jarrad96

factions
Special Operation Forces Factions [SFF]

492 posts in this topic

Hell yes! I think that is the only thing that would make me play the campaign. Fantastic idea, mate!

1 person likes this

Share this post


Link to post
Share on other sites

Well, looks like it works in the official campaign, as you can see-

nZWH2sU.jpg

 

Only a few things I cannot change- Kerry, Stavro's and Miller are unique units (as well as the Guerrilla British SF soldiers at the campsites, who use the MX Black and M14's) , so they can't be changed, meaning the player (as Kerry) will have a TAR, but you can just swap that for an allies M4 when one dies, and the M4A1 and AUG can fire BI 5.56 mags if needed. :) 

 

Faction uses a mix of the M4A1, M4A1 CQBR and older model AUG for primary rifles, with the M60, RPG-7 (Apex) and M14 for support. 

It is a total replacement, meaning that if you spawn a squad of FIA soldiers in editor or Zeus they will have the new equipment.

 

6 people like this

Share this post


Link to post
Share on other sites

Definitely would love to see PLA-esque CSAT units! Never was a fan of the weird alien helmets and wires.

3 people like this

Share this post


Link to post
Share on other sites
1 hour ago, jarrad96 said:

 

It is a total replacement, meaning that if you spawn a squad of FIA soldiers in editor or Zeus they will have the new equipment.

 

you did the same thing (or something similar) with the other addons no ?   i ask because i noticed when a unit was placed in the editor and some gear changed through the loadout editor  it reverted back to the old loadout you gave it and not the new load out i gave it when i preview the mission (i put a Frogman from the seal addon in the water and it happend) 

 

(if not then its something on my end conflicting (although i can for the love of god not think of anything that would do such a thing) 

 

 

Share this post


Link to post
Share on other sites

It's a bit different- this basically takes the entire FIA faction and replaces them on an individual basis in the Campaign, and all scenarios and mission that use the BLU_G_F classnames, used by the FIA.

The other factions I have made are new ones that are added in addition to the existing ones, and the inability to change their kit before the start of a mission is a limitation I currently can't get around. 

 

Here's a photo mid-cutscene to prove they work in Campaign (Bomos base briefing) -I took a photo of this guy because he was the most interesting looking- the 'before cutscene' photo is above. 

88XB41P.jpg

 

On the 'CSAT replaced by PLA' faction, would the current PLA faction I have work OK? I can just re-use a bunch of those units from the standalone pack, and convert them into the replacement pack, and just add all the new units- hopefully I might even be able to get vehicle's replaced, so you fight Type 69-II's and BMP's instead of Ifrits and T-100's. 

3 people like this

Share this post


Link to post
Share on other sites

Right now, I have FIA as a replacer working, and have that in private testing and such- should be out within a day or two.

 

Thinking of doing AAF next, using full M81 Massif and BDU uniforms, armament of FAL's, G3A3's or maybe even some AK's?

1 person likes this

Share this post


Link to post
Share on other sites
3 hours ago, jarrad96 said:

 

The other factions I have made are new ones that are added in addition to the existing ones, and the inability to change their kit before the start of a mission is a limitation I currently can't get around. 

no problem with it i just noticed it and i was thinking it was something on my end but it seems its a known subject for now.. ;)

 

looking forward to replacing the FIA with your replacer they look better then BIS FIA 

also cant wait for the AAF one (although M81 unoiforms would require retexture (OD or M81 camo) of the vehicles as they wouldnt fit anymore) 

and offcourse looking forward to a NATO replacer also 

Share this post


Link to post
Share on other sites

I have the AAF vehicles (Gorgon, Strider/Fennek, Leopard/Kuma, Mohawk/Merlin, FV510 Warrior)  in flat colors I could use?

I used a few for the Germans, but have the whole AAF vehicle selection in Tan (ground) and OD (Air vehicles)

 

I might be using some of the medium-ish Russian vehicles like the BMP-1-P, BMP-2 or T72 (Early model) otherwise. 

1 person likes this

Share this post


Link to post
Share on other sites

FIA Overhauled released. 

lkyx3Jl.jpg

Freedom and Independence Army briefing at Bomos, just after the arrival of Cpl. Kerry and Captain Miller. 

dTJomHy.jpg

FIA fighters during the Altis Civil War era. 

CaznNff.jpg

FIA fuel and supply convoy at dusk. 

 

This mod is a total replacement of the 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 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. 
The FIA are armed with the M4A1 and M4A1 CQBR carbines as primary weapons, with older models of AUG used in some roles. The standard support weapons are the M60, M14 and RPG-7 and the fighters wear a mix of M81 woodland camo mixed in with civilian and geurilla clothing. 

Supports-

The FIA is supported primarily by re-purposed and camouflaged civilian vehicles, including technicals and trucks, but also has access to a large amount of static weapons, such as M2, KORD and DShK's, with mortars and static AA and AT missile launchers. 

Important Notes-

The faction is fully functioning as a total campaign replacement, but note that Kerry, Stavros and Miller are unique units, and cannot be changed- so these units retain the TAR rifles- playing as Kerry you can easily just take a M4A1 or other weapon off a dead ally if you want to, and the M4A1 and AUG can also fire vanilla Bohemia Interactive 5.56 NATO ammo if needed. 

