terror during combat. Civilians will be more active during the day and less so at night. More civilians will take journeys, turn on lights, play music and be more active. BUT WAIT! There's more... thanks to AUTigerGrad and TPW we've added faction specific environment sounds too. When you enter villages and towns you will hear faction appropriate sounds of daily life. Ambient civilian sounds are currently available for CUP and CFP African and Middle-East civilian factions as well as vanilla Arma 3 civilian factions. A custom building sound system has been implemented, initially supporting call to prayer from minarets and mosques. This system can be extended to support any building type. Number of civilians spawned from buildings, spawn radius and spawn limiter can be configured from the Ambient Civilian Population module. Finally, rumour has it that Spyder's Civilian Interaction functionality is being ported into ALiVE to work with the updated Ambient Civilians... Other highlights for this release include: Added support for the Global Mobilization terrain! Thanks to the GM team for their support! Added support for the Kujari terrain. Added the ability to define multiple items for access to Combat Support. We have fixed an issue where ammo crates could not be unloaded from vehicles when called in via Player Resupply. We have also fixed an issue where additional units were spawned in certain vehicles with gunners. Fixed an issue where Independent sides were not treated equally Removed blacklisted vehicles from roadblocks Notification about ALiVE persistent markers only shows once now. See full commit history on Github Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post) Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission. Known Issues & Support Existing bugs are listed on Github here. Feel free to submit bugs (with vanilla repros please) or discuss any issues or ideas on our forum at http://alivemod.com/forum/. Manual Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know. Are you using Linux? ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux- dedi-server Acknowledgements and Thanks Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort! Have fun!
  4. tupolov

    Community Factions Project

    We’re looking at it. AFAIK we are not impacted here.
  5. tupolov

    Community Factions Project

    We’re still working on upgrading the CUP US Army faction, however, it should be using our new uniform model and textures - let us know what you see, it may be a bug. Again, we used the Arma 2/CUP group definitions, which indeed did not include a medic. We will fix in the next release. Thanks for the feedback!
  6. tupolov

    Community Factions Project

    Released! Another Hotfix We're releasing version 0.3.7 to address a bug with the custom voice protocol for Islamic State and to complete the clean up of CZ forces after the recent CUPdate. Keep in mind CFP is still in "Early Access" and we expect there to be minor quality/bug issues until we get to v1.0. Release Highlights Fixed Islamic State speaker bug Added new Olive Green Texture for the RG-31 Adjusted CZ armed forces after CUPdate See full commit history on Github Download on Steam or from our Github
  7. tupolov

    Community Factions Project

    Hey Taro, appreciate the testing! If you feel inclined, it would be good to have issues reported on our GitHub rather than the forum here. That way we can track them and include them in our dev sprints. Cheers!
  8. tupolov

    Community Factions Project

    Released! Hotfix We're releasing version v0.3.6 to address a small bug introduced with the recent update to CUP. Keep in mind CFP is still in "Early Access" and we expect there to be minor quality/bug issues until we get to v1.0. Still you lucky buggers also get the fruits of the last weeks labor, that include: Release Highlights Fixed bug on main menu due to recent CUPdate Added Western Ultranationalists (based on 3 Percenters) Updated Russian Desert Spetsnaz with upgraded assets Improved Russian Desert uniforms and loadouts Added German Fennek to Bundeswehr Desert faction Added varios Crye uniforms and Opscore Helmets Reduced US Army Delta loadouts Added FAKs to combatants, added Medikits to medics Added medic icons See full commit history on Github Download on Steam or from our Github
  9. tupolov

    Community Factions Project

    We'll take a look at it. Thanks for the support and feedback!
  10. tupolov

    Community Factions Project

    Yes. We added our own random tech. We followed a similar approach to BIS in this regard. This is all covered on the wiki on the CFP github. https://github.com/tupolov/cfp/wiki
  11. tupolov

    Community Factions Project

    Vehicles will be added if we get donations from the community, we're not creating our own at this point.
  12. Can you post your issue on our GitHub with your RPT for server and client? Thanks!
  13. Can you post your RPT on the issues page on the ALiVE GitHub? CFP are using Orbat Creator without issue. Previous versions of ALiVE are available on GitHub.
  14. tupolov

