Arma 3
Total Warzone - Warzone 2100 Factions
Showing 11-20 of 65 entries
< 1  2  3  4  5  6  7 >
Update: 27 Oct, 2024 @ 2:54pm

Adds: Compatibility for AbramsX.
Tweak: AH-64s and AV-43 now carry 300 round magazines by default. Wikipedia page for M230 mentions US Army apaches have this property.

Update: 26 Oct, 2024 @ 9:55am

v1.9:
Adds: Maruk ATGM (non-laser-guided) to M1A2C to emphasize the tank's role as a high tier upgrade.
Adds: Maruk ATGM (laser guided) to Rhino MGS. Helps keep its role in focus as a support vehicle.
Adds: M220 launcher with MARUK and MARUK LG. Use it like a post-Alpha development of the TOW or the LG one in the same vein as the Archangel launcher.
Adds: base class for UCAV Sentinel.
Adds: Enhanced texture options for A-10D (D2X 2035 Crossover soft dependency), texture options for UCAV Sentinel/Su-70, M1A2, UH-80, CH-67, HEMTT, AMV-7.
Adds: Black texture option "NEXUS", CUP texture options for L-39; expanded texture options for JAS-39E.
Adds: Imports F-01 Flamer, AMV-7 (Flamer), Flamer infantry, Fighter Pilots, some pylons from SOG Aux. using soft dependency.
Note: Yes, I know the F-01's image is broken. For some reason, setting the picture could only work in Aux, and Scion Conflict's isn't working even on the base weapon.
Adds: Pilot, Pilot (Parachute), Fighter Pilots to TP Women (Air) subcat using ToH Characters soft dependency.
Adds: Flamer/Groups to TP, NP Blufor. NP Opfor are still the only ones with Cyborg Flamers.
Adds: Snipers to TP Women subcats.
Adds: USV SeaFox to TP, MD, NP, TC; UCAV Sentinel to TP (since WZ players like to send "Bug Drones" to scout areas).
Adds: C-130J to NX, CIV.
Adds: longer duration "afterglow" effect for nuke detonation.
Adds: Base Class implementatation for Quad Bike, Offroad, Hilux.
Adds: M1128 MGS to BLUFOR NP.
Adds: Armbands to BLUFOR NP.
Adds: Base class implementation for Stryker, Humvee, M252X1/2.
Note: Previous M252 is now changed to a Mk6 called M252X1/2. Effectively identical. X1 has no NV, X2 does. X2 also replaces one HE shell mag with guided shells.
Adds: EMP Mortar ammo, magazines for 82mm mortar, WS 60mm mortar.
Adds: M252X2, M252X2 EMP to NEXUS.
Adds: Some extra hidden defunct versions of existing classes. Intended for use with my EMP script. Classname is B47_WZ_[existing classname]_Defunct.
Adds: EMP effect to nuke detonation. Larger radius than blast radius. Affects certain infantry gear, too.
Adds: EMP MAAWS ammo.
Adds: Aim point light to LasSat module.
Adds: LasSat Aim module. The Strike has 4 seconds of aiming before the shot is fired, this is just the 4 seconds of aiming. Scare your friends.
Adds: EMP Shielding mechanic, modules for easy variable set. Use my modules in WZ EMP category (3DEN + Zeus) or `this setVariable ["B47_WZ_IsEMPShielded", true, true];` in init line.
Adds: EMP Radius module with permanent and non-permanent versions. Standard version offers 20 km radius by default for map coverage and easy Zeus mass-EMP, but may be modified in 3DEN editor.
Adds: EMP Grenades, UGL grenades (1rnd, 3rnd, 6rnd), satchels. Grenades and UGL ammo have the smallest EMP radius, most have the medium one, and the artillery shell has the large. Bomb is 100m (bigger)
Adds: M4 EMP to TP, 2S34 EMP. Direct fire, representative of the EMP Cannon from WZ since it was a bigass tank with a bigass gun/turret. Primarly loaded with EMP rounds.
Adds: Kinetic RPG-7 ammo. Rocket Propelled Chunk of STEEL.
Adds: C-1911 9 mm.
Adds: M307X1 Flashlight Laser, M307X2 Pulse Laser turrets, autoturrets derived from Mk32 to NX, Warlords Requisition list.
Adds: NEXUS laser rifleman with flashlight laser batteries.
Adds: Menu scenes for Twin Lakes, Los Alamos II, Chernarus 2035 using soft dependencies.
Adds: NEXUS Resistance Circuits mechanic and modules. Basically EMP resistance but for NEXUS Nut and NEXUS Abs. Variable name is identical but replace EMP with NX.
Adds: Defunct radios, GPS, UAV Terminal, Smartphone for EMP script. Radio backpacks would have been way too much work to implement in the EMP script. TFAR compatible.
Adds: UH-60X variants to TP. X0 has no FLIR ball, X1 does.
