Arma 3
Command and Conquer: ARMA III Lives
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Update: 26 May, 2019 @ 2:40pm

OPFOR: Provisional Irish Republican Army:

-Provisional Irish Republican Army added. Volunteers include an Officer, Riflemen (AK-47, FN FAL, M-16A1), Automatic Rifleman, Sniper, Spotter, Sapper, and Rocket Soldier. The instructions manual for Command & Conquer: Tiberian Dawn lists the IRA as one of the Brotherhood of Nod's sympathetic supporters. While there may be a number of mods which provide for these operatives, in an effort to curb the number of dependencies, we are creating these entries.

-Ireland flag added, as no Ireland flag was found otherwise. Image was extracted from official Wikipedia page.

Update: 25 May, 2019 @ 8:38pm

BLUFOR: Global Defense Initiative:
Europeans Forces:

-Engineer (pistol) Eden Editor unit preview file path was incorrect. This has been corrected and the unit preview is now working.


Mod:

-we are experimenting with creating custom compositions, squads, and assemblies of buildings and static objects to make structures such as the "GDI Barracks," "Guard Tower," and other emplacements. We have successfully made a GDI Guard Tower with an M2 Browning .50 Machine Gun installed. Once we figure out how to translate the assembly into the config.cpp file, we will add it.

Update: 25 May, 2019 @ 7:06pm

BLUFOR: Global Defense Initiative:
African Forces:

-GDI Officer, Squad Leader, and Team Leader have had their radios removed to make the Radioman soldier viable. All GDI personnel regardless of role or rank will receive radios later as per "Standardization."

-Squad Leader and Assistant Squad Leader M1911 maximum magazine capacity increased from 3 to 4.

-Fire Team Leader Colt M1911 sidearm, Binoculars, and GPS removed; vest changed to remove pistol holster; maximum AK-47 magazine capacity increased from 5 to 7.

-Grenadier (AK-47/GP-25) maximum VOG-25 grenade count increased from 11 to 21 on account of the vest containing 24 visible grenade pounches.

-Rocket Soldier backpacks should now be properly loaded with additional rounds.

-Rocket Soldier (Antiaircraft, Strela-2 9K32) added.

-Engineer with pistol added. While armed Engineers were not available in Command & Conquer: Tiberian Dawn, combat engineers of military forces of the 1990s were armed with rifles and pistols, much like combat medics, for their own personal defense.

-all Engineers now carry Binoculars, a Radio, and GPS.

-all African GDI Forces's classes now incorporate "africa" suffix. These will require you to replace your existing entries in scenarios.


European Forces:

-GDI Officer (rifle and pistol), Squad Leader, Assistant Squad Leader, Fire Team Leader, Grenadiers (G3/M203 and M79) Radioman, Rocket Soldier (Strela-2 9K32), Combat Medic, and Recruit added.

-all GDI African and European Forces (with the exception of Recruits, Engineers, and Technicians) now carry at least 2 M67 Fragmentation Grenades, 1 M18 White Smoke Grenade, and 1 M18 Yellow Smoke Grenade. The Engineers do not carry M67 Fragmentation Grenades, but they do carry Smoke Grenades.

-GDI Technicians (purple shirts) should now have the proper ammunition in their uniforms and carry GPS.

-existing UN Delegate identity changed to incorporate Persian heads and Farsi voices, as he is now considered a UN Delegate assigned to African GDI Forces.
-new UN Delegates for European, US, British, German, and Russian GDI Forces have been created with their respective individual national identities.

-all UN Delegates now equipped with radios.

-"International Forces" divided into state-based forces.


British Forces:

-British GDI Officer (rifle and pistol), Squad Leader, Fire Team Leader, Automatic Rifleman, Grenadier, Rocket Soldiers (M72 and FIM-92), Radioman, Combat Medic, Engineer (rifle, pistol, and unarmed), and Technician added.
-British GDI Rifleman U.S. Field Dressing replaced with ACE Bandage.
-all British personnel M67 Fragmentation Grenades replaced with L109A1 High Explosive Grenades and at least 1 M18 Yellow Smoke Grenade has been added to all loadouts.


