Arma 3
TTU Factions Expanded
19 Comments
Test Tube  [author] 4 Jan @ 4:30pm 
Yes but only if they have reloads. If they can't reload, it doesn't trigger the reload event handler, so I have no way to activate the function (e.g. the javelin users in the CUP version can't use this system because they only carry one missile loaded in the launcher).

This will also work if you use the appropriate asst. unit, e.g. a Missile Specialist should take missiles from a Missile Specialist Asst.'s backpack. This way is more limited, but realistic, since the actual ammo in the backpack is moved to the gunner. A unit with an appropriate ammo backpack will resupply units in his squad unless he's killed or if he is too far away.
HappyRooster007 4 Jan @ 1:26pm 
Can AI resupply launcher ammo as well?
VBK0 11 Nov, 2024 @ 5:34pm 
No worries man,great job! Waiting eagerly for RHS and whatever other version comes next!
Test Tube  [author] 11 Nov, 2024 @ 2:31pm 
Those are officers. I took a look at DRO's spawning scripts, the problem is it only checks for "officer" and "commander" in classnames, but mine use "OFF" instead. Might be unfixable since it would involve either changing all of my classnames, or the DRO author re-writing a few scripts to accommodate just this small mod.

I will go ahead and hide the armed recruits in the rest of the FE mods though, so at least that's one problem solved.
VBK0 11 Nov, 2024 @ 12:07pm 
while using the CUP version, have the troops with ushankas and bandoleers appearing if I use the EMR 2020 rus as opfor. If you need a picture let me know,it may also be another troop that needs to be hidden. Recruits do not appear however,nice!
VBK0 11 Nov, 2024 @ 11:34am 
shall test posthaste
Test Tube  [author] 11 Nov, 2024 @ 9:12am 
I've updated this version with hidden armed recruits, give it a try and if it works I'll do the same for the other versions of FE.
VBK0 10 Nov, 2024 @ 11:34pm 
Mabye? I do not know anything about how DRO spawns troops but if you push a patch out to try and solve the issue I will gladly beta test it and let you know.
Test Tube  [author] 10 Nov, 2024 @ 7:40pm 
I could try setting them to scope = 1, basically make them a hidden class. I assume DRO only spawns scope=2 soldiers, and only armed ones, so I'll leave the unarmed one visible.
VBK0 10 Nov, 2024 @ 4:06pm 
Still a banger,especially the CUP expansion,but I get the recruit troops wearing no armori n DRO to spawn and it kinda sucks cuz they are not that immersive or fun to fight. I recommend a reshuffling of the loadouts,maybe the recruits are not needed.
Test Tube  [author] 19 Oct, 2024 @ 3:20pm 
Not new factions. It will be like this mod, where I recreate the existing factions but with way more soldier types + randomization options.
RayyaViper 19 Oct, 2024 @ 1:04pm 
you mean you are making new faction with cup RHS and CWR 3 ?
Test Tube  [author] 19 Oct, 2024 @ 9:20am 
I am currently working on a CUP version, just finished the BLUFOR factions last night c:

After that I'll do CWR3, then probably RHS
VBK0 19 Oct, 2024 @ 3:27am 
Something like this would be amazing for CUP and RHS factions,really shines in Dynamic Recon Ops :steamhappy:
RayyaViper 6 Oct, 2024 @ 7:26am 
it'seems working on zeus ! thx you !
RayyaViper 3 Oct, 2024 @ 10:54am 
i will check that
Test Tube  [author] 2 Oct, 2024 @ 6:45am 
Updated, it should work in Zeus now
Test Tube  [author] 2 Oct, 2024 @ 6:29am 
Oh yeah, I think I know how to fix that. I'll get it done for the next update.
RayyaViper 2 Oct, 2024 @ 1:30am 
hi ! very great work but it seems zeus don't recognize the factions. they are not listed. Is it normal ?