User guide

3CB Key Commands

You may change the default keys by going to the game menu Configure>Controls>Configure Addons>3CB>

  • Reload vehicle weapon:     R
  • Switch vehicle lights:     Ctrl+L
  • Rotate cargo turret (right):  D
  • Rotate cargo turret (left):  A

Vehicle Weapons

Weapons are initially set on ‘Safe’ to prevent accidental discharge.

Press F to change the firing mode.

3CB vehicle weapon reload actually takes ammunition from the vehicle inventory. This allows the vehicle to be restocked in the field.

Weapons with manual ranging can be zero’d using PageUp and PageDown keys.

Headlights

Ground vehicles have high and low beam headlights, toggled using key press Ctrl + L.

Radios

All vehicles support @Task Force Arrowhead and @ACRE radios.

 

Bulldog

HMG RWS

The gunner’s remote controlled weapon station has target tracking and identification within the narrow cone of the turret sensor, orientated using the mouse:
– Press ] to bring up and cycle through the information panels until you get to SENS
– Press Alt ] to cycle through the sensor ranges
– Press RMB for optics view
– Press NumPad + and – to change zoom level
– Press N to toggle an IR view (thermal also available if enabled by mission designer – off by default)
– Press T when the cross hairs are on target to get target ID on the sensor
– Press F to switch the weapon from safe to live
– Press # to auto-range the weapon onto the cross hair position

To reload the HMG Remote Controlled Weapon Station, the gunner must first turn out through his hatch, then press R to reload with ammunition from vehicle inventory.

 

Coyote / Jackal

Coyote comes in a Logistical (“L”) or Passenger (“P”) variant.

The Logistical vehicle automatically provides ammunition restock to other vehicles weapons when parked within range.

 

Land Rover

Ambulance

The driver and front passenger are able to switch on the blue lights and sirens from their user action menus.

Stretchers may be extended out from the vehicle when the rear doors have been opened, including when occupied by casulties. They may also be folded up internally when not in use. These are cosmetic functions.

Panama ROV

The vehicle is a drone. Placing a Blufor Panama will enable a player equipped with a UAV terminal to connect to it and then take control.
– top speed is 45mph, normal speed is 30mph, mine sweeping speed (‘walk’) is 5kph
– fold the radar boom up when driving in convoy

Mine sweeping is enabled when the radar boom is unfolded out in front:
– drive at slow speed (5kph).
– on detecting a mine you will initially hear an audible tone that intensifies, followed by a red dot appearing on the operator’s “Mine Detector” sensor panel
– be aware that the ground penetrating radar has a very short range (5 – 8m) and that the radar boom will set off some mines if you don’t stop in time!

The Panama is great at detecting mines over a relatively wide path, but it doesn’t clear them. They need to be either marked, or disposed of manually, by the following clearance team.

Soft Top

Passengers in the ‘rear right’ and ‘rear left’ seats may fire their weapons out the back.

Soft Top Land Rovers may be ‘stripped down’ for transport inside helicopters such as Chinook. Available from the user action menu while standing next to the vehicle.

Snatch

The Commander has a spotlight which may be activated from the user action menu, but only during hours of darkness and after the driver has turned on the main vehicle lights. The spotlight direction is controlled by the Commanders mouse movement.

The “top cover” passenger can turn-out through the rear hatch to provide firing from vehicle. Using the A and D keys he can rotate his position to cover a full 360 degree firing arc.

Passengers in the ‘rear right’ and ‘rear left’ seats may fire their weapons out the back after manually opening the rear doors.

WMIK

WMIK’s have camo nets that can be deployed or removed by selecting from the user action menu while standing next to the vehicle.

The gunner stand may be folded up when not in use. This is purely cosmetic.

If used in conjunction with our 3CB BAF Weapons mod pack, a Javelin showing on the side of a WMIK indicates that there is actually one available inside the vehicle inventory.

FFR variants

These variants are “fitted for radio”. As well as the cosmetic model changes to show radio antenna and ancilliary related equipment, those running the @task_force_radio or @acre mods will also benefit from functioning additional long range rack radios.

 

Panther CLV

The gunner has target tracking and ID within the narrow cone of the turret sensor, pointed using the mouse:
– Press ] to bring up and cycle through the panels until you get to SENS
– Press Alt ] to cycle through the sensor ranges
– Press RMB for optics view
– Press NumPad + and – to change zoom level
– Press N to toggle an IR view (thermal also available if enabled by mission designer – off by default)
– Press T when the cross hairs are on target to get target ID on the sensor
– Press F to switch the weapon from safe to live
– Press # to auto-range the weapon onto the cross hair position

To reload the GPMG the gunner needs to first turn-out and then press R to reload a magazine from vehicle inventory.