United States Forces:

-United States GDI Officer (rifle and pistol), Squad Leader, Fire Team Leader, Automatic Rifleman (M-60 and M249), Grenadiers (M-16A2/M203 and M79), Rocket Soldiers (M136 and FIM-92), Radioman, Combat Medic, Engineer (rifle, pistol, and unarmed), and Technician added. The Automatic Riflemen at this time do not carry backpacks and as such, they are equipped with 1 fewer belt drum than all other automatic riflemen at this time.
-for all US GDI personnel, maximum M67 Fragmentation Grenade capacity increased from 1 to 2. M18 White Smoke Grenade added to all personnel loadouts. The Officers carry a mixture of colored smoke grenades.


Russian Forces:

-Russian GDI Automatic Rifleman added.


Elite Forces Unit: Airborne Rangers:

-GDI Airborne Ranger Grenadier added.


Supporting Partisans:

-Supporting Partisan "Rifleman" redesignated "Rifleman (AK-47);" 4 extra Bandages and extra Earplugs removed (these were created as a result of both objects being assigned as items AND being created in the uniform as part of an EventHandlers entry).

-Supporting Partisan (AK-74) added.


BLUFOR: Generals: United States of America:

-Generals: USA SAW Gunner added.


BLUFOR: Allies:

-Allies Technician added. The Technician can hack UAVs but can no longer deactivate mines.

-Allies Spy can now hack UAVs.


OPFOR: Brotherhood of Nod:
Leadership:
-Kane, Seth, and Zubin Arkardi reassigned to "Leadership" subcategory in Eden Editor. Kane and Seth macros renamed.


African Forces:

-Fire Team Leader Binoculars and GPS removed.

-Radioman added. We are considering removing radios from all personnel with the exception of Radiomen. They will be added back during "Standardization."

-Combat Medic field pack replaced with assault pack with fewer medical items to make it on par with GDI Combat Medic M5 backpack. Previous backpack will be retained and made available when "Standardization" is applied.

-Backpack syntax names changed to adhere to simple language with respect to the soldier to which they are assigned.

-we have received permission from Project OPFOR's leadership, Leight, to utilize Project OPFOR's black texture for the GL Carrier Rig (black) as a base for the Brotherhood of Nod's choice body armor. Our own modifications are preserved to allow for differentiation, but the base black texture is now of better quality.


Supporting Partisans:

-Supporting Partisan "Rifleman" redesignated "Rifleman (AK-47)."

-Supporting Partisan (AK-74) added.


INFOR: Tmassah Militia:

-Militia Radioman added.


Mod:

-all Technicians now have the ability to hack UAVs, but they can no longer deactivate mines.

Update: 12 May, 2019 @ 8:43pm

BLUFOR: Global Defense Initiative:
African Forces:

-GDI Combat Medic added.

-Engineer now has his syntax configured properly so that he deploys as an "engineer" in ACE.

-all GDI African Forces with the exception of personnel wearing Sun, Wind, and Dust Goggles have had an entry incorporating facewear removed, as this was overriden by the "'NoGlasses',1" entry by design.

-by popular request from Lippa, GDI Technicians (with purple shirt, for both European and African theaters) have been added. Purple-shirted Technicians were a notable feature of Command & Conquer: Tiberian Dawn and sometimes deployed out of structures which were sold. In terms of ARMA III mechanics, they can disarm mines, but they do not carry toolkits and they are not considered Engineers. I am learning how to grant them the ability to "hack UAVs."


European Forces:

-European GDI Forces now incorporate Royal Army Corps of Sahrani English and European heads for the sake of differentiation.


International Forces:

-British GDI Forces now incorporate British English and NATO heads.

-German GDI Forces now incorporate American English and European heads. We are considering choosing another dialect.

-Russian GDI Forces now incorporate the Russian language and European heads.

-United States GDI Forces now incorporate American English and NATO heads.


BLUFOR: Allies:

-Allies Officer (rifle and pistol) added.

