ProfTournesol 956 Posted October 1, 2015 Hi guys, i'm happy to finally release my FPW mod for OFP and ArmA:CWA, which includes : French Army (West) : Regular infantry : Line infantry, Zouaves, Light infantry (chasseurs), Mobile guard, African infantry (Turcos), Marines and Sailors, including musicians, flagbearers, NCO's, officers, a general and a marshal; Irregular infantry : Western volunteers (ex-Pontifical Zouaves), Francs tireurs ; Artillery : Servants and officers, canon and "mitrailleuse", harnessed and unharnessed caissons ; Cavalry : Mounted and dismounted Dragoons (Line cavalry), Hussars (Light cavalry), Lancers, (Line cavalry) Gendarmes, African chasseurs (Light cavalry), Cuirassiers (Heavy cavalry), Chasseurs (Light cavalry). French Imperial Guard (West) : Guard infantry : Grenadiers, Chasseurs, Voltigeurs, Zouaves, including musicians, flagbearers and officers ; Guard artillery : Servants and officers, canon and "mitrailleuse", harnessed and unharnessed caissons ; Guard cavalry : Mounted and dismounted Carabiniers (Heavy cavalry), Empress dragoons (Line cavalry), Guides (Light cavalry) Prussian Army (East) : Infantry : Line infantry, Landwehr, Light infantry (Jägers), including musicians, flagbearers, NCO's, officers and a general ; Artillery : Servants and officers, canon, harnessed and unharnessed caissons ; Cavalry : Mounted and dismounted Uhlans (Line cavalry), Dragoons (Line cavalry), Hussars (Light cavalry), Cuirassiers (Heavy cavalry). Prussian Guard (East) : Infantry : Soldier, Landwehr, Light infantry (Schützen), including musicians, flagbearers, NCO's and officers ; Artillery : Servants and officers, canon, harnessed and unharnessed caissons. Bavarian Army (East) : Infantry : Line infantry, Light infantry (Jägers), including musicians, flagbearers, NCO's and officers ; Artillery : Servants and officers, canon, harnessed and unharnessed caissons ; Cavalry : Mounted and dismounted Uhlans (Line cavalry), Chevaulegers (Line cavalry), Cuirassiers (Heavy cavalry). Brunswicker Army (East) : Infantry : Line infantry, including musicians, flagbearers, NCO's and officers ; Cavalry : Mounted and dismounted Hussars (Light cavalry). Wurttemberger Army (East) : Infantry : Line infantry, Light infantry (Jaëgers), including musicians, flagbearers, NCO's and officers ; Cavalry : Mounted and dismounted Reiters (Line cavalry). Saxon Army (East) : Infantry : Line infantry, Light infantry (Schützen), including musicians, flagbearers, NCO's and officers ; Cavalry : Mounted and dismounted Reiters (Line cavalry), Uhlans (Line cavalry). Various content : Vehicles : Horse drawn vehicles : Harnessed and unharnessed wagons (Supply, Ambulance, transport), Stagecoach ; Hot air balloon ; steam locomotive to be used with AEF train wagons (included) ; One small ship ; Objects : Barricade, Artillery gabion, big and small tents, Chevaux de frise, human and horse Skeletons, Lanterne, Torche ; Nogova island reworked : buildings replaced, railway added, with several houses/bridge/castle models from my old Napoleonic mod. French weapons : Chassepot 1866 rifle and carbine ; Muzzle-loading 1867 Tabatière rifle ; Prussian weapons : Dreyse 1862 rifle, 1865 Jaëger carbine and 1857 cavalry carbine; Bavarian weapons : Podewils 1867 rifle ; Imported weapons : Sharps 1859 rifle, Spencer 1863 rifle ; Included Excel table showing rifles comparison ; Generic handgun weapon, various swords and spears. Missions: 8 missions included Config work : MOD GUI, new watch and compass added (thanks Triglav and my dear CW mod !) ; Custom names (the identities included in the game are real names of French or German casualties of this war) ; Custom music from that time ; Non scripted close combat, apart for mounted cavalry ; Scripted smoke emitted by the rifles : smokeless powder was invented later ; Extensive use of OFP materials, so that metallic things shine (at least, as much as OFP allows) : helmets, armors will shine in the sun. Config added for Kenoxite OFPMaterial addon ; No radio sounds (thanks