Adds: Marauders. Somewhat generic group, but more militarized than Scavengers. Woodland equipment, but does work in Arid areas. For when you want to fight someone besides NEXUS in woodland.
Adds: Crimson Raiders. Inspired by some Old Arma 3 Lore and Dune aesthetics. Intended for use in Altis/Stratis and Takistan/Chernarus, as those countries share a border.
Adds: Vehcile ammo crates with Chinese, Farsi text.
Adds: WL presets for The Reclaimers (Arid), Marauders, Iron Dragon, Crimson Raiders.
Adds: Snipers, NP support Humvees, NX Cyborgs, PTF Nasty, P-6, F-100D, NX UAV, Huron/Taru pods (all factions get Bench pods cause they look cool and hella 2100 NEXUS) to existing WL presets.
Adds: Music Player function for use in mission parameters, B47_fnc_WZ_MusicPlayerParam, see the function sqf for example parameter. Plug-and-play to existing mission parameters.
Adds: AMV-7 UGV.
Adds: Optics model to Su-25/Su-34 pilot, so you have some crosshairs in the center of the screen you can aim Kh-66 missiles with. Surprisingly realistic lol.
Adds: To-201 to TR. Stealth version only, since I figure if they're not going stealth, they'll just use the lower-grade 204s lying around.
Adds: Ka-60 (UP) variants to TR.
Adds: Zubr-Class LCAC to The Reclaimers/A, Iron Dragon.
Adds: Remote Designators to TP, TR, GK. Same designator as the JTACs and Pathfinders have. GK pathfinders don't have designators. Backpacks are broken right now.
Adds: Custom Russian ammobox standardization - K-13 is now called R-3S, some "Internal" weapons defined, new Russian weapons in the weaponbox, etc.
Adds: Nose RADAR to Yak-131. Wikipedia says 131 has it while 130 doesn't, so it's kinda more like a fix.
Adds: M903X patriot launcher, AN/MPQ-53/65 radars (radars copied from Project Red Dawn, -65 is effectively a vanilla MPQ). Advanced: TP/NX. Basic: TC, Marauders, Crimson Raiders.
Adds: AIM-104/45 pylons to F/A-18XE (cause it has pylons) and AG-10X. Also adds Pylons base class for -18X.
Adds: M2 Bradley to Marauders, TP.
Adds: A-10A to users of A-10D.
Adds: V-42 to TC, NX.
Adds: IFV-8/A (Scion Ferret Car) variants to TC. Heavily modified weapons to fit The Collective's weapon pool.
Adds: Special Forces to The Reclaimers. Wields AK-15 (the 7.62 vanilla AK).
Adds: TFAR Long Range Radio to BTR-90K.
Adds: Vanilla railgun fly effects to rail darts, needle darts.
Adds: Mk19 turrets to TP, NP, basically everyone who uses the M2.
Adds: Generic Eastern weapon/ammo boxes for 5.45x39 and 7.62x39.
Adds: Chalk magazines (Red/Blue) for AA-40. They are good for training, especially with ACE since you'll know you're hit but you won't get hurt. Maybe go unconsious though.
Adds: vanilla-alike SPG-9 static to TR, Eastern Scavs.
Adds: Typhoon to TR. Not their primary vehicle, but it may happen to be available, captured, etc.
Adds: Fighter Pilot to TR, GK. Requires SOG:PF be loaded.
Adds: Reaction Forces compatibility. "Pickup" now requires RF be loaded! VAMPIRE Pickup can also load DAR and DAGR via script or ACE logistics.
Adds: Compat for Chernarus 2035 and Twin Lakes to make airports usable by AI. Convinced the dev of Twin Lakes to add my custom airport configs.
Adds: Women to TR, Civilians with ToH Faces soft dependency.
Adds: CDF Camo (Star) presets to regular Kamaz trucks.
Adds: Covered Kamaz to TR.
Adds: Humvees to MD, basic Humvee to TP and TR, since there are so many around Chernarus 2035 and no one who uses them. Would make sense if at least a few were fixed up.
Adds: Mi-291, an AWACS variant of the Mi-290.
Adds: Assorted drone classes intended for use with the "Interceptable Cruise Missiles" addon. Not in cfgPatches. Visible in Eden for awareness and class name reference.
Adds: M903X (BGM-209) for a smaller, mobile version of the cruise missile launcher. Kinda like Archangel launcher.
Adds: Mk14 (Wood), 10/20 round Tracer magazines. Full auto M14 in classic wood. New unit classes available for TP and Scavengers.
Adds: More 5.56 NATO and 7.62x39 mm AK variants.
Adds: M8AX in 5.56 and 6.5 mm. I didn't really plan it, I just got bored on a Friday night after work and wanted to

Update: 4 Feb, 2024 @ 6:10pm

v1.8.5:
Adds: Enhanced User Actions for ramp to unarmed CH-67.

