武装突袭3

武装突袭3

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Composition: CSAT Cerberus Regiment
   
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2022 年 5 月 26 日 下午 5:05
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Composition: CSAT Cerberus Regiment

描述
The 'Cerberus Regiment' is a non-canon OPFOR faction composition set within the Armaverse, representing a special forces group belonging to CSAT's future presence in Belarus after the 2035 Moscow Summit, as told in the 'Old Man' campaign.

This composition is an easy drop-in faction palette which contains premade loadouts to be used either for enemy AI or as player units in the 3DEN editor or Zeus, no dependencies required!

Includes:
Classes
- Fireteam Leader, AK-12
- Rifleman, AK-12
- Rifleman (AT), AK-12
- Medic, AKU-12
- Autorifleman, RPK
- Explosive Specialist, AKU-12
- Engineer, AK-12
- Marksman, MAR-10

Teams
- 4x Infantry Team
- 8x Infantry Squad

The 'palette' approach refers to the way the composition is set up, which will include all of the premade loadouts and two premade groups, from which you can select, copy and paste, or mix and match to your desires for your missions.

There is a mix of equipment from vanilla, and both the Apex and Contact expansions, among other creative and artistic liberties. It should not be relevant for enemy AI, but it may wanna be kept in mind for player units.

No dependencies nor addons required, works right off of 3DEN and Zeus.
13 条留言
J4CKAL05 8 月 13 日 下午 12:04 
Shame that it's a limitation of the method without changing the configs, but it is what it is. The script sounds like a really neat idea when creating scenarios, but probably beyond me. Thanks for the responses, guys!
Thoreaufare  [作者] 8 月 6 日 下午 5:08 
@J4CKAL05

That's right. This composition is just vanilla units with adjust loadouts. They don't have their own class names or configs. Just custom loadouts on the vanilla CSAT classnames.

Unfortunately, I don't think there's a way to configure actual units and factions through only a composition and not a config mod.

Though, something you could do in composition without requiring a mod is write a script that detects when vanilla classnames are spawned and dynamically overwrite their loadout with a custom loadout which is stored in the script.
Vectif  [作者] 8 月 6 日 下午 5:00 
That is correct, and that is one of the limitations of using compositions. On the upside, you can get away with it entirely free from additional mods (and even surprise players this way or not hassle them with a new mod), but on the downside you don't get the modded faction benefits of custom classnames to be able to spawn them accordingly, and you would instead just get whatever base classname they're using and not the actual composition setup.
J4CKAL05 8 月 6 日 下午 4:28 
So I'm, uhhhhh, VERY late to this, but I have a question regarding the use of compositions to create new factions: since you're using existing units and simply swapping out the gear, doesn't this mean you're still using the same class names as vanilla units? So if you try spawning them in using the class names or config paths (as opposed to placing them down in the editor/with Zeus), won't it plop in the vanilla units that share those class names?

I'm asking because if it's possible to create unique, spawnable factions with compositions rather than having to do it via ALiVE Orbat and creating a separate mod, it would be really helpful for creating scenarios.
sleeper 2022 年 12 月 10 日 下午 4:28 
Пiжон 2022 年 6 月 1 日 上午 1:27 
Черберусь, пиздец...
AlexKSP 2022 年 5 月 29 日 上午 7:40 
clever
Vectif  [作者] 2022 年 5 月 28 日 下午 8:55 
yeah, it's a composition so people can easily use it plug-and-play in any group/unit, or in vanilla. I thought there was a lack of people exploiting the chance of making factions as compositions; since they don't require any installing, mods, or whitelisting.
AlexKSP 2022 年 5 月 28 日 下午 7:00 
oh wait i didnt realize it was a compisition...
AlexKSP 2022 年 5 月 28 日 下午 6:59 
I meant what editor, for example ALiVE orbat creator, that is what i have been using but i have some issues with DRO.