Arma 3
Not enough ratings
TTU Factions Expanded
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Character
File Size
Posted
Updated
4.083 MB
18 Jun, 2023 @ 7:26am
17 Jun @ 9:02am
36 Change Notes ( view )

Subscribe to download
TTU Factions Expanded

In 3 collections by Test Tube
Factions Expanded + CDLCs
5 items
Factions Expanded + Mod packs
5 items
Factions Expanded Complete
9 items
Description
Factions Expanded
Factions Expanded takes "Rifleman" and "Rifleman (ACOG)" to its logical extreme.

Features
Unit Variants
Every unit in the game is expanded out to use every weapon and attachment combo likely to be used by that unit in the lore, or in real life. A US Army rifleman will come with iron sights, a red dot sight, and an RCO variant. A FIA guerrilla will come with TAR-21, F2000, and AKM variants.
Extra types of units are also included where possible and likely, such as radio operators, breachers, assaultmen, and expanded HQ units.

I have also decided to release the unit randomization function publicly. It's what I use to randomize hats, goggles, uniforms, and vests for these units. My Steam guide on custom factions goes over how to use it, plus there are instruction in the file itself. Link here: [x][drive.google.com]

Resupply System
The mod features a points-based resupply system, accessable with a function: TTU_fnc_initSupply
The system works with arrays built into the faction classes found in CfgFactionsClasses, which can be used for other purposes e.g. spawning faction-limited arsenals.
Also included are ammo bearer units with deployable resupply backpacks, and resupply trucks where possible with a large amount of supply points.
Supply points cannot currently be restored or transferred.

AI Ammo Bearers
AI units with ammo backpacks described above can automatically keep their squad supplied whenever a unit reloads. This gives the squad effectively unlimited ammo until the ammo bearers are killed.
Additionally, the assistant units (e.g., Anti-Tank Asst., Machinegunner Asst.) can automatically give ammo to their respective gunners from their backpacks, providing a more realistic method of carrying ammo for the squad.

Sector Module
Also included is a custom, lightweight sector module, requiring no extra triggers or logic entities to function. Less features than the BI sector module, but easier to use and doesn't hang my game in a loading screen when I try to activate it mid-mission.

Included Factions
BLUFOR
  • Combat Technology Research Group (Arid c.2035)
  • Combat Technology Research Group (Tropical c.2035)
  • Freedom and Independence Army (Altis c.2035)
  • Gendarmerie (c.2035)
  • US Army (MTP c.2035)
  • US Army (Tropical c.2035)
  • US Army (Woodland c.2035)
  • US Army Spec Ops (MTP c.2035)
  • US Army Spec Ops (Tropical c.2035)
  • US Army Spec Ops (Woodland c.2035)
OPFOR
  • Iranian Armed Forces (Brown Hex c.2035)
  • Iranian Armed Forces (Urban Hex c.2035)
  • Iranian Armed Forces SOF (Brown Hex c.2035)
  • People's Liberation Army (Green Hex c.2035)
  • People's Liberation Army SOF (Green Hex c.2035)
  • Spetsnaz (Taiga c.2035)
  • Viper (Brown Hex c.2035)
  • Viper (Green Hex c.2035)
Independent
  • Altis Armed Forces (Digi c.2035)
  • Livonian Defence Force (Geo c.2035)
  • Syndikat Bandits (c.2035)
  • Syndikat Paramilitary (c.2035)

Soldier Types
  • RCT "Recruit"
  • RFL "Rifleman"

    Command
  • SL "Squad Leader", "Group Leader"
  • ASL "Asst. Squad Leader"
  • TL "Team Leader"
  • PL "Platoon Leader", "Cell Leader"
  • OFF "Officer", "Warlord"
  • NCO "NCO"
  • RTO "Radio Operator"
  • MP "Military Policeman"

    Machineguns
  • AR "Autorifleman"
  • AAR "Autorifleman Asst."
  • MG "Machinegunner"
  • AMG "Machinegunner Asst."
  • HMG "Heavy Machinegunner"
  • AHMG "Heavy Machinegunner Asst."

    Fire Support
  • GL "Grenadier"
  • HGL "Heavy Grenadier"
  • MKS "Marksman"
  • SNPR "Sniper"
  • SPTR "Spotter"

    Assault
  • BRCH "Breacher"
  • LASLT "Light Assaultman"
  • ASLT "Assaultman"
  • AASLT "Assaultman Asst."

    Anti-Materiel
  • LAT "Light AT"
  • AT "Anti-Tank"
  • AAT "Anti-Tank Asst."
  • HAT "Heavy AT"
  • AHAT "Heavy AT Asst."
  • ATGM "Missile Specialist"
  • AATGM "Missile Specialist Asst."
  • AA "Anti-Air"
  • AAA "Anti-Air Asst."

    Crew served weapons carriers
  • MG_GNR "MG Gunner"
  • MG_AST "MG Assistant"
  • HMG_GNR "HMG Gunner"
  • HMG_AST "HMG Assistant"
  • GMG_GNR "GMG Gunner"
  • GMG_AST "GMG Assistant"
  • MRTR_GNR "Mortar Gunner"
  • MRTR_AST "Mortar Assistant"
  • AT_GNR "AT Gunner"
  • AT_AST "AT Assistant"
  • ATGM_GNR "ATGM Gunner"
  • ATGM_AST "ATGM Assistant"
  • AA_GNR "AA Gunner"
  • AA_AST "AA Assistant"
  • AGNR "Assistant Gunner"

    Support
  • MED "Medic" (has a medikit)
  • CLS "Aidman", "Combat Life Saver" (has extra first aid kits)
  • ENG "Engineer"
  • RPR "Mechanic"
  • DEMO "Demo Specialist", "Sapper"
  • MINE "Mine Specialist"
  • EOD "EOD Specialist"
  • AMMO "Ammo Bearer" (has the resupply backpack mentioned above)

    Specialists
  • UAV "UAV Operator"
  • UCAV "UCAV Operator"
  • UGV "UGV Operator"
  • FAC "Forward Controller", "JTAC"

    Crew
  • CREW "Crewman"
  • TCREW "Tank Crewman"
  • GCREW "Gun Crewman"
  • DRVR "Driver"
  • PLT "Pilot"
  • DGNR "Door Gunner"
  • JPLT "Jet Pilot"
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.