Sanctuary), Gavin House Divided mod faces (a specific config is added for those who prefer Vanilla ones), normal jogging animation replaced by a walking one (a specific config is added for those who dislike that), several dying anims (thanks dezoom), reworked stances and strokegun anims according to the stance and weapon used (thanks again Sanctuary !) ; A big thanks to : BIS, for everything they do for us ; Spad and Lesbille for beta testing ; Sanctuary, my fellow modder, for the animations for my Veni Vidi Vicci mod I reused here, and config tweaks examples ; Gavin and JdB for allowing me to use the Napoleon canon, Sharp and Spencer models and textures, and faces from the House Divided mod ; Triglav and all the modders of the Civil War mod, we had great times (2005, gosh...) ; King Tiger, for the base soldier model and texture i'm using since my WW1 mod ! Philcommando, for the stone walls models ; Dezoom, for the death animations ; Kenoxite for his OFPMaterial addon ; JdB and OFP.info for mirroring and support to OFP modders ; All remaining OFP modders :) Choo choo video : Download links : Uniform showroom (pdf format) : https://www.dropbox.com/s/g7hux41d4puz43l/FPWUniformsShowroom.pdf?dl=0 Mod download link (ofp.info, thanks JdB !): ftp://ftp.ofpr.info/ofpd/mods/FPW_mod_1.0.7z 8 Share this post Link to post Share on other sites
R0adki11 3949 Posted October 1, 2015 Congrats on your release :) Share this post Link to post Share on other sites
the_noob 88 Posted October 1, 2015 With mod makers such as yourself there is little fear OFP would ever decline, especially for those who value community contributions. :) But I must also say that I'm yet to try out your other nice mods such as WW1 and Napoleonic. There's just too much stuff made for me to check it out all, as funny as that may seem (I'm working on multiple things at once too, I just rarely feel it's worth releasing ;p). Share this post Link to post Share on other sites
krzychuzokecia 719 Posted October 1, 2015 Balloon (montgolfier?) is great! Naturally, as is the rest of the mod ;) Congrats once again Prof.T.! Share this post Link to post Share on other sites
Macser 776 Posted October 1, 2015 Congratulations on getting the mod out there Prof. That's some amount of work. ;) Share this post Link to post Share on other sites
ianardo 11 Posted October 2, 2015 Hey could someone please tell me how to install this? Share this post Link to post Share on other sites
spad 64 Posted October 2, 2015 thanks ProfT for your work so beautiful work and historicaly great! i played this mod since a while and i definitively put it in my favorite ones. Who said that OFP is dead ? Share this post Link to post Share on other sites
kenoxite 156 Posted October 2, 2015 Great work :) May I suggest setting closer formation distance as default for infantry? I've tested it setting both x and z to 3 and it works without problems while also offering a more proper firing line. This should also allow you to skip some of the formation scripts in missions, recovering some performance. Check this album: https://imgur.com/a/vDm4p The part of the config that was modified: class Man:Land { mapSize=0.5; vehicleClass="Men"; icon="soldier"; autocenter=0; isMan=1; displayName="$STR_DN_MAN"; nameSound="man"; extCameraPosition[]={0,0.3,-3.5}; accuracy=0.25; audible=0.05; camouflage=1; sensitivity=1.5; sensitivityEar=0.65; formationX=3; formationZ=3; precision=1; brakeDistance=1; steerAheadSimul=0.2; steerAheadPlan=0.2; maxSpeed=24; irTarget=0; canHideBodies=0; canDeactivateMines=0; unitInfoType=unitinfosoldier; hideUnitInfo=1; armor=3; armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; cost=100000; simulation="soldier"; 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minGunElev=-60; maxGunElev=60; minGunTurn=-5; maxGunTurn=5; minGunTurnAI=-30; maxGunTurnAI=30; fov=0.85; minFov=0.42; maxFov=0.85; microMimics="Micro"; minHeadTurnAI=-70; maxHeadTurnAI=70; weaponSlots="1 + 4 * 256 + 4096 + 2 + 4* 