Update: 12 Dec, 2023 @ 6:57pm

v1.8.4:
Adds: M60A4 UGV to NP; WL list.
Adds: AG-XXX UAV drones to NX.
Adds: Default anti-radation, laser spot sensors to P-8A.
Adds: US AA missile set from AL mod duplicated. Reduces clutter. Soft dependency for SOG:PF.
Adds: M220 launcher with BGM-71E to TP/A, NP; WL list (matches the M1036's armament).
Adds: M60A4 to Scavs/A.
Adds: AT-14 Kornet to The Reclaimers; WL list (GK already has the 9M135 in a man-portable version).
Adds: Towing functionality to Viper, Tractor, Qilin, Hemtt Tractor/Flatbed/Cargo, Kamaz Flatbed/Cargo, AMV-7 Truck, CRV-6E, IFV-6C.
Adds: Mi-8MT to TR/A, Civ East, Scav East/A; WL list.
Adds: Tunic uniforms to TP.
Adds: Women and womens' uniforms using ToH Characters soft dependency.
Note: For now, you need to manually re-set their voices in Atributes. Not sure why.
Adds: GreenMag compatibilty for Laser/Rail ammo and custom magazines. Don't think too hard about how you can store "Pulse Laser Charge" in your pocket.
Adds: Soft dependency for SOG Aux, adding some units to Warlords presets.
Note: AMV-7 (Flamer), M41A3, M40A1 RR, L/60 Mk. 3, NP Flamer, TP/NP Fighter Pilot,TP F-15A/B, NP F-16C/D B25 APG-83, TC F-4C, TP/TC Pattons, V-11M, TR tanks/turrets.
Tweak: O_UAV_AI replaced with B_UAV_AI because English.
Tweak: Su-34 radar now is roughly analagous to the APG-70 (strike eagle radar) config from Aerodynamics Lab mod.
Tweak: Default loadout of AG-200 - AI can't use Mk82s.
Tweak: AA pylons of aircraft to new AL-derivatives. Certain helicopters+UAV retain old pylons for due to old model geometry (RAH-66, AH-64, etc.).
Tweak: Custom loadouts for people.
Tweak: NP humvees changed to sand instead of desert color. Stands out less on most terrains.
Tweak: TR Ka-52, Ka-60 changed to gray/blue default.
Tweak: TP Survivor loadouts now use "Tunic" uniforms.
Fix: Bad animation source on M60A4.
Fix: Inconsistent unit types between TP/Arid turret crew.
Fix: ECM whooshing sounds.
Fix: TP Arid WL set had Woodland troops.

