scfan42 0 Posted April 18, 2004 A few odd things I've noticed with WGL: In order to pick up a man-portable weapon, you have to drop your rucksack, and when you pick up the weapon it gives you a new rucksack... Bradley's can't swim by themselves, for early models they to erect a water barrier, which takes 30 minutes, and for later models they have to use pontoons which take 15 minutes to inflate, so having the Bradley float like a BMP can isn't realistic. And a request: Could you set up the Bradley so that the TOW launcher doesn't work while moving? As far as I know, the TOW launcher is stored against the turret while the Bradley is moving, which to emulate it'd take you having to animate the model and do all that work so it'd just be easier to mimic the AT weapons on the helos in order to fix that... kinda. Edit: Removed stuff about aimprecision, saw it in another post. Edit2: Just remember about the A-10, on every A-10 I've seen it carries 2 sidewinders on one wing, then a ECM pod on the opposite wing, I've never seen an A-10 with one Sidewinder on each wing. Share this post Link to post Share on other sites
Lt_Damage 0 Posted April 18, 2004 You could be even sneakier and make the server wglevents publicVariable WGLRespawn = false after the game starts ;) edit - Ok I see what you mean.. no I simply edited WGLinit.sqs and changed this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(format ["%1",WGLRespawn] == _nstring): WGLrespawn = true to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(format ["%1",WGLRespawn] == _nstring): WGLrespawn = false That way it can be enabled during a mission if wanted once the WGLRespawn is fixed to black in correctly. Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 18, 2004 A-10 issue with sidewinder will be addressed when I have time to make the launcher rails and ECM pod. It's on The List of stuff for 5.0 along with new A-10 loadouts. Bradley floating... Good points, I think turning off swim would be a good idea unless we decide to make players setup the fording kits, which in my estimation, people would have to have to stop and get out to erect, so chances are simply no more swim capability for the Bradley. Bradley TOW... Next release we will try to get this function into the Bradley. It's been on the list for some time, and I already have a Bradley model with folding TOW box and scripts to have it automatically fold down during travel and reload. However we didn't have time to do it to all of the vehicles that fire SACLOS missiles but the system will function almost identically to the missile online/offline FX on the choppers. Mortars.... it give you a new rucksack so you can keep your mortar rounds. We're pondering a new system to "carry" mortars around though because the rucksacks just tend to multiply now. It's intentional but not the prettiest solution. Rucksacks need to be removed before picking up crew weapons because the alternative was a 4 step system that, in the end, totally sucked. Like a lot of the fancy stuff in WG it's a hack to carry around crew weapons and we're stuck with it that way until we can think of a better way to script it. Share this post Link to post Share on other sites
Subferro 0 Posted April 18, 2004 Does anyone know why I may be getting the "config.bin/cfgvehicles.WGL_BMP" error on the included mortar mission? Share this post Link to post Share on other sites
Lt_Damage 0 Posted April 18, 2004 Yes because to make missions compatible with 4.10 you have to remove the _400 from the unit classes. Since mission editors had to do this for a LOT of missions, forgiveably they do it by opening the mission in notepad and doing search+replace on _400 and replacing it with "" (nothing). Side effect is the WGL_BMP doesn't exist anymore and it has to be edited to something else manually. Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 18, 2004 Search for "WGL_BMP" and replace with "WGL_BMP1P". Sorry!! I'm a bonehead!! Share this post Link to post Share on other sites
vade_101 0 Posted April 18, 2004 Is there any sort of guide to making addons WGL compatible? i'd be quite interested in doing a version of my units that fitted in with WGL, even if only for personal use... Share this post Link to post Share on other sites
phaeden 0 Posted April 18, 2004 Below is a rather boring video - the purpose is to simple show that the damage models for WGL rifles are not unrealistic or unplayable. These are NOT rubber bulelts. Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted April 18, 2004 HMMMM i thought i seen somewhere there would be a FLAME-THROWER in the pack or did you have problems with it  lol or am i just getting my hopes up.  What did u use to create the video, and compress it to a small file. Share this post Link to post Share on other sites
