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W0lle

Cold War Rearmed III

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New week, new (huge) update!

 

Mod
ADDED : L1A1 with wooden furniture
ADDED : New US Special Forces gear and Crew Helmet from S&S. Thanks to Lennard, Simcardo and Jefferspring
ADDED : PT-76B Amphibious Tank
ADDED : XM177E2 and XMS with M203
CHNGD : 58 Pattern webbing models updated by Trento
CHNGD : All aircraft loadouts based on feedback from discord for role specialization, QOL and functionality improvements e.g. SU-25 now has default Arma 3 Kh-25 and A-10 now has default Arma 3 Mavericks - and will now actually use the missiles against vehicles
CHNGD : Continued US Gear overhaul from S&S
CHNGD : F-4 Phantom textures
CHNGD : M67 RCL optics and zeroing improved.
CHNGD : Soviet patrol boat has an antenna added so they can communicate
CHNGD : US Patrol boat textures changed from _ca to _co
CHNGD : Uzi is now based on the CUP weapon, model remain ours
FIXED : A bunch of vehicles had no vehicle transport memory points
FIXED : AH-1 Cobra had no working position and spotlights
FIXED : T-64 preview pictures and armor values.
FIXED : UH-60 M240 gun movement was reversed, right gun completely broken
FIXED : Guba entities have correct preview pictures


Cold War Crisis
CHNGD : In "Alert", the officer is now invincible
CHNGD : In tank missions, player can repair tanks/vehicles


Missions
CHNGD : In tank missions, crew members can repair tanks/vehicles


Expansion VMF
ADDED : PT-76B Amphibious Tank
ADDED : ZUBR LCAC


Expansion USMC
ADDED : New equipment from S&S
ADDED : US Navy F-4J
CHNGD : Continued US Gear overhaul from S&S


Expansion UK
ADDED : Chieftain MBT
ADDED : FGR2. Phantom II
ADDED : FV510 Warrior IFV
CHNGD : 58 Pattern webbing models updated by Trento
CHNGD : UK vehicles all had texture overhauls by Trento
FIXED : Wrong anims on FV432 MedEvac

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1 hour ago, W0lle said:

New week, new (huge) update!

 

Mod
ADDED : L1A1 with wooden furniture
ADDED : New US Special Forces gear and Crew Helmet from S&S. Thanks to Lennard, Simcardo and Jefferspring
ADDED : PT-76B Amphibious Tank
ADDED : XM177E2 and XMS with M203
CHNGD : 58 Pattern webbing models updated by Trento
CHNGD : All aircraft loadouts based on feedback from discord for role specialization, QOL and functionality improvements e.g. SU-25 now has default Arma 3 Kh-25 and A-10 now has default Arma 3 Mavericks - and will now actually use the missiles against vehicles
CHNGD : Continued US Gear overhaul from S&S
CHNGD : F-4 Phantom textures
CHNGD : M67 RCL optics and zeroing improved.
CHNGD : Soviet patrol boat has an antenna added so they can communicate
CHNGD : US Patrol boat textures changed from _ca to _co
CHNGD : Uzi is now based on the CUP weapon, model remain ours
FIXED : A bunch of vehicles had no vehicle transport memory points
FIXED : AH-1 Cobra had no working position and spotlights
FIXED : T-64 preview pictures and armor values.
FIXED : UH-60 M240 gun movement was reversed, right gun completely broken
FIXED : Guba entities have correct preview pictures


Cold War Crisis
CHNGD : In "Alert", the officer is now invincible
CHNGD : In tank missions, player can repair tanks/vehicles


Missions
CHNGD : In tank missions, crew members can repair tanks/vehicles


Expansion VMF
ADDED : PT-76B Amphibious Tank
ADDED : ZUBR LCAC


Expansion USMC
ADDED : New equipment from S&S
ADDED : US Navy F-4J
CHNGD : Continued US Gear overhaul from S&S


Expansion UK
ADDED : Chieftain MBT
ADDED : FGR2. Phantom II
ADDED : FV510 Warrior IFV
CHNGD : 58 Pattern webbing models updated by Trento
CHNGD : UK vehicles all had texture overhauls by Trento
FIXED : Wrong anims on FV432 MedEvac

Its nice to see the Chieftain in Arma at long last

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3 hours ago, Molotnikov'sk said:

Its nice to see the Chieftain in Arma at long last

Great but there is no need to quote all that just to drop one line.