-Allies Spy (with suit, infiltration loadout, and Soviets officer uniform) added. The Spy's infiltration loadout was partly inspired by a cutscene from Red Alert: https://www.youtube.com/watch?v=6sdHVO6W5I8. As we are learning what constitutes "sabotage" in ARMA III mechanics, the Spy can devactivate mines. As an infiltrator, he can also place C-4. The Allies Spy syntax is programmed to give him a British accent.

-Engineer now has his syntax configured properly so that he deploys as an "engineer" in ACE. He also no longer carries ammunition meant for the Sniper.


OPFOR: Brotherhood of Nod:
Leadership:

-specific identity entries have been applied to Kane, Seth, and Zubin Arkardi, but the desired heads are still not showing up. We are researching this.


Light Infantry:

-Rifleman of the Second Tiberium War has had an identity assignment incorporating Farsi and Takistani heads applied-for now.


OPFOR: Soviets:

-Soviets Officer (rifle and pistol) added.

-all Soviets personnel now incorporate European heads and Russian voices.


INFOR: Tmassah Militia:

-a specific identity has been assigned to Nikoomba, but the desired head is not showing up. We are researching this.


INFOR: CABAL Forces:

-a specific identity incorporating the "Custom" face and American English Virtual Reality dialect has been created and applied to all CABAL personnel, but the desired heads are not showing up. We are researching this.


INFOR: Global Liberation Army:

-by popular request, loadouts for Command & Conquer: Generals forces are being added. As a first test, the Global Liberation Army Worker (with and without shoes), Rebel (with and without C-4), RPG Trooper, Stinger Soldier, Terrorist (both overt and discreet, with functioning dead-man switch), Marksmen (FN FAL and Lee Enfield), and Sniper (SVD Dragunov) have been added. The Worker is treated as an engineer and can disarm mines.

-to create the sense of irregularity, we will later experiment with learning the means to 'randomize' the equipment.

-as a further test, a special faction of "Discreet Fighters" is being added to the CIVFOR side as a means of engineering initially covert ambushes against BLUFOR and OPFOR. As we learn more of ARMA III's mechanics, this may allow mission-makers the opportunity to position these units close to unsuspecting enemy targets before they strike.


CIVFOR: Westwood News:

-a specific identity has been applied to Greg Burdette, but the desired head is not showing up. We are researching this.


Mod:

-root folder reorganized to arrange factions by 'force' foldier (i.e., BLUFOR, OPFOR, INFOR, CIVFOR).

-all "Engineers" including the GLA Worker can now disarm mines, and have had syntax modified so that ACE and ARMA III treat them as engineers when they deploy from the Eden Editor Forces overview.

Update: 7 May, 2019 @ 8:41pm

BLUFOR: Global Defense Initiative:
African Forces:

-GDI Engineer backpack now has the correct loadout.


Elite Forces Unit: Airborne Rangers:

-Airborne Ranger Automatic Riflemen are now marked by the appropriate icon in the Eden Editor.


Elite Forces Unit: Commandos:

-Commando Automatic Rifleman added.

-Commandos are now equipped with Ranger Body Armor and Load-Bearing Equipment belts instead of vests. This has been done in anticipation of "Standardization" changes.

-GDI Patch (subdued), i.e., black, added with base source image extracted from CNCNZ forums (https://forums.cncnz.com/topic/16760-what-is-your-favorite-gdi-logo/). Quality improvements will be made over time.


BLUFOR: Allies:

-Allies Squad Leader, Fire Team Leader, Medic, Sniper (with and without ghillie suit), and Engineer added.

-For ARMA III mechanics' purposes and in the spirit of player participation in actual combat activities, the Medic's backpack supplies have been replicated from the Nod Combat Medic's backpack, and the Medic carries an M-16A2 with 5 total magazines. He carries no M67 Fragmentation Grenades.


OPFOR: Brotherhood of Nod:
Leadership:

-Seth icon corrected to maintain consistently with other icons.


OPFOR: Soviets:

-Soviet Sniper (with and without ghillie suit) added.