32"; weapons[]={"RiffleGrenadeLauncher"}; magazines[]={"Riffle","Riffle","Riffle","Riffle","GrenadeLauncher"}; model="vojakw"; picture=""; hitSound1[]={"voices\Hit11",0.0562341,1}; hitSound2[]={"voices\Hit12",0.0562341,1}; hitSound3[]={"voices\Hit13",0.0562341,1}; hitSound4[]={"voices\Hit14",0.0562341,1}; hitSound5[]={"voices\Hit15",0.0562341,1}; hitSound6[]={"voices\Hit16",0.0562341,1}; hitSound7[]={"voices\Hit17",0.0562341,1}; hitSound8[]={"voices\Hit18",0.0562341,1}; hitSound9[]={"voices\Hit19",0.0562341,1}; hitSound10[]={"voices\Hit20",0.0562341,1}; hitSound11[]={"voices\Hit21",0.0562341,1}; hitSound12[]={"voices\Hit22",0.0562341,1}; hitSound13[]={"voices\Hit23",0.0562341,1}; hitSound14[]={"voices\Hit24",0.0562341,1}; hitSound15[]={"voices\Hit25",0.0562341,1}; hitSound16[]={"voices\Hit26",0.0562341,1}; hitSound17[]={"voices\Hit27",0.0562341,1}; hitSound18[]={"voices\Hit28",0.0562341,1}; hitSound19[]={"voices\Hit29",0.0562341,1}; hitSound20[]={"voices\Hit30",0.0562341,1}; hitSounds[]={"hitSound1",0.05,"hitSound2",0.05,"hitSound3",0.05,"hitSound4",0.05,"hitSound5",0.05,"hitSound6",0.05,"hitSound7",0.05,"hitSound8",0.05,"hitSound9",0.05,"hitSound10",0.05,"hitSound11",0.05,"hitSound12",0.05,"hitSound13",0.05,"hitSound14",0.05,"hitSound15",0.05,"hitSound16",0.05,"hitSound17",0.05,"hitSound18",0.05,"hitSound19",0.05,"hitSound20",0.05}; moves="NoDefaultMoves"; soundEnviron[]={"People\dirt_L",0.0003162,1}; soundEngine[]={"People\breath",0.0000178,1}; additionalSound[]={"Objects\noise",0.0,1}; type=0; threat[]={1,0.8,0.2}; class ViewPilot:ViewPilotBase { initAngleX=8; minAngleX=-40; maxAngleX=45; initAngleY=0; minAngleY=-125; maxAngleY=125; }; class SoundEnvironExt { normalExt[]={{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1}}; normal[]={{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1}}; road[]={{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1}}; rock[]={{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1}}; water[]={{"People\water_L",0.0000316,1},{"People\water_R",0.0000316,1}}; gravel[]={{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1}}; sand[]={{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1}}; drygrass[]={{"People\drygrass_L",0.0000032,1},{"People\drygrass_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\forest_L",0.0000032,1},{"People\forest_R",0.0000032,1}}; grass[]={{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\drygrass_L",0.0000032,1},{"People\drygrass_R",0.0000032,1}}; forest[]={{"People\forest_L",0.0000032,1},{"People\forest_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1},{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1}}; mud[]={{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1},{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1},{"People\water_L",0.0000316,1},{"People\water_R",0.0000316,1}}; wood[]={{"People\wood_L",0.0000032,1},{"People\wood_R",0.0000032,1}}; metal[]={{"People\metal_L",0.0000032,1},{"People\metal_R",0.0000032,1}}; snow[]={{"People\snow_L",0.0000316,1},{"People\snow_R",0.0000316,1}}; hallway[]={{"People\hall_L",0.0000316,1},{"People\hall_R",0.0000316,1}}; fallbody[]={{"People\fall_to_ground",0.001,1}}; laydown[]={{"People\down",0.00001,1}}; standup[]={{"People\up",0.0000032,1}}; crawl[]={{"People\crawl",0.0000018,1}}; }; class Reflectors { }; class MGunClouds:WeaponCloudsMGun { }; class GunClouds:WeaponCloudsGun { cloudletGrowUp=0.2; cloudletFadeIn=0; cloudletFadeOut=0.4; cloudletDuration=0.2; cloudletAlpha=1; cloudletAccY=2; cloudletMinYSpeed=-10; cloudletMaxYSpeed=10; interval=0.02; size=0.3; sourceSize=0.015; }; }; Also, to avoid units lying down when in combat you might want to add this line to your battle template: ~1 {{_x setUnitPos "UP"}forEach units _x} foreach arrayi; Apart from that, I wasn't able to enable ammo for my team (as a grunt, not squad leader) even when placing the ammo fix logic. 