-
Content Count
263 -
Joined
-
Last visited
-
Medals
Everything posted by lifetap
-
RHS Escalation (AFRF and USAF)
lifetap replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there an ETA on the hotfix hitting PWS, please ?- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
No plans for a high vis vest at present. We will be working on shotgun functionality in the future
-
We needed something to put the suspension and gearbox change through their paces, so SJ put together a rather nice assault course on the Bovington map.
-
That one slipped by QA, thanks Siddy
-
Some suitable for Tanoa is on the list, but the list is very long ...... and there's only so many hours in the day.
-
Smokedog3para, I can confirm that we used Soldierman's model as the base for our Coyote.
-
3CB BAF Units will be expanded to include vehicles, but we're going to released some more vehicles first.
-
Hotfix for the Commander's GPMG released (v3.01) Sorry for any inconvenience
-
I'm pleased to announce Version 3.0 of BAF Vehicles New to version 3.0 is the addition of the Coyote Tactical Support Vehicle (TSV) in Passenger and Logistics variants, armed with HMG or GMG and in Woodland or Desert camo, plus a comprehensive upgrade to the existing Jackal 2. Change log for v3.0 (05/09/2015) Coyote TSV - added Coyote TSV in Passenger and Logistics variants, armed with HMG or GMG and in Woodland or Desert camo Jackal 2 - improved driving performance (realistic top speed, acceleration, turning circle) - improved externally carried stores (cosmetic) - improved appearance with all new textures and weathering - fixed ability to load up ramps - fixed wheel invulnerability - fixed vehicle radio (@task_force_radio) now only available to Driver, Commander and Gunner - added dynamic suspension - added opening doors - added dismount side option - added unique vehicle identification plates - added extra seat (rear deck) - added visual model of vehicle radio - added new models of HMG L111A1 and GMG L134A1 - added new model of GPMG - added new scopes to all weapons - added new weapon sounds - added muzzle flash to weapons - added heat haze to guns - added transportable vehicle ammunition, stored in vehicle cargo - added head lights with high/low beam option - added rear facing camera on driver dashboard - added new LOD's to improve frame rates Merlin & Wildcats - changed inheritance to new BIS model (Wildcat) - fixed icon size on editor map (Wildcat) - shortened description - updated faction name to 'BAF-3CB' - added to Virtual Arsenal Garage - changed inventory to suit Blufor
-
Fire From Vehicle First view problem
lifetap replied to logan83's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
FFV seems to use the cargo view LOD by default, but switches to the gunner view LOD when you aim. The roll bars may be missing from your gunner view LOD. Setting the LODTurnin/LODTurnout to 1000, which is the gunner LOD, will not bring back the roll bars, as they're missing from the model. Try setting it to 1200 (Cargo view LOD) -
Kungpoomagoo, the BAF units use event handling from the CBA mod to dynamically add the equipment to units. If you have a mod installed that is not compatible with CBA, then the equipment will not be added correctly. CAF aggressor is not compatible with CBA, but there is a work around as described by Jordanbache97
-
We're looking at moving away from the BI vanilla uniforms, which will give us more control over patches etc. The BI uniforms use one texture for the arms, which is mirrored for the other arm, resulting in a reversed patch on that arm. This is good for texture memory but not for patches. We're not prepared to make any investment of time into patches with such a flaw. So in answer to your question, yes we'll be looking at ways to include unit patches, but not in the short term.
-
Sorry its currently not possible to edit the textures.
-
Kukus, we're aware the issue is not a simple config change, it's something a little more subtle. As Evrik says, this will be looked at during our next pass of the weapons.
-
Glad you fixed it
-
Kothen, the BAF Units mod uses CBA event handling. If one of your mods is not compatibility with CBA, then that will be the cause of the problem. We're aware that @CAF_AG conflicts with CBA, but there is a work around using CBA enable_auto_xeh pbo's. You might want to check your other mods, particularly those that use events.
-
I'm pleased to announce VERSION 3.0.1 of BAF Units This is a hotfix to address the load out issues experienced by players on MP servers. Apologies, for any inconvenience the aforementioned issue has caused. Download via Dropbox
-
Loopdk, would you be able to explain the issue you are having? The mod uses CBA's init event handler to call a script which equips the units. If CBA is overwritten, as is the case with @CAF_AG then all you will see is a unit with a uniform and weapon. No helmets, vests, backpacks or equipment will be loaded. A list of the mods you have loaded would also be extremely useful.