 

5 hours ago, W0lle said:

ADDED : Chieftain MBT

See, like that if you must.

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Now that's a changelog (it logs changes)... 👨‍🎓

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The new vehicles are great, but is it just me or does the Chieftain seem a bit too fast? According to sources I can find online its max speed is about 40-45 km/h, but I was able to get up to like 75 km/h driving in a straight line in VR relatively quickly.

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4 hours ago, simkas said:

The new vehicles are great, but is it just me or does the Chieftain seem a bit too fast? According to sources I can find online its max speed is about 40-45 km/h, but I was able to get up to like 75 km/h driving in a straight line in VR relatively quickly.


Pretty sure that's because all tanks are based, especially CUP vehicles, on default Arma 3 tanks which are very fast. Still u rite tho, would be cooler if they were slower or even heavier 

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Missions Package updated because some of them had serious issues:

FIXED : In 'Bomberman', mission failed when you cleared the town before the convoy
FIXED : Spelling in 'Laser'
FIXED : Some vehicles were stuck in ground in 'Ground Attack 1'
FIXED : 'Assassination' was completely broken because mission scripts were missing
FIXED : Marker orientation in 'Ground Attack II'
FIXED : Missing resource in some of the missions

 

 

Yes, most tanks are indeed a bit too fast. Doubt that the solution would be easy to implement though. Not nowadays with physics in place where 'maxspeed' isn't all you need to limit a vehicles max speed.

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How hard is to get this mod to work with OFP campaign and is it still valid, keeping up to date?

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Hello everyone,

 

First I must gratulate Wolle for the convert of CWR to ArmA 3. 

 

For a long time I don't play Arma because I had other things to do.

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On 1/1/2022 at 6:15 PM, xxbbcc said:
  • "Escape From Prison" ended successfully during the into movie and never entered the playable part of the mission. There was another mission that did this but I don't recall which one (I think it was one of the tank / flying missions (?) because I didn't mind.

 

Pretty sure that is caused by your setting for the view distance. I had a similar (the same?) issue and fixed it by setting the view distance to 1200.

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On 3/10/2022 at 8:16 PM, marseille77 said:

Hello everyone,

 

First I must gratulate Wolle for the convert of CWR to ArmA 3. 

 

For a long time I don't play Arma because I had other things to do.

If you look for work, we have plenty of it. 😁

View Distance: All missions, except the A-10 one on Kolgujev have a fixed viewdistance of 1200. If you override that, or use AI 'enhancement' Mods, some of the missions indeed seem to act 'weird'. Especially that 'Escape from Prison' one - for whatever reason.

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Well yes. It's Monday again. 😀

Mod
ADDED : A couple of new furniture objects by vilas (Bardzo dziękuję!)
ADDED : Desert Tan and Takistani skins for M151 and M60A3
ADDED : Desert units and vehicles config - thanks to lemonium
ADDED : New C-130 Skins
CHNGD : Soft headgear mass reduced by 50% (5 instead of 10)

 

Expansion USMC
ADDED : AA Specialist (Redeye) and AT Specialist (M47) along with their assistants

 

And one more thing

tdf-screen6.jpg

Although this expansion is not necessarily a Cold War theme, it does fit into our concept of "resurrecting Operation Flashpoint". The older ones among us will still remember the Tonal Terrain by Ballistic Addon Studios (BAS). At the time one of the biggest and probably most interesting terrains. We tried to recreate the rebel and government troops in their respective uniforms.

 

The expansion includes a complete set of infantry units and vehicles for each faction. The vehicles are standard CUP and CWR3 vehicles with individual textures for each faction. This expansion fits perfectly to the terrains of Icebreakr like Lingor/Dingor, Isla Duala, Angola Maps or the Kingdom of Regero. And maybe it serves also as a motivation to finish Tonal Reborn.

Available here.

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Awesome work CWR Team!!!!

 

Tonal was a jewel in the OFP crown in the day, loved it.

 

Any chance of seeing the BAS TSF making a comeback!