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ProfTournesol 956 Posted October 2, 2015 Thanks guys :) Hey could someone please tell me how to install this? I've explained how to install it in the readme included. @Kenoxite : the closer formation is a good idea, i could change it for the regular infantry and keep the loose formation for the light infantry. The script i use in the included missions also prevent units from breaking formation because of '1, target that soldier' orders. About the "stand up" stance, that's on purpose i chose to let them crouch or lye down, because contrary to the Napoleonic era or American Civil War, soldiers could fight lying on the ground (and actually did, once they understood how precise the rifles have become). That mainly because of the breech loading rifles (even former muzzle loading rifles have been changed with a system called "Tabatiere" that allows breech loading). I'm puzzled about the ammunition problem, didn't notice it with the game logic on. Could you elaborate ? (or send me the mission ?). Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 2, 2015 thanks ProfT for your work so beautiful work and historicaly great! i played this mod since a while and i definitively put it in my favorite ones. Who said that OFP is dead ? yep, thanks for testing ! Looks like the last players of OFP are the modders themselves ;) Share this post Link to post Share on other sites
kenoxite 156 Posted October 2, 2015 @Kenoxite : the closer formation is a good idea, i could change it for the regular infantry and keep the loose formation for the light infantry. The script i use in the included missions also prevent units from breaking formation because of '1, target that soldier' orders. About the "stand up" stance, that's on purpose i chose to let them crouch or lye down, because contrary to the Napoleonic era or American Civil War, soldiers could fight lying on the ground (and actually did, once they understood how precise the rifles have become). That mainly because of the breech loading rifles (even former muzzle loading rifles have been changed with a system called "Tabatiere" that allows breech loading). I'm puzzled about the ammunition problem, didn't notice it with the game logic on. Could you elaborate ? (or send me the mission ?). Yes, I noticed the disableAI "target". I have mixed feelings about that,though, as it also makes units under your command non-responsive to engage commands (and we can't toggle disableAI in OFP, just use convoluted workarounds). But I guess it's OK for just AI squads. Anyway, I don't think it should be an issue in a mission if you make sure you use "hold fire" or "never fire" while the units are travelling to the battlefield. Once there, they should be in range, so no engage orders (or very few) should be issued by the AI. What I've found more annoying and, unfortunately, unsolvable, is the default combat behaviour, where units will move towards "cover" positions (bushes, trees, etc) by themselves, breaking formation. Other than disableAI "move" I don't see a clean way to fix this. Possible solutions like "doMove" loops are simply inefficient and make the poor OFP AI behave worse than usual (as they try to keep domoving in position instead of firing). I wasn't aware that they would actually lie on the ground. That's great, as it simplifies some things, such as the need to force a stand up. This would also solve one of the problems I was trying to solve when doing some tests myself with your mod, where units standing up behind a friendly line where all are crouching won't fire. My guess for this weird behavior (weird because logic dictates that you should be able to safely shoot over a crouched friendly in front of you) is that for the crouching you must set the units to "stand up" (setunitpos "up") and the crouching is actually a playmove (playmove "crouch"). The engine must just read the standing position (up) and then assume the line in front are all standing up, hence forbidding the line behind from shooting. BUT, if lying down is allowed then you could force the first line to lie down. This should allow both the first and second lines to fire. Regarding the problem with the ammo, I was just testing in the mission I