Update: 10 Nov, 2023 @ 10:12am

v1.8.3 - Additions:
Adds: Base class for AH-64E.
Adds: M60A4 to NP.
Adds: SLAP Mag, Tracer mags for M320.
Adds: Engineer tag to Scav/East Drivers.
Adds: Pilot (Parachute) to TR/A, GK.
Adds: Grenadier (Mk17) to TP.
Adds: Grenadier (XM25) to TP. Has pistol ammo like a primary, similar to the Eastern Scav grenadier.
Adds: Yak-131 to GK.
Adds: Author tags to as much as I can find.
Adds: Su-70 to TR/A.
Adds: Su-34 to TR/A, GK. Radar is optimized for A-G, so don't expect to be locking planes at 16km. How far can you lock planes? Try and find out...
Adds: New RVMAT, new texture options to Ka-52.
Adds: Mi-290 to TR/A, GK.
Adds: Mi-290 Pods to TR/A, GK. Due to multiple overlapping Bruhemia Moments, only the Transport+Medical variants are visible in the editor. If you want to access others, use a placeholder object in you mission, and manually edit the mission file with the appropriate classname (Same variant convention as Mi-290).
Adds: Gray texture to T-100.
Adds: BTR-90K to TR/A.
Adds: T-100X to TR/A.
Adds: CH-67 (Non-NX) to TP.
Adds: CH-67 (Unarmed) in regular and NX variants to respective factions.
Adds: SOG Aux missile compatibility.
Adds: T-14 UGV to GK.
Adds: Fallback texture HST for factions.
Adds: New texture options for BMP-2.
Adds: OPFOR pylon options to L-39 series.
Adds: Hand flares to Shock/Specop JTAC/FAC and TLs. Green as signal, since red is used as distress beacon in vehicles.
Adds: Special Forces to NP.
Adds: Scalpel pylon presets for vehicles with BB ones and vice-versa.
Adds: 9K121 pylon preset to Su-25, Yak-131. Wikipedia says Su-25T can fire, though technically I think the one in-game is regular Su-25. Yes, I know they're "reversed" compared to the rest of the missile loadouts. That's how it looked when I googled it.
Adds: Official TP Mission Statement and stuff to Field Manual.
Adds: Basic Pilot camera added to Su-25, Su-34, Ka-52. Since the HUD can't be used to aim worth a damn. It's basically "Stick you head up close to the windshield" mode.
Adds: Faction defaults to 3DEN.
Adds: SAM launcher to TR/A, GK. Includes variant with 9M96E missile (vanilla but with 40km range) and variant with fictional 9M95E missile (vanilla 16km range, but shittier). Can load vanilla S-750 if desired.
Adds: Custom pylons to To-201. "Long" side bays typically empty and center bay used.
Adds: AV-44X to TP/A.
Adds: AH-9 to TP/A.
Adds: Cessna 400 (Casesar BTT) to civilians.
Adds: Cessna 400 (Racing) to users of the regular variant.
Adds: Base class implementation for Cessna TTx.
Adds: Base class implementation for AH-9, MH-9.
Adds: Custom pylons to AH-9. Same options as CH-146, but the AP/HE rockets swap sides so AP is next to the pilot.
Adds: Base class implementation for V-44X.
Adds: IFV-6E/C (Truck) to current users of IFV-6E/C.
Adds: Plow controls for CRV-6E: Action Menu or PgUp/PgDn.
Adds: NX-02 (Truck) to NX.
Adds: IFV-6C, CRV-6E to Civs.
Adds: New NX Entity types.
Adds: Datsun 620 (PKM) to Scavs East.
Adds: Ka-60 to Scavs East.
Adds: Groups and Convoys to Civilians. Pairs have two people, Groups have four. Expeditions have two vehicles, Convoys have four.
Adds: Tracer magazine for MAR-10, Cyrus.
Adds: Steel magazine with green tracers for 5.45x39 mm.
Adds: 5-seven pistol, alternative to four-five using 5.7 ammo.
Adds: NX texture for JLTV, just for fun.
Adds: Kamaz (Racing) to TR/A. Very good generic no-transport version.
Adds: Datsun 620 to TR/A.
Adds: Rifleman (Light) variants to TP, TR.
Adds: Rifleman (AKM, AK-74, AKS-74) to TR/A.
Adds: TP Rifleman (Heavy, EMR). Exactly the same as previous Rifleman (Heavy); see corresponding Tweak below.
Adds: Pathfinder (Mk17), Pathfinder (EMR) to TP/U/A.
Adds: Special EventHandlers for NX Entities...
Adds: Hidden uniforms for glowing VR suits.
Adds: Ability for flare launcher to shoot 25mm HE, AB grenades.
Adds: NEXUS Intruder Program modules.
Adds: Sensor manager to H-9 family (Pylon weapons can use built-in sensors if present).
Adds: Patrol Cap (Military Caps with no mic). Replaces placeholder CUP patrol caps where possible. Thanks to Grave for reconstructing the model to work with existing textures.
Adds: Pulse Laser pod.
Adds: Repair Pack functionality. For best results, place in inventory of vehicle to be repaired, look at vehicle and select repair option. Unreliable when placed on ground for somereason.
Adds: Auto-delete functionality to existing modules to avoid clutter in-game.
Adds: AGM-65G EMP Missile.
Adds: AGM-65G/EMP preset to AG-101, AG-200.
Adds: AIM-120D EMP Missile.
Adds: AIM-120D EMP preset to AG-XXX.
Adds: 155 mm EMP shell and magazine compatible with existing howtizers.
Adds: 20MM TWIN CANNON hardpoint to Rail, Gauss pod for compatibility.
Adds: Improved OpticsIn for TR T-100 series.
Adds: Direct fire SPGs to TP, TR, TC. Similar to how it's done for the Direct variant of the ship gun.
Adds: M230 Turret Ammunition attribute for AH-64E, AV-43. Allows turret to be set to empty, red/Tracer, yellow/Tracer ammunition.
Adds: AP ammunition for M230, sets as default. Probably easier to manufacture in-setting than itty-bitty explosives.
Adds: Ruskie fuel pylon compatiblity.
Adds: Menu scene for Livonia.
Adds: M301 cannon for RAH-66. Needed because of ACE interference. Improved sounds based off a video I found.
Adds: Ammunition attribute to RAH-66 family.
Adds: Small set of BLUFOR New Paradigm units. Includes most standard unit classes, M1025 variants, and basic M1126, M60A4. Groups included.
Adds: Civilains (WZ, Eastern) faction.
Adds: Field Manual entry for Bunker Buster.
Adds: Kinetic rounds for Lancer/MAAWS, Tank Killer. Use as practice ammo or or for situations where low blast is required.
Adds: UH-80 to TP. Basically a late-game heli to distinguish the Scavs and Project.
Adds: Iron Dragon. Asian/Pacific faction. Limited in scope for now. Looks like they went down the Assault Gun and missile tech tree lines, haha.
Adds: Pylon for Jian missile. BI went so far as to reference the pylon magazine in the weapon, but never made the magazine class! So I did that.