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. 

 

Downloads-

 

Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=858764894

Armaholic- http://www.armaholic.com/page.php?id=32299

 

 

 

2 people like this

Share this post


Link to post
Share on other sites

i would love to see the AAF transformed into the greek army and CSAT desert to be IRAN like it originally was supposed to be

Share this post


Link to post
Share on other sites

AAF as Hellenic Armed Forces-

TYq5XDX.jpg

 

Armed with mostly the G3 rifles, but might give a few HK33's or G3 carbines to recon units or specialist units. Wearing lizard camo with OD gear. 

 

2 people like this

Share this post


Link to post
Share on other sites

Ok, bad news- I cannot make vehicle replacements because the game then crashes- I can add vehicles to factions but not modify them, so the AAF are stuck with the default digicam versions of all the vehicles. 

 

I'm doing a simple Gendarme overhaul for now, just making it more of a real faction- should be out really soon. Adding in a Response Team/SWAT type element, expanding the light garb units, and adding vehicles like the MRAP, boats and helicopters. 

 

Share this post


Link to post
Share on other sites
3 hours ago, jarrad96 said:

Ok, bad news- I cannot make vehicle replacements because the game then crashes- I can add vehicles to factions but not modify them, so the AAF are stuck with the default digicam versions of all the vehicles. 

 

I'm doing a simple Gendarme overhaul for now, just making it more of a real faction- should be out really soon. Adding in a Response Team/SWAT type element, expanding the light garb units, and adding vehicles like the MRAP, boats and helicopters. 

 

How about just re-texture the vehicles instead of trying to replace them?

Share this post


Link to post
Share on other sites

I had a mix of retextures and model changes at the time- I might make a few backup copies of the faction data and see if a pure retexture based faction change would work. 

 

Gendarmerie will be out in 12-24 hours. No mods required, only Apex itself. 

1 person likes this

Share this post


Link to post
Share on other sites

really thats weird about the modifying vehicle, are you sure its not simply do to a coding error the have been plenty of other vehicle reskin replacement packs that work fine and crooker12 did the whole RHS replacement pack 

 

Share this post


Link to post
Share on other sites

Gendarmerie Overhauled released.

xqgg1Ie.jpg

 

XQovqP3.jpg

 

vW4kNJp.jpg

 

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. 

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 MP5K-PDW, with the Walther P99 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 F-2000 and MP5K-PDW. 
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 the 7.62 SIG DMR rifle. 

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- http://steamcommunity.com/sharedfiles/filedetails/?id=860128361

Armaholic- http://www.armaholic.com/page.php?id=32312

 

Pure vanilla apart from Apex, no mods required. 

2 people like this

Share this post


Link to post
Share on other sites

Just a PSA- I won't be on here for 2 weeks or so, will be camping in the outback- when I get internet along the way I'll check back here-

I'm thinking CTRG as British forces, as slightly modernised SAS with the dual NVG's, with a possible British Army unit attached who would be armed with the L85, Multicam, and the British rigs. 

 

Note that I haven't made them yet, but doubt they would work on the Coop campaign because of the loadout select for spawning. 

Mods would be the usual VSM/ SMA. 

 

Considering making the Syndikate Overhauled dependant on NIA AK pack so I can get a wider range of armaments instead of the apex ones, but not sure if it would better to keep the mod requirements lower. You can just vote for one or the other in the comments. 

 

Next SFF faction will likely be

-CIA Special Activities Division and 'The Activity'/ 'Task Force Orange' / 'Orange' / The 'Unit' / 'ISA'/ 'Grey Fox' (they have alot of names) as the supporting element, primarly for deep recon and scouting for other allied forces, enemy equipment/deniable missions, or technological recon such as the use of UAV's. 

Or

-Pakistani SSG Commandos from a 2008-2013 timeline, armed with older AUG's and AK's, and wearing M81 uniforms. Possibly as an OPFOR faction, but if enough people want them as INDEP instead that's a possibility.

 

Some photos of the kind of equipment SSG would use

- 1_Action-Aug-1.jpg Special-Services-Group-3.jpg 

Just examples, not specific. 

 

2 people like this

Share this post


Link to post
Share on other sites
15 hours ago, jarrad96 said:

-CIA Special Activities Division and 'The Activity'/ 'Task Force Orange' / 'Orange' / The 'Unit' / 'ISA'/ 'Grey Fox' (they have alot of names) as the supporting element, primarly for deep recon and scouting for other allied forces, enemy equipment/deniable missions, or technological recon such as the use of UAV's. 

YESSSSSSSSSSSSSSSSSS!!!!

 

Those units could,and will be, use in a wide variety of missions.Any respectable "covert" or "black ops" is indeed in need for this type of bad ass MOFO! Go ahead Jarrad...and have fun in the outback!!

Ps: say hi to crocodile dundee for me!!! :rofl: 

2 people like this

Share this post


Link to post
Share on other sites

So, I've been in talks with a few server admins. Would there be people interested in RHS compatible versions of some of the SFF factions, as an optional version that replaces the SMA/NIA weapons and SFF vehicles with RHS weapons and vehicles?

 

 

5 people like this

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now