-Union of Soviet Socialist Republics flag added with image extracted from Wikipedia.


INFOR: CABAL Forces:

-Cyborg Initiate icon corrected to show night vision goggles.


Mod:

-concept Command & Conquer logo added in color and black-and-white.

-Red Alert 1 Flag added.

-by popular request, Command & Conquer: Generals flags added using the logos of the USA, China, and GLA factions. USA Flag comes with blue and red background; GLA flag comes with green and brown background; Generals logo flag comes with black and white background (source imagery: http://www.cnclabs.com/generals/wallpaper.aspx)

-any soldiers once marked by the Recon icon have had this icon removed, as it is exactly the same as the Leader icon and may cause confusion. It is possible to make our own editor icons...

Update: 1 May, 2019 @ 5:29pm

BLUFOR: Global Defense Initiative:
African Forces:

-GDI Rocket Soldier (RPG-7) added.

-GDI Engineer (unarmed) added.


European Forces:

-GDI Rifleman maximum M67 Fragmentation Grenade count increased from 1 to 2.

-GDI Rocket Soldier (M72) added.


Elite Forces Unit: Airborne Rangers:

-Airborne Ranger Riflemen and Special Operations personnel rifle switched from Red Hammer Studios M4 to CUP M16A2 Carbine. Suppressor switched from Red Hammer Studios NT4 QDSS (Black) to Sound Suppressor (5.56mm). Name designation changed to "M-16A2 Carbine/M-4."


Elite Forces Unit: Commandos:

-laser batteries removed from commandos, as they are not carrying laser designators.


Elite Forces Unit: Special Operations:

-Special Operations Team Leader now equipped with a laser designator-he is the only operative carrying subsequent laser batteries. All other operatives have had their laser batteries removed. Team Leader, Rifleman, Combat Medic, and Rocket Soldier M16A2 Carbine maximum magazine count decreased from 7 to 6. M9 magazine capacity set to 5.


Light Infantry:

-GDI Grenadier (SCAR-L/EGLM, TS) added.

-GDI Grenadier (TS) redesignated GDI Grenadier (M32) to differentiate between the two types of available grenadiers.

-GDI Spotter "SCAR-L II" redesignated "SCAR-L S" to denote the attached suppressor.

-existing Global Defense Initiative faction class entry renamed "Global Defense Initiative (early TW I)" to supercede all "(early TW I)" sub-entries in the Eden Editor. Standardized and post-war/interim conflict GDI forces will have their own faction entries.


BLUFOR: Allies:

-Allies Rocket Soldier (M72) added.

-ACE Canteen replaced with Ryan's Canteen.


OPFOR: Brotherhood of Nod:
Leadership:

-Seth added. Seth utilizes the Baros face, and while this is not an exact lookalike, it is close. Seth is armed with an M1911.

-Zubin Arkardi M1911 maximum magazine capacity increased from 3 to 5.


African Forces:

-Nod Officer (pistol and rifle) M1911 maximum magazine capacity increased from 3 to 5.

-Nod Squad Leader, Fire Team Leader, Rifleman, Combat Medic, and Demolitions Specialist AK-47 maximum magazine capacity increased from 5 to 7.

-Nod Automatic Rifleman PKM maximum magazine capacity increased from 4 to 5 to remain on par with opposing forces' ammunition levels. 2 20-round magazines of Sa-61 ammunition have been transferred from the soldier's vest to the custom backpack to make room for additional ammunition in the vest. Sa-61 maximum magazine capacity increased from 4 to 5.

-Nod Rocket Soldier added. This soldier is armed with the same loadout as a Nod Rifleman, in addition to an RPG-7 and a backpack loaded with 3 additional RPG rounds.

-existing Brotherhood of Nod faction class entry renamed "Brotherhood of Nod (early TW I)" to supercede all "(early TW I)" sub-entries in the Eden Editor. Standardized and post-war/interim conflict GDI forces will have their own faction entries.

