Extended Effects
Extended Effects (ExtFX) enables AI speech, dynamic environment sounds, tracers, bullet cracks and many other effects in vanilla CWA and any other mod
Main features
Enhanced animations, including leaning stances (by using WW4 animations)
AI Speech (DSAI) with configurable languages for each side, including english, russian and arabic
Dynamic soundscape: ambient sounds will play randomly when in forests, towns or shores
Contextual stance for AI: AI units will stand up, crouch or go prone depending on the nearby objects
Realistic tracers for MGs and MMGs
Bullet cracks and reverb for shots indoors
Dust effects for moving infantry and vehicles, bullet impacts, infantry shots, helicopter rotor wash, etc
Smoke grenades now obscure AI vision. Also, AI with smoke grenades have a chance to throw them when in combat
Flyby sounds for jet planes
Destroyed trees will now obscure AI vision
Engine volume levels inside vehicles adjusted to facilitate communication and be able to hear AI speech
Other than this, the rest is the same as in vanilla OFP/CWA (same AI, same armor and damage values, etc). Gameplay will keep vanilla flavor.
Optional features
You can also enable other features that will modify vanilla gameplay further:
Hand grenades will bounce before detonating
AI units will flinch or fall down when hit by bullets
AI units will be able to suppress an area occupied by enemy infantry
Automatic launching of flares and chaff for air units
Shots reverberate when indoors
These optional features are disabled by default. You must manually enable them by editing the settings.sqf file found in the @extfx folder.
Download
Current version is in beta. This mod was created later past year but I haven't worked on it since december. Most features should work without problems. Only some minor bugs and some performance problems remain.
It hasn't been tested in multiplayer, so I can only tell you that it works in single player. Also, due to the extensive use of getposASL and setposASL most of the features won't work in old OFP, and probably never will.
My intention is to eventually keep testing, fixing and increasing the compatibily of this project... once I have more time on my hands, that's it.
Main mod
ExtFX - Beta version
This always will be the latest patched version. Hotfixes will be listed below when needed.
- https://www.mediafire.com/file/qu7e2e3c5x2922v/%40extfx_beta.zip
- https://drive.google.com/drive/folders/0By2CaodBQ84GZTV1dDdIM1owMWs?usp=sharing
Addon Packs
These files include a series of addons that change the default vanilla visuals and sounds, making them more modern and, to some extent, more realistic.
To enable them you need to change the definitions.hpp file in @extfx/bin with the corresponding one. You can learn more about how to change this in the included manual.
- https://drive.google.com/drive/folders/0By2CaodBQ84GZTV1dDdIM1owMWs?usp=sharing
ExtFX - WW4 models
Models for infantry units from the WW4 mod. It's enabled with the WW4_FX.hpp definitions file.
- https://www.mediafire.com/file/3u2urof85zc98a8/%40extfx_WW4.zip
ExtFX - WW4 Extended models
Models for infantry and vehicle units and sounds from the WW4 Extended mod. It's enabled with the WW4_Extended_FX.hpp definitions file.
- https://www.mediafire.com/file/cn5a3ivm3i122an/%40extfx_WW4Ext.zip
Hotfixes
ExtFX - Beta version - Hotfix #2
This hotfix is only needed if you haven't downloaded the hotfixed main mod from above (if you downloaded a previous version).
Each hotfix includes the fixes found in previous ones.
To apply it overwrite the contents of @extfx folder with the contents of this zip file.
- [none]
---
Other
OFP Materials - v1.2 Preview
- http://www.mediafire.com/file/7a3fv9hi157j2ap/OFP_Materials_v1.2_preview.zip
Mission: Clean Sweep (East)
This is a version of Clean Sweep where soviets attack and US defends. It's the mission used to record the video found above.
- https://www.mediafire.com/file/eswlcrh21hr41mw/06NinjasEast.Eden.pbo.zip
Installation
Shortcut method
Delete any previous installation of this expansion (by deleting the @extfx and related folders)
Decompress the zip file and place the @extfx folder inside your ARMA Cold War Assault one.
Create a shortcut of the ColdWarAssault.exe file.
Right click on the new shortcut and click on Properties.
In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@extfx;
Launch the game by using the new shortcut.
Steam method
If you don't want to use shortcuts and use the Steam version:
Delete any previous installation of this expansion (by deleting the @extfx and related folders)
Decompress the zip file and place the @extfx folder inside your ARMA Cold War Assault one .
In your games list right click on Arma: Cold War Assault and select Properties.
In the Properties window click on the SET LAUNCH OPTIONS... button.
Write this in the text field: -mod=@extfx;
Click OK. Click Close. Click Play.
If you want to skip the OFP intro you can add -nosplash before the -mod line, like this:
-nosplash -mod=@extfx;
If you want to use the WW4 Extended definitions, models and sounds then you must launch the mod by adding the @extfx_WW4Ext folder this way (provided you already downloaded the ExtFX - WW4 Extended models file and correctly placed that folder):
-nosplash -mod=@extfx;@extfx_WW4Ext
Configuration files for other mods
I've created a new folder with custom CONFIG.bin files for other mods. I've also included readmes to let all of you know what was changed in order to integrate both mods, along with the suggested mod order (which is, @extfx always before the mod you want to load).
You can get them here:
https://drive.google.com/drive/folders/0By2CaodBQ84GaDNQaGdpSjdpWU0?usp=sharing
Basically, when integrating this with one of those mods you want to load first the definitions.hpp file (and place it in the mod's /bin folder first) and then add the EH define to the Man, LandVehicle, Air and Ship classes. You should also add PRELOADBANKS_CUSTOM to PreloadBanks and PRELOADADDONS_CUSTOM to PreloadAddons, to make sure the tracers pbo is correctly loaded when the game starts. You might also want to replace their CfgMovesMC class with ExtFX's one.
For mods or addon packs that don't provide a custom config.bin you can just load @extfx AFTER the mod/addon.
Manual
You can find more instructions and information about the available features and options in the manual.
The manual is already included in the the @extfx/_docs folder in pdf form (ExtendedEffects-Manual.pdf), and it's also available online here.
Credits
Kenoxite (main author)
Krzychuzokecia (testing)
Sanctuary (WW4 animations and base config and resource files)
WGL team for inspiration and use of some scripts (smoke grenade occlusion, hand grenade bounces, modular structure of configs)
STGN, for the standing reload animations
BAS and Vektorboson, for rotor wash and autoflares scripts
Raptorsaurus, for FlareAid and Weather_chute scripts
Intro music:
Difference, from the album Better Way, by Kai Engel - http://freemusicarchive.org/music/Kai_Engel/
Permissions
This project falls under the Arma Public License Share Alike (APL-SA).