-
We've investigated the @CAF_AG issue, and it looks as though @CAF_AG is overwriting the default event handles used by CBA. As BAF Units use the CBA handlers to call the loadout and randomization scripts, there's not a lot we can do.
-
I'm pleased to announce VERSION 3.0 of BAF Units This mod now fully utilises our 3CB BAF Equipment and BAF Weapons packs. With over 100 units and a multitude of pre-built infantry Sections to choose from, it is easy to create whole Company sized formations for your missions. Not only that, but every Troop or Platoon will look unique, thanks to an automatic randomisation routine which equips each infantry-man in gear suitable to his role from the wide choice of kit available. If the @Ace3 mod is detected then load-outs are automatically reconfigured to use additional Ace items, including medical supplies, earplugs, map tools and other specialised pieces of equipment. So although @Ace3 is not required to run, these units are fully compatible with it. Although we at '3CB' are a milsim Royal Marines Commando group, we have also provided the full range of units in generic 'Army' MTP too (without Royal Marine markings) for our friends in the ArmA community to enjoy. Individual Units are available with Bergens (backpacks) to suit the deployment type - take the light Bergens on short "Day Patrols", or for longer yomps over multiple days, select the "Overnight" option with the heavy Bergens, which include the full kit of bedrolls, sleeping mats, entrenching tools etc. Pre-configured Groups are provided to assist mission makers with placing realistic infantry Sections on the battlefield. They come in several different configurations, representing the variety of weaponry available in the mod pack, and reflecting the often customised nature of gear found on Operations. - Fire Teams A, B and C consist of 4 men each - Sections A, B and C are close combat infantry squads of 8 men - The Manoeuvre Support Section are armed with heavier weaponry, moving to engage the enemy in support of the close combat Sections - The Fire Support Group provide heavy fire power from longer range and are intended to be used dismounted from vehicles which carry their static weapons or ammunition stores of choice - HQ Section represents the Troop (Platoon) or Company command element, being composed of Officers, Signaller and JTAC/FAC An Editor module ('3CB BAF Unit Configuration') is provided for mission designers, allowing control of certain aspects of the equipment, such as whether gear randomisation is applied, what happens to gear on respawn, whether NVG's, GPS or Frags are available, weapon safety status and auto-replacement of magnified scopes with reflex sights. Change Log Fully updated to use the 3CB BAF Equipment and 3CB BAF Weapons mods - added @3cb_baf_equipment requirement - added @cba_a3 requirement - removed @cup requirement - removed @stkr_bi requirement - removed @asdg_jm requirement - removed uniforms/vests/helmets, all now referenced from @3cb_baf_equipment - added Point Man unit - added Recruit unit - added Rifleman AT ILAW unit - added Sharpshooter unit - added Crewman MTP and RTR units - added Helicopter Crew and Medic units - added Sniper L82/L115 units - added Spotter L85/L129 units - added Gunner Static Weapon unit - expanded groups to include "Day Patrol" or "Overnight" gear choice - increased the number of Sections and Fire Teams to choose from, with a variety of weaponry - added Manoeuvre Support Sections - added Fire Support Groups - added HQ Sections - added Sentry groups - changed class names of @Alive factions - added Editor module ('3CB BAF Unit Configuration') Download Via dropbox The main page will be updated in due course.
-
Your intel is correct, there is a revamped Jackal and a Coyote in dev.
-
There will be two sets of units, RM and Army, so you'll have the option of no RM insignia. There are just too many options for us to make all the regiments, sorry.
-
I've added ACE ammo compatibility to our backlog, as its something we're keen to implement. We did consider using the A3 version of the NLAW for this release, but were not able to get it into the pack before our release deadline. We'll investigate for a future release. Thanks for the feedback
-
A camo L85 is on our backlog of items to do for a future release
-
We'll be adding Coyote's as resupply vehicles, so huge quantities of rounds will be possible, but unlikely to be added to individual vehicles by default as this would be OP, as Serjames points out.