Update: 10 Nov, 2023 @ 10:09am

v1.8.3 - Tweaks and Fixes:
Tweak: Tank Crew no longer hold explosives.
Tweak: Pilot/Helipilot/Helicrew/Helicrewchief loadouts.
Tweak: NP Sniper now uses M320.
Tweak: TR, GK Sniper now uses GM6.
Tweak: Scav SMG changed to small ACR-C gun.
Tweak: NP launcher changed to PCML.
Tweak: Removed flashlight attachment from cyborg weapons.
Tweak: Lots of unit loadouts. Fixed inconsistencies everywhere. Scavs have less ammo.
Tweak: TC handgun changed to G17.
Tweak: TC Vests changed whether or not unit has a handgun.
Tweak: Earplugs removed from vehicle inventory.
Tweak: Removes spare magazines from non-combat transport trucks (Transports still have em to rearm).
Tweak: Vehicle transport cargo is now consistent, and I have a Notepad doc explaining everything.
Tweak: Facewear randomization improved.
Tweak: TP Vehicle tex's no longer have 50-50 camo net randomness. Default Arid net for arid faction.
Tweak: Regular soldiers are a little less heavily armed.
Tweak: Increased brake distance of most planes.
Tweak: Static radar emmission control set to Active by default.
Tweak: Missile incoming/lock sounds * should * now be consistent using Jets DLC standard or other appropriate source (heli/jet faction,etc.).
Tweak: ArmorStructural of AH-64E increased to make it feel a bit tankier.
Tweak: Default pylons of Ka-50/52 changed standardized.
Tweak: NP CH-47 now has heli crew in the crew seats.
Tweak: Civilian faction naming convention.
Tweak: TP Rifleman (Heavy) now carries Mk17 rifle and is called Rifleman (Mk17). Classnames unchanged.
Tweak: The Reclaimers now use metal magazines for 7.62x39 mm. Much more reliable, especially in the apocalypse, Mr. Squidward. Everybody wears leather. I mean... what?
Tweak: Kamaz trucks now have cages where applicable. Some base classes were changed but that's just for the cage version.
Tweak: Secondary texture for JLTV/Leopard.
Tweak: Groups updated for consistency.
Tweak: HEMTT naming convention is now real designation.
Tweak: Warlords requisition presets to match intended faction vehicle assignments. Mainly because I wansn't sure how I wanted to assign vehicles to the TR/GK at first.
Tweak: Scavenger AI skill levels set via EH.
Tweak: Pylons on F/A-18XE to allow SOG:PF bombs like the bigass 2000 pounders.
Tweak: Inner/Outer pylons of default F/A-18XE swapped.
Tweak: Target Size of MEKO 200.
Tweak: ATGMs removed from most Eastern vehicles where possible.
Tweak: Some vehicle loadouts.
Tweak: Ramp action icons for helicopters with ramp (CH-67).
Fix: TC Boats had wrong magazine.
Fix: APDS/SLAP magazines had identical initSpeed. Special rounds are faster with same ratio as GM6 mags.
Fix: Re-stated mag/weap config for AMV7 mortar.
Fix: Ditto for AMV-7 Command, which caused improper coax MG smoke clouds.
Fix: P-8A would spawn with zero velocity.
Fix: RAH-66 AA preset was all kinds of fucked up.
Fix: CH-67 (non-NX) had auto-repair.
Fix: BMP-T Sand texture had broken filepath. WS Gray/Black used as placeholder turret tex.
Fix: Broken blue tex's for To-201/4. Looks like the Aegis textures broke.
Fix: TP Arid Cobra MGS had woodland camouflage net.
Fix: Leopard designation to M1240.
Fix: No entry 'bin/config.bin/CfgWeapons/ItemInfo.scope'. If anything breaks or behaves weird, vent to Scion Conflict devs, not me.
Fix: CUP/SC Stryker Exhaust1 conflict error. If anything breaks or behaves weird, vent to Scion Conflict + CUP devs, not me.
Fix: NX-04L UGV preview picture.
Fix: NX Vehicle group naming.
Fix: T-41, V-44X variants had non-parachute pilots.
Fix: Rail/Gauss pod "tracers".
Fix: M230 30x113 mm ammo had no tracers.
Fix: Ruskie names for eastern european factions.
Fix: Typos and fixes for Field Manual entries.
Fix: CAS (Cannons) preset for Mi-48.

