Arma 3
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MILITIA fast factions
   
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Data Type: Mod
Mod Type: Character
DLC: Apex
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194.513 MB
15 apr 2020, ore 13:12
8 set 2022, ore 10:47
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MILITIA fast factions

Descrizione
Customizable scripted factions

FEATURES:
- Compatible with your favorite weapons mod: Veteran Mod, CUP, RHS or just plain vanilla (not so realistic considering the available assets),
- Factions can be of any side
- There can be limitless factions without cluttering your assets
- Variation and randomness, loadouts are created at spawn based on probabilities
- Works with spawn scripts
- Language, faces and names are coherently assigned to each faction (considering the available choices)
- Each faction has an assault team that can be used as special force or different loadout pattern from the main faction
- Custom insignia and flags for each faction, they are added to vehicles used by faction and can be removed or replaced in-game
- Special (scripted) ammobox with specific faction weapons
- Custom made uniform textures
- Spawn modules that work with most CUP ME and RSO buildings (only the ones that work),
- User created/adapted factions can be reloaded on-the-fly with no need to relaunch arma (makes it much less time consuming)
- Extending factions for VTN mod users without infringing their rules

REQUIRED ADDONS:
-works with just vanilla but it's intended to work with Veteran mod, CUP or RHS.

(HIGHLY) RECOMMENDED ADDONS:
-TRYK's Multiplay Uniforms - mostly civilian clothes and some variety in uniforms and vests (not necessary if you use CUP)
-VSM Accessories or MLO (updated version) - provides diversity in balaclavas (strongly advised for decent balaclavas)
-Hidden Identity V2 - provides diversity in shemaghs (strongly advised for really jihadi looking shemaghs)
-Project OPFOR - only useful if you are using RHS instead of VTN, or CUP.

HOW IT WORKS:
There is a faction for each side. If you place them in the editor they will load the the default factions which are:

Blue Faction - Altis Resistance (insurgent revolutionary militia)
Red Faction - AAF (a modern version of the AAF)
Green Faction - Armed Civilians (armed civilians using hunting rifles, shotguns and an occasional AKM)
Civilians - Just civilians

You can load any other of the premade factions or make/adapt your own. To load any of the premade factions just initialize the correspondent faction by setting the side variable. For example:
B_faction = "YPG";
O_faction = "IS";
C_faction = "MECIV1";

Or...

just use the included module to choose the faction

Available factions (mostly syrian conflict but can be whatever):
HTS - Organization for the Liberation of the Levant (Hayat Tahrir Al Sham)
MALHAMA - Malhama Tactical PMC
JTS - Syrian Liberation Front (Jabhat Tahrir Suriya)
IS - Islamic State
NDF - National Defense Forces
TFSA - Turkish Free Syrian Army
YPG - People's Protection Units
TSK - Turkish Forces
PKK - Kurdistan Workers' Party
TALIB - Taliban
CIVME1 - middle eastern civilians
RES - Altis Resistance
AAF - Modern AAF
ARMEDCIV - Armed Civilians
ALTISCIVILIANS - Just civies

To create a new faction or adapt an existing one:
1 - place one or more of the existing faction files in a folder called MILITIA inside your mission folder.
2 - make necessary adjustments in the file (should be self explanatory).
3 - change the name of the file. For example: "badhombres.sqf"
4 - Initialize the faction on whatever side you want by setting the side variable. For example: O_faction = "badhombres.sqf".
NOTE: if you adjust an existing faction you should change its name to avoid issues. For example: "TALIB2.sqf"

LIMITATIONS:
- Mostly infantry and some vanilla vehicles to keep it universal and because VTN mod authors don't allow configs inheriting their assets. Additional vehicles can be added by a spawn script, or the supplied spawn modules
- Only basic stuff, no night vision goggles, only one pistol model used. This mod doesn't intend to replace any of the real good faction mods out there.
- Doesn't keep loadouts, they change every time the unit spawns. If you want to keep a particular loadout copy it to another faction
- Reliance on third party assets
Discussioni più popolari Visualizza tutte (1)
0
13 ott 2020, ore 6:52
User made custom faction files
b3lx
59 commenti
Lames 27 ago, ore 6:19 
the fuck is this? low iq literally added turkish forces as militan XD
PanzerGirl 6 giu, ore 5:10 
Good mod but PKK should be added. And Turkish people just like me cried in the comments.
BlackCrow 23 gen, ore 6:20 
Turkish Land Forces is not Militan :steamthumbsdown:
ke$ 8 mag 2023, ore 8:19 
Free Syrian Army isn't turkish force change it
wendycamera 27 apr 2023, ore 17:41 
This is one of my new favourite mods. How have I not discovered this earlier? I don't know if you still work on this, but could you add, possibly, Libyan rebels? AKA the 2011 boyos.
noumenalism 14 ott 2022, ore 15:48 
Hey b3lx, thanks for the reply! And awesome, I'll definitely do that, thanks! Have a nice weekend!
b3lx  [autore] 14 ott 2022, ore 15:42 
Hi noumenalism, in the faction files there are arrays for heads. They work the same as the weapon arrays. you just get your character mod head names put them there and set the probability like this: ["customhead1","customhead2"], 1
noumenalism 25 set 2022, ore 13:41 
Hey b3lx, I hope you're doing well!! Absolutely amazing mod! I just had a quick question regarding the identity pool! Basically, I want to know if there would be any possibility to make it so the units are compatible with the "ToH Characters" mod? Thanks b3lx!
b3lx  [autore] 11 set 2022, ore 9:30 
sorry, I deleted your post by accident.
In your case the predefined weapon arrays will be using CUP weapons, so you'll have specify classnames if you prefer using RHS or others.
There is a typo in the example below, it should be like this:
_WeapTeamLeader =[["weaponclassA", "weaponclassB"], 1, ["weaponclassC"], 2 ];
b3lx  [autore] 11 set 2022, ore 8:36 
MIL_M4A1 is an array of weapon classes that includes M4's from vanilla (which is the SPAR) CUP, RHS and VTN mod, depending on which mod you are using. If you want to use custom assets lets say for the team leader you can do it like this:

_WeapTeamLeader =["weaponclassA", "weaponclassB"], 1, ["weaponclassC"], 2 ];

But the whole point of the mod is that you don't need to use classnames if you use the most common weapons from any of the most common weapon mods because you can use the already existing weapon arrays. So if you want team leaders to be using mostly ak74's and some akm's you can just use:

_WeapTeamLeader = ["MIL_AK74", 5, "MIL_AKM",1, "MIL_M4A1", 0];

What weapons and weapon mod are you using?