sp00n 0 Posted June 15, 2004 Check the technical manual thats in the docs folder Theirs only one readme that tells me a couple changes in v4.11 in my Docs folder. Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted June 15, 2004 There should be 2 pdf docs in the folder - which you can open with adobe acrobat Share this post Link to post Share on other sites
bn880 5 Posted June 15, 2004 Anyway, here is a BLUFOR (okay West) Description list of most WGL weapons/ammo and a few reg ones. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Weapons{ class MM1{ count = 4; }; class Binocular{ count = 16; }; class NVGoggles{ count = 16; }; class WGL_M16{ count=12; }; class WGL_M16GL{ count=12; }; class WGL_M4A1{ count=12; }; class WGL_M4A1SD{ count=12; }; class WGL_M4A1Reflex{ count=12; }; class WGL_M4A1ACOG{ count=12; }; class WGL_M4A1GL{ count=12; }; class WGL_M60{ count=12; }; class WGL_M240{ count=12; }; class WGL_M249{ count=12; }; class WGL_M249Para{ count=12; }; class WGL_M21{ count=12; }; class WGL_M24{ count=12; }; class WGL_M82A1{ count=12; }; class WGL_M82A1_300{ count=12; }; class WGL_M9{ count=12; }; class WGL_LAWLauncher{ count=12; }; class WGL_CarlGustavLauncher{ count=12; }; class WGL_AT4Launcher{ count=12; }; class WGL_AALauncher{ count=12; }; class WGL_LaserDesignator{ count=12; }; class WGL_RucksackAlice{ count=12; }; class WGL_RucksackRaid{ count=12; }; class WGL_RucksackAliceOld{ count=12; }; class hkg3{count = 16;}; class FAL{count = 16;}; class WGL_ANPRC77_Alice{count=6;}; class WGL_ANPRC77_Raid{count=6;}; }; class Magazines{ class WGL_M16Mag{ count=50; }; class WGL_M4A1Mag{ count=50; }; class WGL_M4A1SDMag{ count=50; }; class WGL_M60Mag{ count=50; }; class WGL_M240Mag{ count=50; }; class WGL_M249Mag{ count=50; }; class WGL_M21Mag{ count=50; }; class WGL_M24Mag{ count=50; }; class WGL_M82A1Mag{ count=50; }; class WGL_M9Mag{ count=50; }; class WGL_M433grenade{ count=50; }; class WGL_M713Grenade{ count=50; }; class WGL_M715Grenade{ count=50; }; class WGL_M716Grenade{ count=50; }; class WGL_HandGrenade{ count=50; }; class WGL_SmokegrenadeWhite{ count=50; }; class WGL_SmokegrenadeRed{ count=50; }; class WGL_SmokegrenadeGreen{ count=50; }; class WGL_Timebomb{ count=50; }; class WGL_Mine{ count=50; }; class WGL_Claymore{ count=50; }; class WGL_Pipebomb{ count=50; }; class WGL_LAWMag{ count=50; }; class WGL_CarlGustavMag{ count=50; }; class WGL_AT4Mag{ count=50; }; class WGL_AAMag{ count=50; }; class WGL_LaserDesignatorMag{ count=50; }; class WGL_M16_PDM{ count=50; }; class WGL_M4_PDM{ count=50; }; class WGL_M4SD_PDM{ count=50; }; class WGL_M60_PDM{ count=50; }; class WGL_M240_PDM{ count=50; }; class WGL_M249_PDM{ count=50; }; class WGL_M21_PDM{ count=50; }; class WGL_M24_PDM{ count=50; }; class WGL_M82_PDM{ count=50; }; class WGL_M2_PDM{ count=50; }; class WGL_LAW_PDM{ count=50; }; class WGL_CarlGustav_PDM{ count=50; }; class WGL_AA_PDM{ count=50; }; class WGL_SmokeShell_PDM{ count=50; }; class WGL_SmokeShellRed_PDM{ count=50; }; class WGL_SmokeShellGreen_PDM{ count=50; }; class WGL_Pipebomb_PDM{ count=50; }; class WGL_Timebomb_PDM{ count=50; }; class WGL_Mine_PDM{ count=50; }; class WGL_Claymore_PDM{ count=50; }; class WGL_HandGrenade_PDM{ count=50; }; class WGL_GrenadeW_PDM{ count=50; }; class WGL_NVGoggles_PDM{ count=50; }; class WGL_Binocular_PDM{ count=50; }; class WGL_Bandage_PDM{ count=50; }; class WGL_Mortar81W_PDM{ count=50; }; class WGL_Mortar81WP_PDM{ count=50; }; class WGL_Mortar81PF_PDM{ count=50; }; class WGL_Mortar60W_PDM{ count=50; }; class WGL_Mortar60WP_PDM{ count=50; }; class WGL_Mortar60PF_PDM{ count=50; }; class MM1Magazine{ count = 200; }; class HK{ count = 200; }; class Flare{ count = 200; }; class FlareRed{ count = 200; }; class FlareGreen{ count = 200; }; class FlareYellow{ count = 200; }; class hkg3MAG{ count = 150; }; class FALMAG{ count = 150; }; }; Share this post Link to post Share on other sites