 

Offshore Raiding Craft

The pilot has access to the boat’s passive radar sensor. This is always on, and gives warning of enemy active radar scanners or locked missile systems.

Anti-collision lights may be turned on or off at night-time (via user action menu), depending upon the tactical situation.

 

Apache

Landing lights – press Headlights On/Off (L by default) as pilot to activate a nose-wheel light

The gun camera has two modes of operation: stabilised and unstabilised:

  • The lowest level of zoom is unstabilised and will move with the motions of the vehicle as well as any control input
  • All higher levels of zoom are stabilised and will lock to the point under the crosshair. The camera still responds to control inputs.

The gun is ranged:

  • manually (TAB by default)
  • automatically by enabling the ACE laser rangefinder (through the ACE interaction menu)
  • by selecting a target (T be default)

Hellfire on the Apache can utilise either self-designation or remote-designation to laser-guide the missiles:

  • Lase the target / have the target lased
  • Swap to Hellfires and Lock Target (T by default)
  • Fire
  • Maintain laser lock until impact
  • Note: due to missile speed and limited control authority, closer targets may not be tracked and hit as accurately as those from further out

Longbow Hellfire missiles utilise radar locking of targets and function the same as most Vanilla missiles; select the target with Lock Target (T by default), wait for the tone, then fire-and-forget

To hear the Bitching Betty, ensure that the volume slider for the radio in ArmA 3’s audio settings is turned on.

If using the 38x CRV7 HEISAP & 38x CRV7 FAT CAS variant, you can swap between the two types of rocket by using the “Reload CRV7” option in the pilot’s Action Menu while the CRV7 is the active weapon.

 

Merlin

Landing and Cabin lights – select Lights On/Off (L by default) as pilot to activate the nose-wheel lights and turn on cabin illumination

Searchlight – high-power light slaved to the copilot’s turret, activated through the action menu, available when the pilot switches on the main landing lights at night.

The copilot surveillance camera has two modes of operation: unstabilised and stabilised:

  • The lowest level of zoom is unstabilised and will move with the motions of the vehicle as well as any control input
  • All higher levels of zoom are stabilised and will lock to the point under the crosshair. The camera still responds to control inputs.

The rear cargo ramp can be operated:

  • on the unarmed model the rear ramp can be fully opened/closed by the pilot, copilot or 2 rear FFV passengers
  • on the armed models the ramp can be opened by the pilot or copilot when no rear gunner is present, and (half) closed to flying position by pilot/copilot/rear gunner

The Winch on the Starboard side can be utilised for @ace3 fast-roping on all 18 seat variants and can be Extended/Retracted from all seats. Extending the winch will open the right door if it is closed. Extend the winch before preparing fast ropes.

Pilot/Copilot can use the action menu to switch on the cockpit MFD camera’s when the engines are turned on. The FLIR display is automatically slaved to the image mode and field of view of the copilot turret camera.

To hear the Bitching Betty, ensure that the volume slider for the radio in ArmA 3’s audio settings is turned on.

 

Wildcat

Landing lights – press Headlights On/Off (L by default) as pilot to activate a nose-wheel light

Searchlight – high-power light slaved to the copilot’s turret, activated through the action menu, available when the pilot switches on the main landing lights at night.

The copilot camera has two modes of operation: stabilised, and unstabilised:

  • The lowest level of zoom is unstabilised and will move with the motions of the vehicle as well as any control input
  • All higher levels of zoom are stabilised and will lock to the point under the crosshair. The camera still responds to control inputs.

Hellfire II and CRV7-PG variants on the AH1 can utilise either self-designation or remote-designation to laser-guide the missiles:

  • Lase the target / have the target lased
  • Swap to Hellfire or CRV7-PG and Lock Target (T by default)
  • Fire
  • Maintain laser lock until impact
  • Note: due to missile speed and limited control authority, closer targets may not be tracked and hit as accurately as those from further out, especially with the extremely rapid CRV7-PG

To hear the Bitching Betty, ensure that the volume slider for the radio in ArmA 3’s audio settings is turned on.

 

Servicing

A GUI Servicing Menu to re-task, rearm, repair and refuel has been included.