-new body armor vests with attributes based on the original ARMA III GA Carrier Rig (digital) and GA Carrier Lite (digital) have been created. Icon imagery extracted from base ARMA III game (modifications are due later). Attributes have been adjusted to increase maximum capacity on both vests, with increased protection offered for the GA Carrier Rig, as it appears to cover more areas of the body. Texture file was extracted from the original game files and retextured to suit our needs. All due credit to Bohemia Interactive for the base texture files.


OPFOR: Soviets:

-Soviets Rocket Soldier (RPG-7) added.

-uniforms on all Soviets personnel switched from Red Hammer Studios's M88 to CUP's Russian Uniform (M-88).

-vests on all Soviets switched from Red Hammer Studios's Vydra-3M to CUP's Smersh vests appropriate for their role (i.e., Light, MG, and standard vest).

-all ACE Canteens replaced with Ryan's Canteen.

-Soviets Rifleman RGO Grenade maximum count increased from 1 to 2. Red Smoke Grenade added to loadout. Red Hammer Studios NSP-N Red Grenade removed.

-Soviets Machine Gunner macro renamed to "Soviets_Machine_Gunner" as the second underscore was missing. Note: This may require you to redeploy a Soviets Machine Gunner in your scenario.


INFOR: Tmassah Militia:

-Nikoomba vest changed from Project OPFOR's 6Sh92 Radio (Olive) to CUP's Mil-tech Chest Rig (Olive - Radio).


INFOR: CABAL Forces:

-CABAL Cyborg added with customized body armor, which theoretically increases durability of entire body, including extremities (armor values are set to 100 compared to original vest's armor value of 8).

-"CABAL Initiate" redesignated "Initiate."

-CABAL Initiate original loadout transferred to CABAL Cyborg. CABAL Initiate MX (Black) rifle replaced with Scorpion Evo 3 A1 with EOTech 553 (Black) Holographic Optic and maximum magazine capacity reduced from 11 to 9; Red and Yellow Smoke Grenades added to loadout to the uniform. Night Vision Goggles added to loadout.

-Tactical Vests (black) are not deploying with magazines loaded for some odd reason, and therefore, a Force AddToVest EventHandlers entry has been added to the Initiate and Cyborg entries to address this issue.


Mod:

-all EventHandlers entries associated with units equipped with backpacks removed to avoid overloading backpacks which are already customized with a default loadout.

-root folder name changed from "Command&ConquerARMAIIILives" to "C&CA3L" because ARMA III Add-On Tool is just so fucking amazing...

-ADV - ACE Medical, a mod combining ACE CPR and ACE Splint, has been released by the developer. It is now the preferred mod as a single platform and has replaced ACE CPR and ACE Splint.

-in the course of loadout changes and our new Brotherhood of Nod body armor vest, Project OPFOR, Red Hammer Studios United States Armed Forces, Armed Forces of the Russian Federation, and their associated compatibility mods are no longer required as dependencies to run the mod.

Update: 21 Apr, 2019 @ 1:14pm

BLUFOR: Global Defense Initiative:
Elite Forces Unit: Airborne Rangers:

-Airborne Ranger Automatic Rifleman (African and European Theaters) added.

-Ranger Tab Flag added in honor of U.S. Army Airborne Rangers with respect to GDI Airborne Rangers (credit for imagery: http://getwallpapers.com/collection/army-ranger-wallpaper).

-Airborne Ranger Rifleman uniforms changed to a tucked-in variant with respective theater patterns.

-GDI Airborne Rangers' M9 (w/ suppressor) sidearms removed.

Update: 20 Apr, 2019 @ 10:17pm

BLUFOR: Global Defense Initiative:
African Forces:
-GDI Assistant Squad Leader soldier added for the purposes of role assignments. Loadout copied from GDI Squad Leader.

-GDI Grenadier (AK-47/GP-25) added.

-all MRE packages removed.

-Squad Leader's maximum magazine count increased from 5 to 7. White Smoke Grenade added. Fulton MX-991 Flashlight removed as it is not physically shown on the vest.

-Fire Team Leader's White Smoke Grenade added to loadout. Fulton MX-991 Flashlight removed as it is not physically shown on the vest; Colt M1911 and magazines and Radio removed.