Update: 30 Aug, 2023 @ 3:21pm

v1.8.2:
Adds: Ka-50 to GK and their WL req preset. Same aesthetic as Mi-48.
Tweak: Eastern Scavs CUP helmet replaced with Luchnik.
Tweak: SlavUshanka's TR loadout now uses new AK-74 from Aegis.

Update: 10 Aug, 2023 @ 7:48pm

v1.8.1: "Just a small update to add the Su-25 to a faction I fogor"
Adds: FIM-92X using SAAMI stuff. Reloadable. Replaces existing FIM-92 for all units. Weaponboxes adjusted for generic, TP, TC, Scav, NP.
Adds: Su-25 to Eastern Scavs.
Adds: Su-25 groups to TR, Eastern Scavs.
Adds: To-204 to TR, WL List. Non-stealth To-201, since it's hard to maintain things post-Collapse.
Adds: F/A-18XE to TP, WL List. Similar concept to To-204. Slightly buffed armorStructural from 2.
Adds: Combat Coveralls for TP. No-pat Tanker Coveralls. May also be used as alternative flight suit. ACE G-force reduction.
Adds: Nuclear variant of Venator, BGM-209N Venator-N with and pylon mount. Basically a really big boom for now.
Adds: BGM-209N Mk41 VLS Silo launchable.
Adds: Pylon for BGM-209/Cluster/N, new pylon preset STRIKE (BGM-209/N) for AG-101, AG-200.
Adds: G-force reduction to NP/NX PIlot coveralls, Cyborg coveralls.
Adds: AD Radar (Tower) to TP, NP, TC, TR, GK.
Adds: AD Radar to TP, TC, NX.
Adds: ASAT Radar to TP, TC, NX.
Adds: Datalink send/recieve for NX vehicles.
Adds: Datalink to JAS-39E, To-201 series, AH-64, V-44X.
Adds: Datalink recieve to most planes.
Adds: Plane groups to GK.
Adds: Base class for AL-6 drone. Renamed to CQ-6.
Adds: AQ-6 (demining drone) to TP, TC.
Adds: AL-6/CQ-6 drone to TP, CIV, TC.
Adds: Custom leaflets for drones.
Adds: Flare magainze for demining drone.
Adds: RQ-2A to TP, adjusts NP version using base class.
Adds: MQ-4A/Empty/CAP to TC.
Adds: To40 (Empty)/(CAP) to GK.
Adds: MQ-9 to TP/A, TC.
Adds: Pchela-1T to TR/A.
Adds: V-53 to NX. Helicopter-like alternative to V-54, since the VTOL function is finnicky.
Adds: AV-43 to TC, NX.
Adds: NX-04/L, UGV variants. Was supposed to replace NX-03 but I'll leave it in for legacy purposes.
Adds: Heavy Laser weapon. The ammo was configged for a while but I didn't have anything to fire it until now.
Adds: Repair backpack. Currently non-functional.
Adds: Auto-repair to NX vehicles. Script by Doggifast. Truly in awe of this. Uses pre-compiled function B47_fnc_WZ_NanoRepair.
Adds: cfgSounds. Includes Laser Satellite warnings, build sounds, interface sounds. There's a lot. It was kinda fun adding them.
Adds: .wss sound for plasmite flamer.
Adds: Modules for Missile Launch/Warhead Detonation countdown. See Module Description for details.
Adds: Mk82 dual rack to dual rail. Presets adjusted where appropriate.
Adds: AT Landmine bombs, goes on B_GBU12/dual pylon. Presets added to A-10D.
Adds: Music Module. Finally.
Adds: Water Tile. It looks bad, but it's part of the Arma 3 game files. You can swim in it. 40x40.
Adds: More music recovered by Martin Severn. Ambience/Long. Long has extra sounds like thunder in there and occasional musical fills.
Adds: P-8A to TP/A. To round out the idea of a Pacific expedition since one of the ideas floating around in the WZ community for a post-campaign mission set is in the Pacific.
Note: AFAIK you can't kill the thing with any less than two cruise missiles. I'm not very sure why.
Adds: Orbital Laser Ammo.
Adds: LasSat script and module.
Adds: NX Tank Crew (2) to groups.
Adds: Mk21 Scourge launcher to NX.
Adds: Mk49 Seraph launcher to NX. Kinda like a mini rocket-mortar. 105mm HEAT-MP-T.
Adds: Mk21 Scourge ATGM launcher for NX.
Adds: Rifleman (SMG) to TP, TR.
Adds: Pathfinder (SMG) to TP.
Adds: M60A4 to TP. Intended to keep the hull relavent for any high-tier things ya do. Vanilla 105 does more damage than old CUP one.
