Arma 3
Total Warzone - Warzone 2100 Factions
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Update: 19 Mar, 2023 @ 10:06pm

v1.6.1:
Adds: Chalk rounds for SG-12K. Practice, and/or goofing with ya buddies are the intended purpose. Doesn't hurt, I promise...
Tweak: Improved field manual entry for The Reclaimers.
Tweak: TR Brendo loadout, backpack fix.
Fix: Displayname of 12GA magazines for SG-12K.

Update: 18 Feb, 2023 @ 9:01pm

v1.6 Hotfix 1:
Fix: Bad classnames in TP/TP_U Warlords presets.

Update: 18 Feb, 2023 @ 11:45am

v1.6: Synaptic Link
Adds: Synaptic Link. Currently in the form of an NVG. Improved features planned.
Adds: Inertial Navigation Unit. Alternative GPS integrated into helmets.
Adds: Cyborg Helmet. Final production model as seen worn by warriors of the Collective and NEXUS. Synaptic Link Equipped.
Adds: Cyborg Helmet Prototype. Used for rapid prototyping in cyborg research, may also be seen as a combat helmet. Synaptic Link Compatible.
Note: Helmets are compatible with ACE Hearing.
Adds: Cyborg Armor. Supposed to be a walking tank.
Adds: Pilot Uniform [NP].
Adds: Ability to set dates from 1900 to 2150 in 3DEN and Date module (no more scripting in init files to do that)!
Adds: Civilian Presence presets.
Adds: Headgear randomization to Civilians. Use `this setVariable ["BIS_enableRandomization",false];` in the init line of a unit to disable.
Adds: Warlords requisition/spawn presets. Check CfgWLRequisitionPresets.hpp for some extra code I suggest to put in the description.ext (blacklist, garrison list, etc.)
Adds: Special Forces/(Urban) subcategories.
Adds: Album cover textures for additional soundtracks.
Adds: Field Manual for Total Warzone/WZ2100
Adds: Whirlwind AA emplacement to TC (CIWS turret).
Adds: Bunker Buster, derivative of Scalpel with almost no outwards blast and limited ability to seek/steer. Think of it like a heavy rocket. Replaces Scalpels on AH-64.
Adds: New defunct NVG model.
Adds: LRPS with AMS sight (GAP reticle). Replaces current LRPS for TP.
Adds: LRCO variants with MRCO sight, defunct (non-illuminated) version. Replaces MRCO for The Project.
Adds: Viper (HMG) with top turret and full passenger seating. Previous Viper (HMG) renamed to Viper (HMG, Heavy), classnames unchanged.
Adds: AMV-7 Cobra (BB) with bunker buster missiles. Sorta like a different flavor of Scourge Cobra?
Adds: Cyborg Coveralls, gray coveralls from vanilla game, but with gloves. Technically, they buff your health to get the whole "cyborg" effect, so try to only use them for cyborgs.
Note: Std. Gloves matches vanilla NATO-style uniform (TP, NX), Alternate matches vanilla AAF style uniform (NP).
Adds: More menu scenes/angles.
Adds: VR Northern Sector, primarly for prototyping things.
Adds: HEMTT Repair/Box to TP, NP, TC, NX.
Tweak: NP loadout now has ACR instead of M4/M16. Some attachments may be changed for enhanced compatiblity.
Tweak: NP SMG replaced with short ACR.
Tweak: Scavenger rifle switched to ACR because you know why... come on, play like 5 missions of the campaign missions in WZ2100 if you can't figure it out! Plus, it looks better. Arid warlord helmet changed.
Tweak: M9 replaced with vanilla P07, M1911 replaced with C-1911.
Tweak: TP pilot uniform swapped to Polo shirt. Otherwise the boots didn't match, and I didn't want to give them a Nomex flight suit, or retexture for that matter. ACP has a generic green one that matches pretty well.
Tweak: TR pilot uniform swapped to Survivor Smocks. No visual change, just for internal consistency.