Ninja_STO 0 Posted June 16, 2004 Quote[/b] ]sp00n Posted on June 15 2004,16:26-------------------------------------------------------------------------------- Quote (Baron Hurlothrumbo IIX @ June 16 2004,01:11) Check the technical manual thats in the docs folder Theirs only one readme that tells me a couple changes in v4.11 in my Docs folder. The pic below shows the items that should be in your Docs folder, and you can also see the default path where it is. The Technical Manual is more detailed and shows a lot of info including exactly how to use the mortars, along with anything else you might need to reference. Hope this helps. Share this post Link to post Share on other sites
Ninja_STO 0 Posted June 16, 2004 I also had a question about something that I thought WGL would be best way to use it. Hasn't anyone thought about being able to disable a tank by taking out the crew? You can create a script that when you are close enough to a tank and have a hand grenade on you, you can have an available action to "Frag Crew" or the like. You will then use one of your grenades to toss it into the turret, which would kill gunner and TC and slightly damage the turret. You would still not be able to hop in until the driver was also killed, but at least you can disable the combat ability of the tank. I am not able to script, but I can imagine this could be done. I think there might even be a player animation already in the game that might look good with this, not sure which yet. I have in many missions over the years found myself hiding in a bush when a tank rolls by almost running me over, only to stop right next to me and start looking around. If this action was available then, many mission outcomes would have been different. It is also a nice way to reward players who can sneak in close enough. It's not something unrealistic, and you could cause it to do a random chance of crew death or just serious wounds. I know that anyone could make and use this script, but it goes with the same type of gameplay that WGL offers...more realism and combat options. So what is everyone's opinion? If the script were made, could it possibley be added to the next release? Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted June 16, 2004 Do you think tanks crews/ designers have not thought of that possibility in the ~ 70 years tanks have been around, and invented the..... locking hatch? Share this post Link to post Share on other sites
Ninja_STO 0 Posted June 16, 2004 Yeah, I know they have locking hatches But also in real life we have other means to take action against them. But in OFP, I can't toss a thermite grenade down the barrel or hop up on the hull and start capping off rounds into a portal, nor do we have any "sticky bombs" that will disable the tracks. I'm just curious about a way to disable a tank in game under the rare circumstance you might get close enough. But if anyone has a better idea on how to do so that stays within the level of realism and ease that this mod does, then I'd love to hear it. The reason I ask about it here instead of the Mission Editing and Scripting section is because I would prefer to have it included as part of the addon itself, and this is THE ADDON to use for realism from now on. And again, if there are other suggestions on other methods, maybe WGL might like them enough to include something in a future release. Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted June 16, 2004 FDF has sticky bomb-esque satchels you can attach to tanks; we have used them on live tanks many times. If that doesn't appeal, there are molotov cocktails and Kasapanos (bundles of grenades.) These would all be nice to see in WGL, or similar things. Share this post Link to post Share on other sites
pinetree 0 Posted June 16, 2004 I really like this mod for its realism,but some of the sound leaves me underwhelmed.The M16's sound like an M16 firing blanks.Is it possible to combine the Dynamic Range mod(not the ECP one) with WGL?If so how? Share this post Link to post Share on other sites
Ninja_STO 0 Posted June 19, 2004 Does anyone have a list of current servers that are using WGL as the primary addon? I can't seem to find any, and I would like one that uses only WGL or WGL and CoC UA. I'm dying to try this in MP. Share this post Link to post Share on other sites