Adds: VIS Laser Pointer (Red/Green/Blue) using vanilla model. Blue is like a xenon color. Incorporates into TP SF TL/JTAC, TC Shock TL/FAC, most regular NX.
Adds: Laser Pointers (Defunct). Vanilla model. No laser of any type. Use in scripts or for drip.
Tweak: One extra Sahr-3 added to CAP loadout of Yak-131, Su-25.
Tweak: Su-25 ArmorStructural set to 2 to match Yak-131. Yak still has slightly more armor.
Tweak: IR target size of NEXUS vehicles.
Tweak: Particle effect of Ripple Rockets.
Tweak: AA Groups now have assistants as needed.
Tweak: EjectDamageLimit of NX aircraft upped to allow time for Auto-Repair to do its thing.
Tweak: DisplayName of 8rnd BGM-209 Cluster for Harpoon launcher.
Tweak: TP Pilot outfit. Weird model glitch when using fighter jets.
Tweak: Increased armorStructural of V-54.
Tweak: UAV Operator (backpack) classes hidden. I didn't make custom backpack classes.
Tweak: Flashlight on Cyborg Laser is now white and IIRC a bit stronger than vanilla.
Tweak: Laser "chargedump" sound removed.
Tweak: Armor of V-54. Will now be attacked by Stingers.
Tweak: EjectDamageLimit of NX planes, since Auto-Repair works.
Tweak: Armor of NX planes toned down just a bit.
Tweak: Artillery computer added to Mk45 Direct, Leopard GMG, Stryker Mk19, BTR-90 as an option (such as for grenade launchers; doesn't work on many other vehicles).
Tweak: Init Speed of Scourge bumped from 30 to 40.
Tweak: Titles added to WZ OST tracks.
Tweak: Music player script default entry for Menu (Alternate) replaced with new ambience. The alt menu track IMO is more like for a trailer or something.
Tweak: Crater type of lasers.
Tweak: Lasers glow now.
Tweak: "Boat" missile launchers with custom names now include the IRL name in the naming convention e.g. Mk49.
Tweak: Boat missile launchers base classes used, new preview pics.
Tweak: TP SMG changed to Sting. It's 9mm, which is generally more common from what I can tell. Use .45 if ya want, it's not like the apocalypse is standardized (despite how uniform everything is in the mod LMAO).
Tweak: Tigers now use regular, not long, cannons.
Tweak: M1 abrams/python now uses vanilla-type weapons where possible. Your cannon holds two extra rounds. You're welcome.
Tweak: Mantis gunner weapon name is US version. It's literally the same gun.
Tweak: NX IR pointers changed to red.
Tweak: NEXUS uses their lasers by default.
Tweak: Dispersion of AI fire modes for Needle Gun, Pulse Gun, R-0X, vehicle laser/railguns.
Fix: Scourge magazine description text.
Fix: TR Arid Su-25 preview pic.
Fix: Scav Arid Kevlar Rifleman (AA) loadout.
Fix: Missing semicolon in every Launcher box.
Fix: Uniform ground holder textures.
Fix: NX uniform is not longer be invincible with ACE loaded. Also can actually be hurt and not just bruised to all hell. Try aiming for parts that aren't covered in armor, especially on the Cyborgs.
Fix: GK UAV Controller has BLUFOR terminal.
Fix: Laser hit sounds.
Fix: AI ejection should now obey ejectDamageLimit for NX aircraft. Testing revealed that the hardcoded 0.1 is fine (albeit conservative) for vanilla planes.
Fix: Naming of AG-101 AGM-154C loadout.
Fix: init speed of vehicle Scourge set to 140.
Fix: Mk41 ASAT/ESSM modes not showing. Basically, treat ASAT like a high capacity Defender. ESSM version would need to be manually added since I only meant it to be an internal parent class and testing weapon.
Note: Fly low to avoid the ASAT launchers.
Fix: BGM-209 now uses a separate model for the proxy. New ammo classes by me with a proxy change, only affects pylon weapons.
Fix: M2A4 TUSK coax muzzle effect.
Fix: Pathfinders are no longer considered Marksmen/snipers. Now specops.

