Arma 3
US CAG-Delta Force [NIA]
31 Comments
LotusViolet 14 May, 2021 @ 5:43am 
thanks man. imma play this game during summer
jarrad96 [4SFG]  [author] 13 May, 2021 @ 4:00pm 
Yes, all my factions are ACE3 compatible, it says so in the description.
LotusViolet 13 May, 2021 @ 7:29am 
compatible with ace3?
too lazy to find out myself sry :p
CharlieDontSurf 11 May, 2021 @ 2:55pm 
Really like the ranger one you made.
XH2 10 Jul, 2020 @ 7:18am 
please make original multicam
jarrad96 [4SFG]  [author] 18 Apr, 2019 @ 4:47pm 
I just messaged the creator of those MP7's, they are going to look into it and try to fix it.
BNsonear 18 Apr, 2019 @ 6:38am 
Dear jarrad;
I also experiences the ballistic issue with MP7. I beg you developing the SFF-R version of your gorgeous Delta Force mod, too.

One more: your fascinating German Special Force also uses the same MP7 mod. If available, please consider updating that mod also. Thank you very much.
jarrad96 [4SFG]  [author] 6 Dec, 2017 @ 1:55pm 
Notice- For ease of use the dependency list on Steam has changed to use the NIA All-In-One. The mod does not require every NIA weapon pack, and the individual weapons used can be found in the text for those who would rather use each pack individually.
Altair 5 Nov, 2017 @ 1:39pm 
Alright, thanks for the response.
jarrad96 [4SFG]  [author] 5 Nov, 2017 @ 1:14pm 
Hmm, I'm not sure why they would be doing that- the ballistics are made by the same person and they did both the standalone and RHS MP7 at the same time. I might ask them about it, see if I can get it fixed.

A SFF-R version of this is going to be a thing, just working on the IND FIA right now.
Altair 5 Nov, 2017 @ 6:07am 
Hey Jarrad, something I've found while testing the Special Element that the MP7 used is a bit wonky in its functioning. Upon taking it to the Arsenal I found that the rounds are arcing abnormally high causing you to overshoot targets when aiming at Center mass. I was wondering if perhaps you'd make a SFF-R version that uses the RHS USAF MP7A2 as that version of the MP7 does not have the abnormal arc and functions very well.
jtareb1 24 Oct, 2017 @ 8:21pm 
thx that worked

am now getting this error
23:13:00 Warning Message: No entry 'bin/config.bin/CfgVehicles/B_CAG_Rifleman_01.vehicleClass' .

does not effect game play
jarrad96 [4SFG]  [author] 21 Oct, 2017 @ 3:03pm 
Try that- I missed a dependency on the list.
jtareb1 21 Oct, 2017 @ 11:41am 
AT soldier missing AT_4...no config set up. I checked Orbat and the soldier is missing the AT-4
jarrad96 [4SFG]  [author] 20 Aug, 2017 @ 4:10pm 
Updated workshop page with new images and some text corrections.
jarrad96 [4SFG]  [author] 26 Jun, 2017 @ 6:34pm 
Yep, it's a technical limitation with how I created the units, I don't have the ability to change it :( - Note that changing kit post-start is fine, so rigging up like a gear script to trigger 2 seconds after start, or using an arsenal or anything else that's ingame rather than editor, works without issues.
Doge Dogeington 26 Jun, 2017 @ 6:08pm 
Great mod but for some reason when I edit a unit's loadout in the editor and try to play as character, the equipment goes back to the character's default loadout. For example, if I am playing a unit who has the basic loadout of a mk18 and multicam and I give him a SCAR and M81 camo, it'll show my edited loadout in the editor and the arsenal but when I hit play scenario it goes back to how the unit came. Any idea on whats the issue?
jarrad96 [4SFG]  [author] 14 May, 2017 @ 8:49pm 
Updated- MP7's are now a dependancy link in order to garantee the most up-to-date weapons. They now have additional camo patterns, Inventory icons, improved Arsenal support and much improved ballistics data.
7ANNER 14 May, 2017 @ 1:29am 
Woohoo!!!
jarrad96 [4SFG]  [author] 12 May, 2017 @ 6:17pm 
Faction is now fully compatible with the Dynamic Recon Ops scenarios.
jarrad96 [4SFG]  [author] 25 Apr, 2017 @ 6:35pm 
Possible for some parts of the mod, but I wouldn't be able to get it 100% dependency free- I have permission for the SFF vehicles/weapons, meaning the MP7, the VSM uniforms and the insignias, but not for SMA weapons or CBA. The reason I decided NOT to include the above mods in the download and instead have them as a dependency was to reduce file size if you were to download several of my factions at once- many of them share content so you would end up with un-needed duplicate files.
7ANNER 25 Apr, 2017 @ 4:31pm 
Would it be possible for you to get permission from the other mod developers you use to include their relevant parts in your pbo with acknowledgement so we don't have to dl a ton of other mods? This looks great but I'm reluctant to download it because of that and that you mention it doesnt work as player faction on Dynamic Recon Ops, which is what I play mostly lately.
Otherwise great looking mod and really great pics!!!
jarrad96 [4SFG]  [author] 29 Jan, 2017 @ 2:16pm 
US CAG/Delta Force updated.

Added M2 50. Cal HMG to faction.
Improved Direct Action teams.
Added Hk416 to some units.
jarrad96 [4SFG]  [author] 29 Jan, 2017 @ 1:54pm 
Oh yeah, seen that pic. I'll introduce a few Hk416 and Hk416 CQC's into the faction in the next update, along with a bug fix for the missing icon on one group. Should be out within 48 hours, tops. Thanks.
shock trooper 29 Jan, 2017 @ 1:42pm 
That's pretty strange, I haven't seen a picture of Delta post 2010 using anything but 416's. Here's an extremely recent pic of them in Mosul with 416's and signature Geissele rails- http://i.imgur.com/HORUWt0.jpg
jarrad96 [4SFG]  [author] 29 Jan, 2017 @ 1:38pm 
Really? The consultant I was talking to said they deploy with Mk18's as of early December 2016, but Delta can really run whatever they want- He gave me an example of a guy in a delat team who ran a G3 a few years back, simply because he likes the gun.
On the blank unit symbol, yes, that is a bug, I'll fix it.
'tistic_Rizz 29 Jan, 2017 @ 12:40pm 
Something I noticed in zues, was when I spawned some of CAG's teams (like the assualt team) there'd seem to be a 4th unit with out a symbol (just a blank circle) and when I spawned them in there would only be 3 guys instead of 4. I dont know if this is a bug or not, but I felt like you should know.
shock trooper 29 Jan, 2017 @ 7:17am 
Interesting to go with Multicam Tropic for CAG. One thing you probably should change though, the rifles should be 416's, since CAG/Delta has pretty much only used those as standard rifles since 2004.
QuintusJ 28 Jan, 2017 @ 6:23pm 
Nice!
Subutai 28 Jan, 2017 @ 5:29pm 
Think you could try to make the Egyptian 77th sometime?
jarrad96 [4SFG]  [author] 27 Jan, 2017 @ 8:25pm 
First Release