 

BAS TSF for the unaware...

800px-BAS_Tonali_Special_Forces.jpg

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@W0lle

A suggestion.

 

1. Add side arms to USMC tank crews.
2. Add side arms for helicopter and jet pilots.

 

Cheers, great update!

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I need to think about the sidearms but guess we can do that.

New hotfix released:
ADDED : One more furniture piece by vilas
FIXED : F-4 and F-16 had no ammo for their cannon
FIXED : Several small bugfixes reported by you

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Oustanding work. I have little problem tho. how can you get support vehicles working?, I cannot fuel or repair in the campaign

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Hello guys.
First of all I want to really thank you for your great work on CWR3 and its addons. Back in time I have played Operation Flashpoint in czech language and it was a great time.
I have also played CWR2, when it was released and I have used original czech ogg files, to fully reanimate the Operation Flashpoint experience again. It was solely for me and did not went publicly.

Can I ask this way for the permission to do the port of the CWR3 campaign to czech language and make or help prepare a release of it, when it's ready ?

For now all my work is available on github, no links have been provided to anyone and no pbo is available yet.

I have made a short video of what can be expected.

I have also found few bugs during gameplay and testing of the campaign.

  1. description.ext should have briefingName defined
  2. AH-1F in training mission and cutscene is slightly below the surface
  3. radio titles are not visible in first cutscene. I tried to fix that and a solution was to fill x00.bikb with apropriate text, comment out all cutText in script and fill properly all titles in description.ext
  4. hint in 05b was not localized, I have moved the text to stringtable and used 
    hint localize "STR_cwr3_cwc05b_h_trucks";
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Sounds good. Sent you a message.

 

@killdozer54 Support works exactly the same as in the core game or any other mod. Get close to a support vehicle and you see the action to refuel, repair or rearm.

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Just played through the campaign and I really enjoyed it. Missions and assets are high quality (I like the tweaks to but Incursion!) I just have a couple of queries.

 

I noticed the spec ops are equipped with a tool kit by default but I can't figure out what for, I am unable to defuse explosives or repair vehicles. Am I missing something? 

 

Spoiler

In Red Dawn after capturing Guba I put some of my spec ops guys and myself in the back of the UAZ then got Guba to drive (I guess you know the trick I'm exploiting). I lost control of Guba which is fine but when he eventually stopped I was unable to exit the vehicle or order my squad mates to do the same. I used the console to get myself and my squad mates out but Guba fled and I was unable to recapture him. Perhaps an edge case but CWR3 usually rewards creativity. 

 

Thanks again for this awesome mod.

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Hello W0lle, I am seeking permission to use your CWR III addon Mod content to make a new faction using the ALiVE orbat creator.
I am modifying config files to provide more equipment to individual soldiers and modifying groups only for my server. Thank You.

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Posted (edited)

Ambush SP mission is still bugged, last time I played it was almost a year ago and the tanks weren't attacking Houdan, but now the Ural that's supposed to reinforce Houdan before the tanks get sent didn't arrive. I traveled to Dourdan only to see the squad that's supposed to board it stay in Wedge formation lying on the ground looking at me and not firing. I opened the mission in the editor, to me everything looks fine in terms of triggers and code. My only guess is that maybe the mission somehow breaks if the player loads a save and plays the mission from it? In my case I got killed once as I was entering Houdan so I loaded a savegame and continued from there. I have no clue.

 

I also had problems with ХЭВИ-МЕТАЛ not ending, but after reloading the savegame that occurs before Le Moule and redoing the final part of the mission again, it ended. I assume it could've been a lonely soldier hiding somewhere in a bush although I did scour the area and even sent crewman on foot as bait, but found nobody.

 

EDIT:

 

I figured out what's causing the issue in 02 Ambush. It's the triggers that have units as owners for Alpha squad. If unit named a2 dies before reaching the trigger zone, the trigger won't fire and the Ural will not move in. If a1 (Alpha squad leader) dies all triggers owned by him won't fire either - like the trigger that calls the tanks to move into Houdan. It seems to be an ArmA 3 bug, see this post: BUG: Trigger owner for grouped unit in missions outside the editor

Edited by domcho
Figured out what's causing the issues
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