-African Forces Radioman's maximum magazine count decreased from 9 to 7. M67 Fragmentation Grenade and Yellow Smoke Grenade removed.

-African Forces Automatic Rifleman maximum magazine count increased from 4 to 5. Fulton MX-991 Flashlight removed as it is not physically shown on the vest.

-African Forces Grenadier (M79) maximum M67 Fragmentation Grenade count increased from 2 to 4. Maximum 40mm rounds increased from 21 to 25 as there are 24 slots available on the vest. Green Smoke Grenade added to loadout. Fulton MX-991 Flashlight removed as it is not physically shown on the vest.

-GDI Rifleman maximum M67 Fragmentation Grenade count increased from 1 to 2. Yellow Smoke Grenade replaced by White Smoke Grenade. Maximum magazine count reduced from 9 to 7.

-GDI Recruit maximum magazine count increased from 5 to 7.


Supporting Partisans:

-GDI Supporting Partisans Rifleman added in preparation for future content.


OPFOR: Brotherhood of Nod:
Supporting Partisans:

-Supporting Partisans Rifleman added in preparation for future content.


INFOR: Tmassah Militia:

-Our research has revealed that Libyan military uniforms in the 1980s and 1990s were said to be similar to U.S. Army woodland camouflage. While we have chosen to avoid making them exactly the same Woodland uniforms of the United States Army, we have selected ERDL and items with similar color schemes instead.

-Nikoomba militia personnel uniforms switched from African Conflict government troops to Delta Hawk Innovations BDU ERDL. Vests replaced with DHI US Military Mod LBE and LBVs of woodland camouflage. All MRE food packages removed, as they served no real purpose other than fluff.

-Squad Leader now carries a Fulton MX-991 Flashlight and Red and White Smoke Grenades. African Prof Helmet (Gog) replaced with CUP Pro-Tec (ESS).

-Team Leader African Forces Bandana replaced with CUP Bandana w/ Headset (Woodland), Green Smoke Grenade added to loadout.

-Rifleman African Governatives Helmet replaced with CUP SLA Infantry Helmet. Rifleman now equipped with Fulton MX-991 Flashlight.

-Automatic Rifleman African Rebel Army Helmet replaced with CUP M1 (Leaf) Helmet.

-Recruit African Forces Boonie Hat replaced with CUP SLA Boonie Hat (Desert).

-all Editor Preview images updated to reflect new loadouts.


Mod:

-as per loadout changes and testing, ACE 3 Extension, ACE Interaction Menu Expansion, and CUP ACE 3 Compatibility Add-On: Weapons Mods are no longer required. They may still be used, but it is not known what effects they will have on mod performance or lack thereof.

-in the course of updates to the Tmassah Militia, African Conflict Mod is no longer required to run the mod.

Update: 14 Apr, 2019 @ 2:08pm

BLUFOR: Global Defense Initiative:
African Forces:

-GDI Officer (rifle), Grenadier (M-79), and Radioman added.

-GDI Squad Leader, Fire Team Leader, and Rifleman Green Smoke Grenades changed to Yellow Smoke Grenades. GDI Recruit's Green Smoke Grenade removed.

-United Nations Delegate is now equipped with a GPS.


International Forces:

-European GDI Rifleman (early First Tiberium War, G3), United States GDI Riflemen (M-16A2), British GDI Rifleman (SA-80 L85A1), German GDI Rifleman (G3 and G36), and Russian GDI Rifleman (AK-47) added.


Elite Forces Unit: Airborne Rangers:
-Airborne Ranger Rifleman (African and European Theater) added. Airborne Ranger Riflemen are equipped with a Red Hammer Studios M-4 Carryhandle, M68 Close Combat Optic, and AN/PEQ-2 Infrared Aiming Laser. The Airborne Ranger carries AN/PVS-7 Night Vision Goggles, grenades, and a parachute, but no sidearm and no demolition charges. While they are equipped with CUP T10 Parachutes, it is unknown if the parachutes actually deploy in air drop situations. Jump at your own risk!