used to create those screenshots. You can check it out here: https://www.mediafire.com/download/5o9xw5pzxailhlc/FPW_tests.FPWnoe.zip I tried to be a grunt in the prussian line, but none on my team was issued any ammo. Other than a different arrangement of troops and waypoints the mission is just a copy/paste of your battle template. I've tinkered with it a bit, mainly on the init.sqs. Then there's also a custom openfire.sqs which I use in that test to coordinate firing orders. yep, thanks for testing ! Looks like the last players of OFP are the modders themselves ;) You might want to consider uploading your mods to moddb.com. You'll definitely reach a wider audience there. Because, you're right, around here most of us are just modders, scripters, mission makers and such. Which is nice because it let's you release in a quite friendly and constructive environment, but has the drawback of most players being elsewhere. Players that would most likely love to play with some of the stuff found around here but aren't because they are not aware of it. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 2, 2015 Regarding the problem with the ammo, I was just testing in the mission I used to create those screenshots. You can check it out here: https://www.mediafire.com/download/5o9xw5pzxailhlc/FPW_tests.FPWnoe.zip I tried to be a grunt in the prussian line, but none on my team was issued any ammo. Other than a different arrangement of troops and waypoints the mission is just a copy/paste of your battle template. I've tinkered with it a bit, mainly on the init.sqs. Then there's also a custom openfire.sqs which I use in that test to coordinate firing orders. I tested the mission and i actually got ammunition. You must hit the space bar (in fact, the game logic is only needed if you get a .pbo mission. In the editor, it's not needed.). You might want to consider uploading your mods to moddb.com. You'll definitely reach a wider audience there. Because, you're right, around here most of us are just modders, scripters, mission makers and such. Which is nice because it let's you release in a quite friendly and constructive environment, but has the drawback of most players being elsewhere. Players that would most likely love to play with some of the stuff found around here but aren't because they are not aware of it. Yes i thought about creating a modb account and put all my mods there. I'm satisfied with a small release audience in our small community, but i could widen it a little. Share this post Link to post Share on other sites
Macser 776 Posted October 2, 2015 yep, thanks for testing ! Looks like the last players of OFP are the modders themselves No pun intended. But there's still a few pockets of "resistance" left. I haven't done any real research into it. But I suspect there's more people still playing OFP/CWA than we think. They probably just aren't very vocal or visible. Share this post Link to post Share on other sites
ianardo 11 Posted October 2, 2015 alright ill redownload it now, I don't think all of it downloaded last time and that's why it wasn't working properly. Also do the infantry automatically get into rank formation? or do I have to type something in the initialization bar in the editor? I suck at scripting. Share this post Link to post Share on other sites
ianardo 11 Posted October 2, 2015 And in play arma CWA a lot. its fun af. most people today would probably shun it for bad graphics. Share this post Link to post Share on other sites
ianardo 11 Posted October 2, 2015 also could somebody make a link for me that has the graphics enhance mods? Share this post Link to post Share on other sites
ianardo 11 Posted October 2, 2015 everytime I go to launch the game it says an error message that says CANNOT CREATE 3D DEVICE Share this post Link to post Share on other sites
ianardo 11 Posted October 2, 2015 it works when I get rid of the @FPWmod thing, but when I add it back on it says that startup error thing Share this post Link to post Share on other sites