Tweak: TC helmets changed to non-enhanced type.
Tweak: TC shock vests changed to gray color from black.
Tweak: TC, NP units now use saber light instead of regular light.
Tweak: TC MP7 replaced with PDW2000.
Tweak: Adjusted some cfgGlasses weights.
Tweak: Civilan backpacks.
Tweak: Needle Gun swapped to use the "RAICR" model from Scion Conflict. It's a railgun in SC, and it wasn't there when I originally made the Needle Gun. Now accepts rail stuff.
Tweak: Needle Gun magazine now holds 24 needle darts rather than 10. Classname unchanged, still says 10.
Tweak: Some NX weapon attachments changed to be compatible with the new rifle model. Marksman optic is SOS, bipods removed.
Tweak: New cyborg helmets added to appropriate loadouts. GPS removed if applicable.
Tweak: New cyborg armor/vest added to appropriate loadouts.
Tweak: Naming convention of Cyborg Backpacks. They still reference factions instead of colors because of TFAR compatibility. Radio Packs unchanged for continuity.
Tweak: Model swap for NX pilot uniform with gloves, to match the boots and gloves with the uniform.
Tweak: Uniforms used by cyborg soldiers changed to Cyborg Coveralls. NX cyborgs unchanged.
Tweak: Armor protection removed from NEXUS combat fatigues. Display name changed to use NX instead of NEXUS for all NX uniforms. "Health" armor changed instead.
Tweak: ACE Hearing Protection added to TP Combat Helmet (enhanced/camo).
Tweak: L-39 handling. Cannon removed.
Tweak: Suffix letter for IFV-6 variants capitalized.
Tweak: Missile Cobras given proper identifier for missile type.
Tweak: IFV-6A Panther AA gun reverted back to vanilla weapon to represent Cyclone AA Flak.
Tweak: Explosion/crater effect of Ripple Rocket.
Tweak: Viper (Light) is now a variant of the standard Viper with commander MG.
Tweak: Base classes implemented for Viper. Improved texture options available.
Tweak: Base classes implemented for Mantis.
Tweak: Base Classes implemented for Python.
Tweak: Python shell loadouts - uses "simpler" shells requring less specialized manufacturing.
Tweak: Cobra MGS optics given to Python.
Tweak: Tank Commander now commands Python, Mantis.
Tweak: Optics standardization, removed/adjusted advanced optics from many vehicles.
Tweak: Wrangler given red tracer magazines.
Tweak: HMG static turret given red tracer magazines. Cannot be disassembled (no backpacks exist for it).
Tweak: TP turret gunners switched to regular riflemen.
Tweak: Fallback hiddenSelectionsTextures set in base vehicles to match the intended faction if randomization script fails (if spawned via script on dedi).
Tweak: Removed "charge dump" sound from railguns.
Tweak: rail/laser sound volumes.
Tweak: TP Sharpshooter (SLR) is now Sharpshooter (EMR) with LRPS optic.
Fix: cfgPatches was inconsistent across PBOs which lead to some problems.
Fix: Author param of custom NVGs, helmets, weapons.
Fix: Backpack removed from Cyborg (Undersuit).
Fix: Handgun removed from TP, TR Crewman.
Fix: Wildly inconsistent handgun ammo counts. Most have three mags. Dedicated grenadiers (M32/XM25) get six mags.
Fix: Weapon animations, effects on IFV-6A, AMV-7, NX-02, etc.
Fix: NX-01 Truck commander optics.
Fix: Civ. Viper hotfix phased out.
Fix: Broken vehicle weapon animations.
Fix: Preview picture for JAS-39 added.
Fix: Boat, tank, etc. inheritance issues.
Fix: Broken TR Zu-23-2.
Fix: Turret crew assignment for arid TR BMP2 AA.
Fix: Icon showing up next to terrain selection.
Fix: Closure Sound removed from Laser weapons.

