Arma 3
TTU Factions Expanded
Showing 11-20 of 36 entries
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Update: 27 Oct, 2024 @ 8:18pm

-Fixed randomized units not randomizing on respawn
-Adjusted randomized officers to not spawn with pistols

Update: 11 Oct, 2024 @ 7:09pm

-Tweaked the auto-rearm function to make sure it works for all relevant soldiers
-Fixed no big marker for sector module sectors
-Fixed missing icon for HQ roles
-Added 0s to the beginning of role names so they sort properly
-Loadout randomize function can now take non-weighted class lists
-Changed default sector cap ratio to 70% from 75%

Update: 2 Oct, 2024 @ 6:44am

-Added missing GPS to NATO SOF leaders
-Units and groups now appear for Zeus

Update: 26 Sep, 2024 @ 9:24am

Total overhaul for 1.0!
units and vehicles:
New units (not all factions have them based on equipment limitations):
-AAT (Asst. Anti-Tank) holds extra rockets
-ASLT (Assaultman) fires HE or Thermobaric rockets
-AASLT (Asst. Assaultman) holds extra rockets
-LASLT (Light Assaultman) fires disposable HE or Thermobaric rockets, may have a GL
-BRCH (Breacher) uses a shotgun or SMG, carries lots of grenades
-DRVR (Driver) lightly armed for driving trucks and sometimes cars
-GCREW (Gun Crew) crews field guns/howitzers
-TCREW (Tank Crewman) crews tanks where equipment exists for a difference between this and apc crew (CREW)
-PL (Platoon Leader/Cell Leader) more armoured than an officer, less armed than a SL
-NCO (NCO) mostly just for flavour
-MP (Military Policeman) mostly just for flavour where the equipment for them exist
-AAR (Asst. Autorifleman) carries extra ammo, mostly only for belt-fed ARs
-HMG (Heavy Machinegunner) has a deployable backpack HMG, may also use primary weapon HMGs if available (.50cal and above)
-AHMG (Asst. Heavy Machinegunner) carries the tripod or extra ammo depending on type of HMG
-GMG (GMG Gunner) carries deployable backpack GMGs
-AGMG (GMG Assistant) carries the tripod
-MRTR (Mortar Gunner) carries deployable backpack mortars
-AMRTR (Mortar Assistant) carries the tripod
-AGNR (Assistant Gunner) carries generalized tripods that fit on multiple turrets
-DGNR (Door Gunner) for manning the door guns on helicopters
-HGL (Heavy Grenadier) armed with heavy GLs like the M32 MGL, may also be used to distinguish between UGLs and GLs, but not always
-AAA (Asst. Anti Air) carries extra AA missiles
-CLS (Combat Life Saver/First Aider) carries extra FAKs and has medic training, but no medikit (Medic now does not generally carry extra FAKs, just medikit)
-RPR (Mechanic) can repair vehicles, but no explosives training, generally lightly armed
-EOD (EOD Specialist) can deactivate mines, but carries no explosives, generally wears EOD vest and lightly armed
-UCAV (UCAV Operator) operates armed UAVs
-FullRandom (Soldier/Marine/Fighter/Guerrilla etc. (Random)) picks a random loadout from any of RFL, AR, MG, GL, MKS, BRCH, ASLT, LASLT, LAT, AT
-Random_XXX (Soldier/Marine/Fighter/Guerrilla etc. (Random XXX)) same as above but for specific types e.g. Suppressed

-Other classes have updated codes now, e.g. Off > OFF, Medic > MED, Demo > DEMO, pilot > PLT, CE > ENG
-All classes that feature more than 1 variant have random versions that pick between the other armed versions at random
-Vehicle classnames no longer shortened (_Mech > _Repair, _Medi > _Medical, _Resup > _Resupply etc.)
-Spec Ops factions now included

groups:
-Groups are now built based on research or best guesses, no longer generic
-New Randomized groups added (to replace generic groups) using the new FullRandom unit, in all sizes from 2 to 12 men

resupply system:
-Action is now "Open Ammo Menu" instead of "Ammo Menu"
-Error handling for missing classnames
-Deployed boxes no longer have an inventory you can't put anything in, they're just objects now
-Tooltips now appear when you mouse over an option, just like in the inventory
-AI will now auto-resupply primary from any unit in the group carrying an ammo pack when they reload as long as they are in range and the pack has the correct magazines (options in Attributes > General > States)
-AI will now auto-resupply all relevant weapons from assistants (only works with the specific Assistant unit)
-Rockets taken from the ammo menu will auto-load into the launcher if you don't have the space to carry it in inventory
-Filters added; All, Compatible (default), Weapons, Magazines, Items
-Items grey out if supply is too low to take them

other:
-Adjusted editor categories with better names
-PBOs and Patches are now always named after forces, not country
-Sector function re-written for better performance (hopefully)

Update: 5 Feb, 2024 @ 2:38am

-Adjusted NATO helicopter turrets (should be no gameplay effects)
-Added dash to F/A-181 display names
-Fixed wrong icon on some officers and AT
-Adjusted command squads, Majors now use pistol as in other TTU FE mods
-Fixed wrong CSAT DST Officer class name

Update: 29 Sep, 2023 @ 1:38pm

-Fixed some issues caused by the mass renaming

Update: 28 Sep, 2023 @ 3:46pm

-Removed superfluous "man" from classnames: RFLman, ARman, Crewman, MKSman > RFL, AR, Crew, MKS
-Shortened Officer classnames: ComOfficer, Officer > ComOff, Off

Update: 22 Sep, 2023 @ 5:38pm

-Fixed typo in CSAT TRP UGV & UAV roles
-Added randomized uniforms and vests
-Fixed deprecated magazine classname in LDF AR backpack

Update: 19 Sep, 2023 @ 5:26pm

-Changed initSupply function to delete weapons by default. Only items will remain unless specified.
-Made the Ammo Menu prettier

Update: 5 Sep, 2023 @ 8:55am

-Fixed black Stoner99 showing double magazines
-Added T-100X Futura + groups to CSAT DST and CSAT TRP
-Added new bandannas and balaclavas to Syndikat facewear randomization