Macser 776 Posted October 2, 2015 Do you have anything else open when trying to run the game? Anything that would need access to the hardware? Trying to run 2 instances of the game can cause that error for example. Share this post Link to post Share on other sites
JdB 151 Posted October 2, 2015 He doesn't have "-nomap" in his startup parameter (99% chance) or Graphics card driver error (1% chance) Share this post Link to post Share on other sites
ianardo 11 Posted October 2, 2015 I don't have nomap on there let me try it Share this post Link to post Share on other sites
ianardo 11 Posted October 2, 2015 Eureka!!!!! thanks man. umm what are some good graphics enhanced mods that work for this? Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 3, 2015 Eureka!!!!! thanks man. umm what are some good graphics enhanced mods that work for this? I'm quoting the FPW readme : Please use the DxDll mod AND the "OFP Material changes" by Kenoxite which really enhance OFP experience on modern computers ! How ? Easy, my Grandmother could have done it (may she RIP) : Like this : Open the "Mod and missions enhancement" folder ; Copy the Dxdll folder in the OFP or ARMA : CWA MAIN folder ; Copy the d3d8.dll file from the DxDll folder into the main game folder ; You also may want to get the OFPMaterial addon from Kenoxite available on BI forum : http://forums.bistudio.com/showthread.php?190481-OFP-Materials ( or alternatively copy the three files included in the "Kenoxite OFP Materials" folder in the FPWMOD addons folder) ; ï‚· Edit the FPW shortcut such as : For OFP 1.96 BETA : "C:\Program Files\Codemasters\Operation Flashpoint\FLASHPOINTBETA.EXE" -nosplash -nomap -mod=@FPW;dxdll;OFPMaterials For ArmA : CWA 1.99 : "C:\Program Files (x86)\Bohemia Interactive\Arma Cold War Assault\ColdWarAssault.exe" -nosplash -nomap -mod=@FPW;dxdll;OFPMaterials Share this post Link to post Share on other sites
the_noob 88 Posted October 3, 2015 No pun intended. But there's still a few pockets of "resistance" left. I haven't done any real research into it. But I suspect there's more people still playing OFP/CWA than we think. They probably just aren't very vocal or visible. OFP online mp is still alive, you just have to download OFP Monitor to see the servers and of course you will also need some mods to play on some servers. Of course the sp part and mods will remain playlable forever (or atleast for as long as there will be download sites for them). On topic: the train is nice, just too bad we can't drive it ;p Share this post Link to post Share on other sites
ianardo 11 Posted October 3, 2015 Great work :) May I suggest setting closer formation distance as default for infantry? I've tested it setting both x and z to 3 and it works without problems while also offering a more proper firing line. This should also allow you to skip some of the formation scripts in missions, recovering some performance. Check this album: https://imgur.com/a/vDm4p The part of the config that was modified: class Man:Land { mapSize=0.5; vehicleClass="Men"; icon="soldier"; autocenter=0; isMan=1; displayName="$STR_DN_MAN"; nameSound="man"; extCameraPosition[]={0,0.3,-3.5}; accuracy=0.25; audible=0.05; camouflage=1; sensitivity=1.5; sensitivityEar=0.65; formationX=3; formationZ=3; precision=1; brakeDistance=1; steerAheadSimul=0.2; steerAheadPlan=0.2; maxSpeed=24; irTarget=0; canHideBodies=0; canDeactivateMines=0; unitInfoType=unitinfosoldier; hideUnitInfo=1; armor=3; armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; cost=100000; simulation="soldier"; 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minGunElev=-60; maxGunElev=60; minGunTurn=-5; maxGunTurn=5; minGunTurnAI=-30; maxGunTurnAI=30; fov=0.85; minFov=0.42; maxFov=0.85; microMimics="Micro"; minHeadTurnAI=-70; maxHeadTurnAI=70; weaponSlots="1 + 4 * 256 + 4096 + 2 + 4* 