-IT-Q- 0 Posted June 19, 2004 how 2 add wargames to all-seeing eye ASE - download on the right side \The All-Seeing Eye\filters.txt open with an editor  search for Quote[/b] ]1 if mod != "*finmod*" remove add Quote[/b] ]Operation Flashpoint: Resistance\Mods\wargames Mutex: OFPM Group: OFPM 1 if mod != "*wgl*" remove in the following. Save file. Dont let Filters.txt be overwritten with an ASE-Update else u have to add it again! Share this post Link to post Share on other sites
mattmayhem 0 Posted June 21, 2004 Ummm, how come I installed this mod and there are no exe shortcuts to launch the mod? I can't play it. Share this post Link to post Share on other sites
Hornet85 0 Posted June 21, 2004 just put -mod=wgl in your OFP shortcut Share this post Link to post Share on other sites
mattmayhem 0 Posted June 21, 2004 just put -mod=wgl in your OFP shortcut you mean copy the FLASHPOINTRESISTANCE.EXE in the ofp directory and make it FLASHPOINTRESISTANCE-mod=wgl.EXE ? Share this post Link to post Share on other sites
@cero 0 Posted June 21, 2004 No no no Go to the exe, the latest one you have, and make a shortcut in the desktop. Go to properties and in the target thingon put this. Quote[/b] ]"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" /nosplash -mod=wgl that should do. Later. @CERO. Share this post Link to post Share on other sites
BAS Ranger 0 Posted June 26, 2004 mattmayehm, I think you're having the problem I had, which is that the 1.96 final isn't called beta. For me this is wrong: C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" /nosplash -mod=wgl This is right: C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" /nosplash -mod=wgl hope this helps. Share this post Link to post Share on other sites
the_shadow 0 Posted July 2, 2004 sorry for asking this.. but i too lasy to read through the whole thread (gee, it´s 50 pages) a buddy of mine has just installed OFP and WGL and when he installs the 4.11 patch, the sound dissapeares it works fine without the patch but not with.. he claims he has a SB Audigy card (wich i have heard might have some problems with wgl) now to the question.. is there a way to solve this? he has tried new drivers, but without result... Share this post Link to post Share on other sites
Penfolde 1 Posted July 4, 2004 not heard of the sound going all to gether but some people do have problems with the sound in the game as a hole. I've got 5.1 and the game will not give me 5.1 sound, i have to change my speaker setting to stereo......give that ago! Share this post Link to post Share on other sites
SASR Sabre 0 Posted July 4, 2004 i had this problem but not with wgl. for me it was because i had too many addons Share this post Link to post Share on other sites
Penfolde 1 Posted July 18, 2004 ello Not going to believe this but now i'm getting sound problems. The game was fine for some time but then i would loss sound at some point in the game. I've re-installed my OS and Game tonight. The problem did start before re-installing but i just put it down to some addons, so i thought a fresh install would help ( had some reg problems too). Anyone solve this problem or having the same problem? P Share this post Link to post Share on other sites
pandalefou 0 Posted July 26, 2004 buy a rpg7 and blow up your computer it's radical ;) or just with a gun Debug mode Share this post Link to post Share on other sites
@cero 0 Posted August 1, 2004 I need to download Gaia, any worcking links around, the ones in page one give me a file not find message. Please, let me know of any links. Thanks. @CERO. Share this post Link to post Share on other sites
iNeo 0 Posted August 1, 2004 I need to download Gaia, any worcking links around, the ones in page one give me a file not find message.Please, let me know of any links. Thanks. @CERO. Try this: ftp://www.gamezone.cz:8021/ofpd/islands2/wg_gaia_1.00.exe Share this post Link to post Share on other sites
fighter 0 Posted August 1, 2004 GAIA ISLAND - DOWNLOAD fighter Share this post Link to post Share on other sites
russin 0 Posted August 2, 2004 just little insight there is a patch comin soon no time frame but i no it is reaching the end.... Â Rock put this up hopfully he updates here and there Maps+packs+patchs here too also im makin a WGLCTI leauge DL can be found there as well Tact is currently working on it as well as WG4.12 patch witch fix's a number of things...... we are so lucky WGLCTI Share this post Link to post Share on other sites