It is enabled through one of two methods:

  1. Place a 3CB Aircraft or Ground Servicing Point object (Editor or Zeus) – this is a physical object with the functionality attached – servicing capability is unlimited
  2. Place the 3CB Aircraft or Ground Servicing Module (Editor) and synchronise it to any object (this can include movable objects such as people or vehicles) – the module includes configurable variables (see ‘Configuration’ below)

To access the system:

  1. get in the vehicle as driver/pilot, within 100m of the Servicing Point
  2. switch off the engine
  3. ensure all other vehicle seats are unoccupied
  4. select the Servicing Menu option from the Action menu

Usage:

  • Rearm: select the required armament system from those available and click the Rearm button
  • Repair / Refuel

Configuration:

When using the synchronised module it is possible to set the maximum number of services for rearm/refuel/repair:

  • allowed values: -1 (default) = infinite, 0 = none, 1+ = limited numbers
    and the associated time to complete:
  • the default time is 20 seconds for each action, reduced linearly for repair and refuel according to the percentage work required i.e. 80% empty on fuel will take 80% of the full time to refuel

 

Logistics

A GUI Logistics Menu to auto-fill vehicle cargo space with typical loadouts has been included.

It is enabled through one of two methods:

  1. Place a 3CB [BAF] Logistics Point object (Editor or Zeus) – this is a physical object with the functionality attached
  2. Place the 3CB Vehicle Logistics Module (Editor) and synchronise it to any object (this can include movable objects such as people or vehicles)

To access the system:

  1. get in the vehicle as driver/pilot, within 100m of the Logistics Point
  2. switch off the engine
  3. select the Logistics Menu option from the Action menu

Usage:

  • Free cargo space by selecting “Clear Inventory”
  • Select a predefined load-out from the list
  • If it will fit within the vehicle, click the SELECT button to load those supplies

Configuration – both Logistics Point object and module:

  • double click in the Eden Editor , then change details in the Object Specific section of it’s attributes, including which supplies are available and the loading duration
  • Additional Loadouts can also be defined

 

Placing Vehicles in the Editor / Zeus

  • Objects > Blufor > NATO > APCs (Bulldog)
  • Objects > Blufor > NATO > Boats (Offshore Raiding Craft)
  • Objects > Blufor > NATO > Cars (Coyote, Jackal, Land Rover)
  • Objects > Blufor > NATO > Helicopters (Apache, Merlin, Wildcat)
  • Objects > Props > Supplies > Ammo (Ammo Crates & Vehicle Servicing Point Objects)
  • Objects > Props > Supplies > Ammo (Aircraft and Ground Servicing Point Objects)
  • Systems > Modules > 3CB > Servicing Modules (Aircraft and Ground)
  • Systems > Modules > 3CB > Vehicle Logistics Module

Empty vehicles are of course found similarly under Objects > Props > NATO >

If you also run our 3CB BAF Units mod, all vehicles will be available with correctly equipped troops based on the era, Service and camouflage selected, found under:

  • Objects > Blufor > BAF-3CB, xxxxxx

 

Scripting Functions

Use the script variable “UK3CB_BAF_Vehicles_Land_uniqueID” to alter the 3 digit vehicle identification plates of all land vehicles:

  • UK3CB_BAF_Vehicles_Land_uniqueID = 0;   // do not display vehicle id plates
  • UK3CB_BAF_Vehicles_Land_uniqueID = 5;   // start vehicle id’s at “005”

If the variable is not set, the default number for the first vehicle is “101”.

Use the script variable “UK3CB_BAF_Vehicles_Apache_uniqueID” to alter the 3 digit serial number of the Apache.  If the variable is not set, the default serial number for the first vehicle is “166” based on its real life example.

Use the script variable “UK3CB_BAF_Vehicles_Merlin_uniqueID” to alter the 3 digit serial number.  If the variable is not set, the default serial number for the first airframe is “117” per it’s real life counterpart

Use the script variable “UK3CB_BAF_Vehicles_Wildcat_AH1_uniqueID” or “UK3CB_BAF_Vehicles_Wildcat_HMA2_uniqueID” to alter the 3 digit serial number of the Wildcat.  If the variable is not set, the default serial number for the first HMA2 is “375”, with the AH1s starting at “398”, per their real life counterparts

Configuration of the rearm module is possible via script variables, including the ability to allow refuelling / repair while changing loadouts, or limiting the total number of times 3CB BAF helicopters can rearm:

  • UK3CB_BAF_Helicopter_Rearm_Time = x  —- where x is the time to reload in seconds (Default: 1 sec)
  • UK3CB_BAF_Helicopter_Refuel_During_Rearm = 0 or 1 —- disable/enable refuelling during rearm (Default: enable)
  • UK3CB_BAF_Helicopter_Repair_During_Rearm = 0 or 1 —- disable/enable repairing during rearm (Default: enable)
  • UK3CB_BAF_Helicopter_Rearm_Unit = x —- where x is the total number of rearms available for 3CB BAF helicopters (-1 = unlimited rearms.  Default: unlimited)

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