32"; weapons[]={"RiffleGrenadeLauncher"}; magazines[]={"Riffle","Riffle","Riffle","Riffle","GrenadeLauncher"}; model="vojakw"; picture=""; hitSound1[]={"voices\Hit11",0.0562341,1}; hitSound2[]={"voices\Hit12",0.0562341,1}; hitSound3[]={"voices\Hit13",0.0562341,1}; hitSound4[]={"voices\Hit14",0.0562341,1}; hitSound5[]={"voices\Hit15",0.0562341,1}; hitSound6[]={"voices\Hit16",0.0562341,1}; hitSound7[]={"voices\Hit17",0.0562341,1}; hitSound8[]={"voices\Hit18",0.0562341,1}; hitSound9[]={"voices\Hit19",0.0562341,1}; hitSound10[]={"voices\Hit20",0.0562341,1}; hitSound11[]={"voices\Hit21",0.0562341,1}; hitSound12[]={"voices\Hit22",0.0562341,1}; hitSound13[]={"voices\Hit23",0.0562341,1}; hitSound14[]={"voices\Hit24",0.0562341,1}; hitSound15[]={"voices\Hit25",0.0562341,1}; hitSound16[]={"voices\Hit26",0.0562341,1}; hitSound17[]={"voices\Hit27",0.0562341,1}; hitSound18[]={"voices\Hit28",0.0562341,1}; hitSound19[]={"voices\Hit29",0.0562341,1}; hitSound20[]={"voices\Hit30",0.0562341,1}; hitSounds[]={"hitSound1",0.05,"hitSound2",0.05,"hitSound3",0.05,"hitSound4",0.05,"hitSound5",0.05,"hitSound6",0.05,"hitSound7",0.05,"hitSound8",0.05,"hitSound9",0.05,"hitSound10",0.05,"hitSound11",0.05,"hitSound12",0.05,"hitSound13",0.05,"hitSound14",0.05,"hitSound15",0.05,"hitSound16",0.05,"hitSound17",0.05,"hitSound18",0.05,"hitSound19",0.05,"hitSound20",0.05}; moves="NoDefaultMoves"; soundEnviron[]={"People\dirt_L",0.0003162,1}; soundEngine[]={"People\breath",0.0000178,1}; additionalSound[]={"Objects\noise",0.0,1}; type=0; threat[]={1,0.8,0.2}; class ViewPilot:ViewPilotBase { initAngleX=8; minAngleX=-40; maxAngleX=45; initAngleY=0; minAngleY=-125; maxAngleY=125; }; class SoundEnvironExt { normalExt[]={{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1}}; normal[]={{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1}}; road[]={{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1}}; rock[]={{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1},{"People\concrete_L",0.0000178,1},{"People\concrete_R",0.0000178,1}}; water[]={{"People\water_L",0.0000316,1},{"People\water_R",0.0000316,1}}; gravel[]={{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1}}; sand[]={{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\sand_L",0.0000032,1},{"People\sand_R",0.0000032,1},{"People\gravel_L",0.0000178,1},{"People\gravel_R",0.0000178,1}}; drygrass[]={{"People\drygrass_L",0.0000032,1},{"People\drygrass_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\forest_L",0.0000032,1},{"People\forest_R",0.0000032,1}}; grass[]={{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\drygrass_L",0.0000032,1},{"People\drygrass_R",0.0000032,1}}; forest[]={{"People\forest_L",0.0000032,1},{"People\forest_R",0.0000032,1},{"People\grass_L",0.0000018,1},{"People\grass_R",0.0000018,1},{"People\dirt_L",0.0000032,1},{"People\dirt_R",0.0000032,1},{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1}}; mud[]={{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1},{"People\mud_L",0.0000032,1},{"People\mud_R",0.0000032,1},{"People\water_L",0.0000316,1},{"People\water_R",0.0000316,1}}; wood[]={{"People\wood_L",0.0000032,1},{"People\wood_R",0.0000032,1}}; metal[]={{"People\metal_L",0.0000032,1},{"People\metal_R",0.0000032,1}}; snow[]={{"People\snow_L",0.0000316,1},{"People\snow_R",0.0000316,1}}; hallway[]={{"People\hall_L",0.0000316,1},{"People\hall_R",0.0000316,1}}; fallbody[]={{"People\fall_to_ground",0.001,1}}; laydown[]={{"People\down",0.00001,1}}; standup[]={{"People\up",0.0000032,1}}; crawl[]={{"People\crawl",0.0000018,1}}; }; class Reflectors { }; class MGunClouds:WeaponCloudsMGun { }; class GunClouds:WeaponCloudsGun { cloudletGrowUp=0.2; cloudletFadeIn=0; cloudletFadeOut=0.4; cloudletDuration=0.2; cloudletAlpha=1; cloudletAccY=2; cloudletMinYSpeed=-10; cloudletMaxYSpeed=10; interval=0.02; size=0.3; sourceSize=0.015; }; }; Also, to avoid units lying down when in combat you might want to add this line to your battle template: ~1 {{_x setUnitPos "UP"}forEach units _x} foreach arrayi; Apart from that, I wasn't able to enable ammo for my team (as a grunt, not squad leader) even when placing the ammo fix logic. whats the battle template? the script line you type in? 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