Posts by Blu.

    Keep in mind that yes this is a preliminary modset and that the majority of these are due to change, I've tested them is basic cases and I'm already considering removing True Breaching as it's in alpha and doesn't support the things we use.


    The GGE stuff however is rather good with the weapon swap being actually tactically useful. Now in arma it is faster to swap to your pistol than to reload. The captive animation just adds an animation to the player while moving hostages, but not required as well as the nvg one.


    I agree with you on the weapon stances, they may be very good and allow some good ready stances, however, the key binds used are a bit confusing and conflict with the likes of TFAR.


    There's 2 enhanced movement mods as the renewed one is dependent on the old one which has been discontinued since 2017 I think. However, more disipline will be put in place to moderate this and use it in it's intended case. I'm aware of the abuse it had a while ago but I'm hoping that these guys aren't gonna go climbing up a 3 story to machine gun down 4 dudes 1.5km away.


    Trench packs I haven't tested I'll get back to you on that one.


    The standing static line as the name describes allows for a more precise static line with non steerable parachutes, this does require people to stand up and hook up, though this can still be used in conjunction with our parajump button.


    The APS mod is apparently a real thing (so I'm told) on some IFVs allowing interception of ordanance before it contacts the armour. The upside of this extending the longevity of our vehicle crews though friendly infantry may need to be a little further away, up for discussion.


    CUP Vehicles is still up for debate amongst NCOs alike, I can't really make the decision on my own, however as I stated before the dependencies of Vehicles requires the Units and Weapons packs. And yes, this does exceedingly increase the size of the modpack. Still people are invited to comment.


    One you haven't mentioned and I though I might is the BettrIR mod, great thing and will make night ops a lot more bearable. Allows us to have IR emitters on our helmets which provide some light for our NVGs which are really good.


    I haven't linked the optional modset as I believe there's a lot to be considered there but will update you guys once progress has been made.

    Add request: CUP Vehicles

    Would have to add back units and weapons as those are dependencies for vehicles.


    Removal request: Enhanced Movement

    I'm still up for giving this another go, this time knowing to enforce certain restrictions. As far as I remember this was removed after 1 training session. If it goes well great, if not easily gotten rid of

    New Mods Tutorial

    Note: Do NOT follow this if you have no need to download these new addons as they may conflict with the old modset if not done correctly.

    Steam Workshop:


    Step 1: Modset


    Download the other Guerrillas of Liberation Modset which can be found HERE.

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    Then start the default ARMA 3 launcher from steam:

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    Step 2: Launcher


    Head to the mods section of the ARMA 3 launcher:


    Then download the workshop preset HERE.


    Step 3: Preset


    Select the drop down at the top right named: Presets


    Then click the 'Import' button.


    Then locate the file you downloaded and hit 'Open':


    You should now observe that ~55 mods are ticked and are ready.


    Now in future just select the preset before launching the game and ArmA should launch with the selected mods.



    Just to remind those who are testing these new mods and more specifically the new Task Force Radio, that there is a new plugin for teamspeak for the 1.0 version. Make sure that you disable the old 0.9.2 version and enable the 1.0... version, the installation process is pretty much identical to the old one, so following the previous task force radio tutorial still applies.


    I'll just leave this here for those who need to (or want to) test out the new modset.


    Here's a video on how to do it (sorry for the shite mic quality):


    GOL Framework 2021


    Just a heads up to any mission makers that the new framework has been tested and is ready for mission building. The framework can be found here on the filebase, the dependencies are listed and a preset for the required mods will soon be released. We're releasing this to allow editors to start on missions now to make the transition as seamless as possible without having to revamp missions with the new framework last minute and break a few things. The new addon will be also published shortly including a tutorial on how to get it properly set up with the new mods.


    If you are not an editor then don't download any of the new addons quite yet, there's still a bit of time before the transition happens. Again, this is only so editors can start creating new missions with the new framework and new kits/equipment etc.


    There isn't a set date for this transition yet, as tutorials need to be made and trainings hosted to demonstrate different features and changes. So this shift may happen in 2 weeks or 2 months, we'll see.


    Edit: The preliminary date for total switch is 8th of July (Thursday). This will be our first session with the new mods, new framework and new launcher.


    Till then, yay, progress ;).