Update: 14 Jul, 2023 @ 9:00pm

v1.8: Expedition
Adds: A-10 to TP. Not in TP Warlords list.
Adds: RAH-66 to TP. Not in TP Warlords list.
Adds: Whirlwind, Avenger, Vindicator to TP. Not in TP Warlords list.
Adds: ZSU-35-2, BMP-T (Unarmed) to GK. Yes, I know the textures are like that.
Adds: New texture options for T-100 Family.
Adds: Karatel to GK.
Adds: Zodiac/Assault Boat to TP.
Adds: PBX to TR, GK.
Adds: To-40, Su-70 drones to GK.
Adds: To-201 to GK.
Adds: Standard GBU12 hardpoint to GBU12 (Pre-Jets A-164 mount version).
Adds: Su-25 to TR.
Adds: Yellow TE4 ammo to M230.
Adds: MQ-12/NX to NX, TP.
Adds: MEKO 200/Fregata to TP.
Adds: Mk45/Direct to TP. Mines swapped evenly with IR/Laser Guided. Players can hop in an empty gun and control it.
Note: For some reason, the get in point is on the top-right and requires some sort of scaffold.
Adds: Mk41/ASAT to TP, NX. No Cluster. Players can hop in an empty VLS (back right near red square) and control it.
Adds: RIM-162 ESSM magazine for Mk41 VLS as an option. classname B47_WZ_18Rnd_RIM162_VLS. Quad pack (72 Rnd).
Adds: Generic WZ Vehicle Ammo crate in English, Russian.
Adds: unitInfoType for Cyborg units. WIP, so everything probably looks the same right now.
Adds: Laser Scanner, Visual Target, IR Target, IR Target Size, Incoming Missile Detection System to Cyborgs.
Adds: TFAR LR Radio to Land Rovers. Equivilant to radios in Vipers.
Adds: Sand/Olive/Other color options to applicable vehicles.
Adds: CRV-6E to TC, TP/A.
Adds: 75 round RPK mag with green tracer options (not just yellow).
Adds: INDFOR scavs but with AKs and Russian language.
Adds: Woodland, Arid ghillies to TP. Woodland has Arid variant for places like Altis or something.
Tweak: Cage color on sand BMP-T.
Tweak: Mortars now cost 750 in Warlords instead of 250.
Tweak: UGBs removed from Yak-131 default loadout.
Tweak: Yak-131 can carry SEAD missiles, limited Western missiles.
Tweak: Display name of "Flashlight Battery" changed to "Flashlight Laser Battery" to avoid confusion.
Tweak: M230 helicopter gun now uses custom ammunition. 30x113 is real, 30x173 was previously used.
Tweak: ASRAAM (AIM-132) is now an option in most places which accept AIM9.
Tweak: Scourge Missile Init time removed, penetration adjusted.
Tweak: Hitpoints of NX planes.
Tweak: Hitpoints of modded uniforms/armor.
Tweak: Cyborgs and NEXUS units do not have fall damage.
Tweak: Crouch possibility for Cyborgs.
Tweak: Map/Compass/Watch removed from Cyborgs with INU.
Tweak: TP Desert/Woodland uniforms now use M81/Chocolate Chip instead of what came with the template.
Note: Camouflage tex by Seb with ACP, modified by me with template from Pete's Texture Templates repository. Some extra texes are included for testing but not used. Feel free to take a look.
Tweak: TP Sniper is now basically an EMR Sharpshooter with Ghillie and bipod. Camouflage updated. Urban doesn't have ghillie.
Fix: Faction flag for Greater Khanate, TP set to appropriate placeholders.
Fix: Spelling error in Sand texture source for BMP-T.
Fix: Muzzle flash removed from Needle Gun, Cyborg Laser.
Fix: Scourge Field Manual text.
Fix: Scav Machine Gunners had two first aid kits.

Update: 30 Jun, 2023 @ 6:55pm

v1.7.4:
Adds: Pathfinder to TP/ warlords req.
Adds: Entries in config param availableForSupportTypes[] for applicable base vehicle classes.
Adds: Base class for non-NEXUS variants of NX helis. Basically a regular AH-66 but without the giga OP jammers.
Note: classnames may be confusing. AH66, CH67 is NX, RAH66 is standard.
Adds: Sand texture option for BMP-T, (hidden) ZSU-35-2.
Adds: New color variants of TR uniform. Only for non-Light because Light doesn't have multiple texture selections.
Adds: Jet Ski to CIV, SCAV, TP, TR, GK. Basically a naval Quad Bike.
Tweak: Hidden BMP-T variant base classes un-hidden. Still unavailable in faction, but it's in the Virtual Garage.
Tweak: Ka-52 user actions for gunner swap. Not fully fixed, but partway there. Still enhanced functionality over basic tho.
Tweak: Coaxial ammunition lowered on M60A3, FV4034, Python. (Scorp/FV/Pyth 3 to 1)
Tweak: TR Pilot uniform.
Tweak: Unit sounds (breathing, gear, etc.) specified as vanilla sounds, not overridden when SOG:PF loaded.
Tweak: IR Target Size param adjusted of units with adjusted Radar Target Size.
Tweak: Pathfinders have map/compass.
Tweak: TP Rifleman (Light) now has regular length rifle.
Tweak: Naming convention of rolled sleeve uniform shortened.