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AngusHeaf

Wargames addpak 4.0 released

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rock on!.............funny bit is..........i still avent played an online session yet crazy_o.gif

online is the most fun.... where ya get to kill buddys online weeeeeeeeeeeeeeeeeeeeeeeeeeee smile_o.gif

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I would like to trie this mod. It doesn't seem to work for me. I am running GOTY ed. patch 1.96 BETA on win 2000. I have no additional add-ons installed. I have installed wargames 4.10 full. when i start OFP tru the wargames shortcut i see no changes. sad_o.gif Help please!

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Go to multiplayer, create your own lan game. Start a mission prefixed by WGL, eg WGL co 24 War Cry. If it works, WGL is installed and working.

Check if that works first.

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I would like to trie this mod. It doesn't seem to work for me. I am running GOTY ed. patch 1.96 BETA on win 2000. I have no additional add-ons installed. I have installed wargames 4.10 full. when i start OFP tru the wargames shortcut i see no changes.  sad_o.gif  Help please!

most likly you need to copy a new short cut and put this line in at the end of the target line put a space then paste that in...

Quote[/b] ]/nosplash -mod=wgl

this is my target line below

Quote[/b] ]"E:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" /nosplash -mod=wgl

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RC3 public Beta patch is released for more testing find yer way to Squad engine to try the patch it is nearing the end. id predict that the offical 4.12 is just around the Corner yippie biggrin_o.gif

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When I patch to 4.12, i have problems with mortars in missions : i get a dialogbox "Unable to find WGLDlgMortar" when i try Fire Control.

I guess the problem is in the file "description.ext" which doesnt not contain this new class. But where can i find a newer description.ext file ?

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read the "readme" CAREFULLY.......or download my vid...it covers digi mortar problem (roll back a page or two on this thread for vid link)

edit.........hmmm k i miss read that post..

..ABORT ABORT... crazy_o.gif

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when i try to fire with the mortar i get the message

"Resource digmortar not found"

does anyone know what to do

i use 4.12 rc3, at least what russian said.

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Read the readme included in the RC3 pack. It's jsut a matter of using a #include or renaming your dialog in the description.ext

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About the mortars in 4.12, i found the answer in a description.ext file in the Wargame Mod and League forum.

You need to add this in your description.ext :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#include <wgl_veh_config\wglmortar.hpp>;

Btw I'm looking for some new 4.12 CTI missions/servers.

If anyone could tell me where can I find them...

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1.16 WGLCTI version isn't ready yit 4.12 WG patch is needed for it so untill that is realeased, then it can be released to public biggrin_o.gif

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Just a few things to report on:

Rucksacks/pistol area ammo can still be glitchy. IE under rc3, in the briefing loadout screen, if I gave anyone a launcher before giving them the round, then the round wouldn't appear in the list.

Also some ammo misbalancing, here's a pic of a M2 HMMWV owning a T-72A. Picutre.

And the thing that bothers me most while playing WGL coops is the AimPrecision value. I'd like to see this modified to a more realistic value for all the stances to get rid of uber-accurate AI (IE when an AI gets his bearing on you, one-two-three bullets hit you and you're dead. Also had a problem with AIs civvies headshotting with their pistols at about 100m.)

Keep up the great work smile_o.gif

EDIT: To answer Tomislav's question, delete everything in the ext that refers to the mortar dialog stuff, and pretty much anywhere have the #include line in there, and to the game it looks exactly the same.

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I would like to see more realistic recoil (ie.... some). And if at all possible AI that reacts to being hit in some way, like players.

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Planting the tube upon the base of any mortar seems to encounter a problem, in which base and tube dissapears, with only the rounds of the mortar left on the ground.

Looked in game logic, found nothing. sad_o.gif Anyone know why this occurs?

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Planting the tube upon the base of any mortar seems to encounter a problem, in which base and tube dissapears, with only the rounds of the mortar left on the ground.

Looked in game logic, found nothing. sad_o.gif Anyone know why this occurs?

That is due to you not having done the editing things required for using the mortars in a mission (aka "I didn't read the blooming documentation")

How to properly make a mission with WGL mortars is described in the WarGames Tech Manual ("War Games Tech Manual.pdf", located in your wgl/docs folder. See page 69 and forward.

There is/was a FAQ text file somewhere too that describes it, but I can't seem to find it atm.

I could describe it here, but its better if you read it yourself. Besides, the WGL Tech Manual is a good read anyway and you might pick up some useful things for your future mission editing efforts. Good luck!

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I don't know if this really fits as part of WGL, but the recoil on the M82A1 is too small. After each shot you should have to retrace the target at bit...

anyone here ever fired that monster Barret?

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Where can I find wg_gaia_1.00.exe? The links in the first post are broken.

BTW, why can't all these mods set up a simple website with a short text and some download links? Searching this forum for downloads, new versions, documentation etc. is very annoying sometimes.

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I don't know if this really fits as part of WGL, but the recoil on the M82A1 is too small. After each shot you should have to retrace the target at bit...

anyone here ever fired that monster Barret?

Yeah got two broken miltary timexes the recoil knocked the second hand off them. The Recoil isn't that bad, most of it is soaked up because the rifle is so dam heavy.. Just kinda funny cause the first Barrets had longer barrels, and almost as long as I am tall. Noticed its getting shorter and shorter over time. Still a lot smaller than the 20mm anti tank rifle I still play with for fun. Its rechamered to 50 cal. But its around 7 ft long, talk about reach out and touch someone.. ;)

If a runt like me can handle the Barret then its not too bad..

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I have 4.12rc5 and when I fire a sidewinder with the A10 I first get this error:

_shot = nearestobject [_this select 0,_this select 4]#:error zero devisor

followed by another error:

while {_blast1 < _blastnumber1} do............

this bug freezes the game for a few seconds.

Is there any chance you are able to make the AI vehicles without radar not engage past the viewdistance?

When I was playing CTI yeasterday I and my gunner was attacking the enemy base. We picket up some enemy targets on the radar past the viewdistance and shot one out but then another was activated. It was a bradley that just woke up and shot our Mi-24 down past the viewdistance from about 1km with about 4-5 shots. Not a happy moment wink_o.gif

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