Update: 29 Nov, 2022 @ 9:23am

v1.5.3:
Fix: Civilian arid Viper could only hold a driver. Band-aid fix, proper fix will come with a wider-scale inheritance fix for the rest of the mod.

Update: 27 Nov, 2022 @ 10:25pm

v1.5.2
Adds: Combat Uniform (Tee, Light) to TP.
Adds: Survivor Smocks, Survivor Smocks (Light) to Scavs, Civs.
Adds: Preview pictures for Scavengers, Civilians.
Tweak: Brendo loadout.

Update: 4 Nov, 2022 @ 5:53pm

v1.5.1
Adds: JAS-39 to The Project. Not planned, but made a generic skin for fun and found the vanilla gray was the exact same shade as the color for TP.
Tweak: AG-101/100 anti-ground threat.

Update: 20 Oct, 2022 @ 10:09pm

v1.5: Goth Update (Thanks for the name, SpooNNNeedle)
Adds: Warzone 2100 Aftermath Soundtrack by LupusMechanicus, Zeus category for Aftermath soundtrack.
Adds: New standard textures for TP uniform. Now with camo, and some extra gray to help match the Base uniform.
Adds: New Combat Helmet for TP. Level IV across all types. I can smell the gray plastic in the sun through my computer screen.
Adds: Editor subcategories for tiers 1 througn 4. No units, but they do exist.
Adds: Flags and flag poles for WZ factions.
Adds: New NVG retextures. Defunct versions are also present. It took a bit of jerry-rigging cause ObjectBuilder broke.
Adds: Ground holder items for custom weapon attachments.
Adds: Yellow tracer 9.3mm ammo.
Adds: Green, yellow tracer mags for MG5.
Adds: The Reclaimers, a Warzone 2100-inspired BLUFOR faction. Location is broadly eastern Europe.
Adds: TP Urban uniform, in T-Pattern. Finally getting back at the roots of my first ever mod, TP Demo.
Adds: Insignia patches, Alpha/Beta/Gamma Team patches.
Adds: AK/S-300/K/GL series. Similar to AK-107/8/9, but with better .rvmat, sounds, magazines, and more caliber options. Uses vanilla-compatible GL.
Adds: SG-12K. Saiga 12K but modified.
Adds: SG-9/K. Saiga 9/PP-19 Vityaz but modified.
Adds: Some custom rails for vanilla opfor pylon missiles/rockets/bombs. BI was lazy.
Adds: Custom characters for some more campaign players.
Adds: NX-01 (Truck), a NEXUS truck.
Adds: NX-01 (RV), open M2.
Adds: More texture options for NX-01 variants.
Adds: More texture options for NX-03 variants.
Adds: NEXUS armor, air groups.
Adds: Custom countermeasures for NEXUS combat vehicles and aircraft.
Adds: Preview picture to NEXUS VR Entity Soldier.
Adds: Anti-Tank Ripple Rockets and new M5 variant. Existing "Ripple Rockets" M5 renamed to remove this designation.
Tweak: Uniforms with built-in insignias updated to use new patches.
Tweak: TP helmet standardized.
Tweak: Menu name for ATD soundtrack renamed to Legacy soundtrack. Classnames unchanged.
Tweak: CQC Specialist given AA-40, loadout tweaks.
Tweak: TP insignia removed from TP uniforms.
Tweak: Better organized factions core using header files.
Tweak: Flight model of L-39ZA. Still not the greatest match though.
Tweak: All AMV-7 Cobra, "combat" transport vehicles are now medical vehicles. Not just turretless.
Tweak: Transport helicopters, V-44 X Transporter are now medical vehicles.
Note: This may be a bit OP in vanilla, but it just makes things easier with ACE.
Tweak: Naming, category of no-turret Cobra.
Tweak: Removed floatiness of NX-03 cause that causes problems.
Tweak: HEMTT naming convention to better match other vehicles.
Tweak: TP Base Officers given polo shirt.
Tweak: Laser designator added to NX-02 commander.
Tweak: Camonets cannot appear by default on vehicles.
Tweak: Other animation sources changed to only have 1 or 0 chance.
Tweak: Laser removed from AG-100, since that's supposed to be the fighter.
Tweak: Elevation minimum on M5.
Fix: ScopeArsenal replaced with ScopeCurator for base vehicles.
Fix: Scorpion inheritance - loader hatch is no longer open.
Fix: NX-01 inheritance.
Fix: New inventory pictures for TP uniforms.
Fix: MBT-52 inheritance.
Fix: NX-03 inheritance.
Fix: NX-02 inheritance.
Fix: Speedboat inheritance.

Update: 13 Oct, 2022 @ 11:21am

v1.4.1:
Adds: M2 turrets to New Paradigm, The Collective.
Adds: M252 mortar to New Paradigm, The Collective.
Adds: Red magazine for MG5. Always 150 rounds, even with ACE. TE4 and TE1 variants.
Adds: "Universal" SPMG coaxial weapon.
Tweak: MG5 now takes red tracer magazine by default.
Tweak: The Great Tracer Swap (red tracers instead of yellow).
Tweak: NP Squad Leader has two magazines swapped with tracers.
Tweak: Scav Warlord given 4 magazines, two of which are tracers.
Tweak: Camo nets will not spawn by default.
Fix: Coaxial turret effects for vehicles with SPMG coax.

Update: 8 Oct, 2022 @ 4:36pm

v1.4: Future Firepower
Adds: Name parameter to cfgPatches entries.
Adds: Steam Workshop link.
Adds: RG-01, RG-02 Railgun, based on MAR-10 and Cyrus respectively.
Adds: TP Red/White Polos for non-sec uniforms.
Adds: Fire mode overhaul to advanced weapons.
Adds: More original WZ sound effects that probably aren't used yet.
Adds: Interface beeps from WZ. No use now, but you can _probably_ use them in neat scripts.
Adds: Electronic discharge sound to advanced weapons.
Adds: Rail Gun Coil Extensions for the new rail gun. Depending on variant, they increase velocity, as well as audible signature.
Tweak: Excessive screen shake removed from large rail dart ammo types.
Tweak: Removes special code for Speedboat Minigun view. Driver still looks down a bit.
Tweak: Rail/Laser weapon recoil lessened, but not removed.
Tweak: Visible fire, audible fire of rail, laser ammo adjusted.
Tweak: Rail dart family projectiles rebalanced.
Tweak: MXA1 suppressed sound now matches the suppressed Mk-1 EMR.
Tweak: uiPicture for MXA1 M now shows Sniper symbol.
Fix: Magazines are explictly defined for MXA1, so the correct ones should load by default regardless of mods loaded.
Fix: Error on load because I fogor to put A3_Characters_F into a certain cfgPatches.
Fix: Materials of TP/TP Arid Polo outfits are fixed.
Fix: Scavenger (Arid) turrets now show up in the Zeus interface.

Update: 13 Jul, 2022 @ 7:42pm

v1.3 Hotfix 1:
Adds: Rail "B_AIM9_RAIL" to magazine "PylonRack_1Rnd_Missile_AA_04_F". Patch of vanilla rail. String added to array. No overwrite.