Elite Forces Unit: Commandos:

-GDI Commando M-16A2 Assault Rifles now feature AN-PEQ2 Infrared Aiming Lasers. GDI M-16A2 redesignated to denote new attachment.


Elite Forces Unit: Special Operations:

-GDI Special Operations's M-4 M68 Close Combat Optics replaced with M68 Close Combat Optic (low) mounts.

-GDI Special Operations Automatic Rifleman config.cpp file entries modified to load 2 200-round M249 SAW ammo drums into backpack in addition to creating a completely new backpack entry. Original Special Operations Automatic Rifleman Assault Pack left intact since ammunition is not spawning in backpack following redeployment of new soldier for some reason.

-GDI Commandos and Special Operations personnel once equipped with Laser Batteries (but who did NOT carry a Laser Designator) have had those batteries removed from their loadout, as they are not necessary. These batteries were mistakenly added under the assumption that they were required to operate the AN/PEQ-2 Infrared Aiming Laser.

-GDI Special Operations personnel have had prefix "Special Operations" name removed from their convention, as they are now properly organized into a subcategory in the editor.


Light Infantry

-GDI Squad Leader, Fire Team Leader, Rifleman, Automatic Rifleman, Grenadier, Sniper, Sniper (Ghillie), Spotter, Spotter (Ghillie), Combat Medic, and Commando Rifleman from the Second Tiberium War added with customized SCAR-L, XM-8, M-32 Grenade Launcher with MP-7 sidearm, M249 Mk. 48, and M-107 added. Specific soldiers include customized backpacks loaded with their assigned ammunition until such time as the EventHandlers commands to load their backpacks with ammunition actually work.

-GDI M9 Suppressed pistol redesignated "M9 (Suppressed)."

-GDI assets specific to the First Tiberium War have been assigned to a specifically named faction as "Global Defense Initiative (TW I)." All Tiberian Sun-specific assets are now part of "Global Defense Initiative (TW II)."

-GDI forces associated with the Second Tiberium War now have their own folder and config.cpp file to make editing easier and to avoid conflicts.

-GDI forces for the Second Tiberium War have been sub-divided into Light Infantry, Airborne Rangers, Commandos, and Special Forces in preparation for future content.

-General Mark Sheppard flag added in honor of Eric Martin, who passed away 2-APR-19. Rest in peace, General! o7

-GDI European, United States, British, German, Russian Forces, and Elite Forces Unit: Airborne Ranger vehicle classes and editor subcategories created in preparation for future content. Commando subcategory divided by European and African Theaters. Special Operations categories divided by European and African Theaters also created, with African Theater providing content.


OPFOR: Brotherhood of Nod:
Leadership:
-Kane is now equipped with a Rangefinder and 2 Canteens. M1911 and magazines replaced with M9 Pistol (as per DUH! Don't know what happened there...). Maximum magazine count increased from 4 to 6 (including magazine loaded into M9 Pistol).

-Kane is now showing the proper intended uniform thanks to an EventHandler's "ForceAddUniform" command in the config.cpp file. Items as part of his loadout are also properly showing up.

-Kane base soldier model changed from O_Soldier_F to B_Soldier_F.

-Nod Officers and Zubin Arkardi config.cpp file entries had them erroneously equipped with both Rangefinders and Binoculars. Nod officers and Zubin Arkardi are now equipped only with Rangefinders.


African Forces:

-Nod Automatic Rifleman and Demolitions Specialist config.cpp file entries modified to load 2 100-round PKM ammo drums and 8 M112 C-4 Explosives into respective backpacks rather than creating a completely new backpack entry. Original Automatic Rifleman and Demolitions Assault Packs left intact since ammunition is not spawning in backpack following redeployment of new soldier for some reason.

-all Nod personnel are now equipped with default Radios in anticipation of players utilizing radio mods for communications during "Nod 01A: The Opening Moves" scenario.