    Community Factions Project

    Good suggestion, we will look into it!
  15. tupolov

    Community Factions Project

    Spetsnaz Units coming soon...
  16. ALiVEmod.com The next generation dynamic persistent mission addon for ArmA3 Release 1.6.1 A New Chapter Firstly, we're very excited to announce that ArmaHosts have kindly offered to host the ALiVE War Room! This means cloud saving, AAR and stats are all back in action and War Room functionality has returned to normal! A massive thank you to Justin and the crew at ArmaHosts! With the server migration we removed game saves prior to April 6th, all stats and events/AAR remain. As the Arma 3 roadmap sees its final DLC ship, the ALiVE team are now very much moving into maintenance mode. Expect only minor updates to address any major bugs or issues as the Arma 3 platform is updated. Of course the ALiVE codebase is now completely open source so if anyone contributes fixes, new features, optimizations we will absolutely ensure these get released. For this release we have lots of bug fixes, new map indexes (for IFA thanks to HeroesandVillainsOS!) and we're announcing support for the Community Factions Project! We wanted to ensure that factions in CFP can operate in ALiVE and have access to supplies, logistics, civilian weapons etc. We have also updated Orbat Creator with additional functionality that makes it easier for the CFP team (and anyone else!) to create factions in Arma 3. Release Highlights Civilian Population - Added support for CUP Takistani civilians and CFP civilian factions Military Logistics - Added support for CFP factions Orbat Creator - Ability to auto generate faction crate configs, auto generate faction preview images (use Virtual Reality map), support for disabling ORBAT loadouts in 3DEN. Minor fixes. Map Indexes - Added: 10 IFA winter maps, Chernarus Redux Updated: Isla Duala Various - Performance and crash fixes See full commit history on Github Download Grab the latest version from ALiVEmod.com Also available from PlayWithSix, ArmAholic and Steam (Usually within 24 hours of this post) Please note that as with all updates, if you have an issue loading a mission made with a previous version of ALiVE, delete and replace the modules in that mission. Known Issues & Support Existing bugs are listed on Github here. Feel free to submit bugs (with vanilla repros please) or discuss any issues or ideas on our forum at http://alivemod.com/forum/. Manual Please refer to the ALiVE Wiki. All the info you need is there. If anything is missing or unclear, please let us know. Are you using Linux? ALiVE is fully supported on a Linux Dedicated Server (as well as Windows). In fact the ALiVE Official Server for testing is running Ubuntu. Here are some tips on getting ALiVE running smoothly on Linux and integrated with War Room - http://www.alivemod.com/forum/1916-setting-up-linux- dedi-server Acknowledgements and Thanks Particular thanks to all those on our support forum who have worked closely with us to identify bugs, provide logs and generally help us improve ALiVE. Your assistance is valuable and your dedication to ALiVE makes it all worth the effort! Have fun!
  17. tupolov

    Community Factions Project

    RESERVED
  18. tupolov

    HAFM Submarines V2.0

    EPIC mod chaps! Congrats. Maybe chat to BIS about making this the next 3rd party DLC???
  19. You don't need anything else for the DB. The local option uses in built Arma 3 functionality to store the data - no external DB required.
  20. tupolov

    OPEX

    I think you have your wires crossed. This isn't an archive of the old MSO team. The forum had no official link to MSO other than some AEF members were contributing to or playtesting MSO. Wolffy advertised MSO with the AEF clan on their forum and some random guest mentioned WIT in response to his post - it wasn't anyone we knew and I doubt anyone paid attention to it. In fact, Wolffy doesn't even respond to the WIT comment, just the question about public server hosting. Not to get into an argument, but I'd never heard of WIT and it never came up in any discussion during MSO or ALiVE's development. Maybe Wolffy and Rommel had heard of it, but it was never mentioned to me. Not even sure why this point is important to you. People have been creating dynamic, milsim missions for OFP/Arma since at least 2002 - and many more years before that with other military sims. I doubt anyone can claim credit for the concept of dynamic/persistent missions in Arma, and I'm scratching my head as to why you would try to in this thread. Gemini certainly doesn't have to give any credit to MSO/ALiVE even if this was part of his motivation. Congrats again on the release :)
  21. tupolov

    OPEX

    Sorry @code34 but never heard of your warcontext engine and I've been developing MSO/ALiVE since 2009/2010 (maybe before my time!) Not to take anything away from what you developed! No doubt missions take inspiration from lots of different game modes/missions etc. Dynamic missions etc have been around since the OFP days. Falcon 4.0 dynamic campaigns being one of the early inspirations for many in MSO/ALiVE dev team. Congrats @Gemini on your new mission!
  22. This is probably a better question for our forums. However, to answer your question you should sync the IED module to your Asymmetric AI Commander module to ensure that areas either being targeted or controlled by enemy forces have IED's and suicide bombers. You should be aware that when syncing IED module with your Asymmetric AI Commander, the IED threat level is ignored. OPCOM will decide where and how many IEDs to place separately. So IED module TAOR and Blacklist are ignored too. I don't believe Asymmetric AI Commanders use VBIEDs yet... but when they do, they will be epic. ;)
  23. Also to add, there's a few good nuggets in this release. For those of you that wanted more IEDs, we changed the way IEDs are placed by insurgents. Expect more objectives targeted by Asymmetric Warfare commanders to include IEDs or roadblocks (and take advantage of the new roadblock removal mechanism along the way). We fixed a reasonably common MP save issue where player data was not properly saved or restored, for those of you affected by this, it should be fixed now. Using autogenerated tasks with ATO, will provide players with a pretty cool stream of air tasking orders, all linked to the actual efforts of the MACC. Highhead's showcase mission does a splendid job of well erm showcasing this! Its a lot of fun to grab a jet and get tasked to go destroy vehicles, infantry, buildings, runways or intercept enemy aircraft. We also improved OPCOM logic in a number of areas check out the change log for (unreleased) version 1.3.7. https://github.com/ALiVEOS/ALiVE.OS/releases Anyway, we really hope you enjoy this release and we are always happy to hear nice feedback and obviously bug reports ;)
  24. Yes, you can envision possibilities around using the IDAP faction or delivering medical/food aid to towns as a way of reducing civilian hostility to BLUFOR. Of course OPFOR will likely continue their evil ways, expect to see the use of cluster ammunition where appropriate, mine fields etc. https://github.com/ALiVEOS/ALiVE.OS/issues/425
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