-"Brotherhood of Nod: African Forces, Early TW I" vehicle class renamed "African Forces, Early TW I" and "European Forces, Early TW I" added in preparation for adding Nod European forces content. Editor Subcategories bearing the same names added in preparation for more content.


Light Infantry:

-Nod Rifleman (Tiberian Sun variant) with SCAR-L featuring an ACOG scope added in preparation for future content.

-"nod_units" faction class renamed "Brotherhood of Nod (TW I)" in preparation for adding Tiberian Sun-centric content.

-Nod assets specific to the First Tiberium War have been assigned to a specifically named faction as "Brotherhood of Nod (TW I)." All Tiberian Sun-specific assets are now part of "Brotherhood of Nod (TW II)."

-Nod forces associated with the Second Tiberium War now have their own folder and config.cpp file to make editing easier and to avoid conflicts.

-Nod forces for the Second Tiberium War have been sub-divided into Light Infantry and Black Hand in preparation for future content.

-Nicholas Worth flag added. Worth played General Marzaq and Premier Alexei Romanov, and passed away on 7-MAY-07. Rest in peace, sir! o7


INDFOR: Tmassah Militia:

-Nikoomba and Armed Civilian are now showing the proper intended uniforms thanks to an EventHandler's "ForceAddUniform" command in the config.cpp file. Items as part of their loadouts are also properly showing up.

-Nikoomba and Militia Squad Leader Yellow Smoke Grenades replaced with Green Smoke Grenades.

-Armed Civilian uniform changed from Guerrilla Outfit (Pattern) to Guerrilla Outfit (Plain, Dark).

-Independent Forces's "Tiberium Mutants and The Forgotten," "Vega Cartel," and Elite Guard folders added in preparation for future content.


INDFOR: CABAL:

-CABAL "Flag" asset .paa image now renamed "CABALFlag." Macro remains unchanged.

-CABAL Initiate added.


BLUFOR: Allies:

-Tanya Adams concept soldier added (and for some reason, "woman = 1;" entry in the config.cpp file does nothing...so Tanya is currently a man!).


CIVFOR: Civilians:

-"Civilians" now redesignated "Civilian Forces" to differentiate them from ARMA III's "Civilians" Editor entry.

-"Westwood News" Vehicle Class redesignated "Westwood News Personnel."

-Editor Subcategory dubbed "Westwood News Personnel" created and applied to Greg Burdette.


Mod:

-Force folders and assets reorganized to specifically designate files in folders.

-Custom backpacks created for specific loadouts are no longer accessible in the Force Editor overview, as there does not seem to be the need to do so at this time.

-underscores removed from folder names, as they were unnecessary.

-all unit editor preview portraits updated.

Update: 5 Apr, 2019 @ 9:11pm

BLUFOR: Global Defense Initiative:
African Forces:

-US Military Helmet, PASGT, Desert on GDI soldiers replaced with Delta Hawk Innovations's Helmet, PASGT, desert cover with cat eyes.


Elite Forces Unit: Commandos:

-GDI Commandos now equipped with Delta Hawk Innovations's helmets with Rhino mounts for appropriate camouflage.


OPFOR: Brotherhood of Nod
African Forces:

-RHS Serbian Armed Forces M97 Black Helmet on Allies and Nod soldiers replaced with Delta Hawk Innovations's Helmet, PASGT, black cover with cat eyes.


INFOR: Tmassah Militia:

-"Tmassah Militia" prefixes have been removed from unit name entries, as they are not necessary. Macro names remain unchanged.

-"Tmassah Civilian" now designated as "Armed Civilian." Macro designation remains unchanged.


CIVFOR: Westwood News:

-Greg Burdette Identity entry created in preparation for proper application.


Mod:

-"GDI", "Nod", "Allies", and "Soviets" prefixes removed from unit name entries, as they are not necessary. Macro names remain unchanged.

-all SWDG from US Military Forces mod now replaced with Delta Hawk Innovations's Sun Wind and Dust Goggles.

-as a result of loadout changes, Red Hammer Studios Serbian Armed Forces Mod (RHSSAF) and US Forces 2000 dependencies are no longer required.