-IT-Q- 0 Posted April 18, 2004 fraps2.0 and virtualdub/movie maker 2 --- if anyone has problems with the sky installer on win98/ms-system plz contact me, maybe ive got a solution. regards pm msn (realblackshadow@hotmail.com) icq (82692766) irc (#intrain - quakenet) Share this post Link to post Share on other sites
ZiRo 0 Posted April 18, 2004 The Flamethrower Unit is configed - i've seen it myself, though it is equipped with a standard infantry loadout, so i concluded they never actually got round to making a flamethower weapon, let alone making it work. But its there, in wgl_men_config.pbo in CfgSoldierEBasic.hpp I love WGL 4.10 I wish i had a squad to go with it. Can anyone suggest one that ENJOYS clearing large areas of infantry, using tactics and support available to achieve their objectives, who spend time using bounding overlap - for about half an hour with no contact, who enjoys TAB'ing accross large areas of the island to the objectives, who like to get as close as they can before opening fire, who cover each as they move. That is unique - thats what i got with USMC when i played with 2/3 of them last night - first time in ofp i had proper fun. Makes me want to go out and do it in real life in the countryside of England - then again I'd probably have like SAS or somthing rapel from a Lynx, with 4 Warrior IFV's and a Gazelle in suport to arrest me. If anyone, is in a squad that matches that description, please let me know, the only thing that stops me with the USMC is the Required Military Service they have > (oh and the fact that im not american, or over 18, but heh, i can blag) -ZiRo Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted April 18, 2004 Quote[/b] ]That is unique - thats what i got with USMC when i played with 2/3 of them last night - first time in ofp i had proper fun.Makes me want to go out and do it in real life in the countryside of England - then again I'd probably have like SAS or somthing rapel from a Lynx, with 4 Warrior IFV's and a Gazelle in suport to arrest me. If anyone, is in a squad that matches that description, please let me know, the only thing that stops me with the USMC is the Required Military Service they have > (oh and the fact that im not american, or over 18, but heh, i can blag) lol thats how i like to play as well just nobody does. Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted April 18, 2004 where can i find the Flamethrower Unit or get him ingame. Share this post Link to post Share on other sites
rgreenpc 0 Posted April 18, 2004 WWW.vs-uk.net its my Clan - well I run the OFP BTN We are strict in our tactics and doctrine ( we do have the occasional fun CTF match ) You can't even get out of boot camp with us till you can do orienteering, BRM, and a few other things. I AM over 18 and I was in the military, but I just flew a bunch of marines and dropped them off to go kill people then sat in an AC'ed room. Share this post Link to post Share on other sites
ZiRo 0 Posted April 18, 2004 @Matty UnPBO '/wgl/addons/wgl_men_config.pbo' and open CfgSoldierEBasic.hpp Search down the for 'WGL_SoldierEFT' and Whats your MSN? @rgreenpc VS looks nice, exept lots of members + no WGL. -ZiRo Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted April 18, 2004 mrochelle@hotmail.com Share this post Link to post Share on other sites
Tactician 0 Posted April 18, 2004 The "Flame Thrower" is an RPO-A Schmel, an incendiary rocket weapon deployed by ze Russians. IRL one member of each infantry platoon gets one. They're great for clearing buildings/bunkers. I commented out the "Flame Thrower" troop because the weapon wasn't quite done yet (hadn't been tested, didn't have a WGL gear pic yet). But it should work in 4.1. Weapon: WGL_RPOLauncher (disposable) Magazine: WGL_RPOMag (takes up 3 slots) No ruck mags. It's a large device, as you can see from the proxy (I don't know if the proxy is scaled correctly, we'll see). Share this post Link to post Share on other sites
dreday 1 Posted April 18, 2004 The "Flame Thrower" is an RPO-A Schmel, an incendiary rocket weapon deployed by ze Russians. Â IRL one member of each infantry platoon gets one. Â They're great for clearing buildings/bunkers. Â I commented out the "Flame Thrower" troop because the weapon wasn't quite done yet (hadn't been tested, didn't have a WGL gear pic yet). Â But it should work in 4.1.Weapon: WGL_RPOLauncher (disposable) Magazine: WGL_RPOMag (takes up 3 slots) No ruck mags. Â It's a large device, as you can see from the proxy (I don't know if the proxy is scaled correctly, we'll see). Tactitian, I really like how RPO effects are implemented in the game, but your information about this weapon's deployment is a little off. Frist of all, it is not distributed dirrectly to the infantry platoon members. Instead, "RPO Gunner" is a designated specialist position that requires special training and qualifications. In fact, these soldiers are organizationally subordinate to the chemical troops (no one knows why...), so they are used to reinforce the infantry platoons and scout/spetsnaz groups as needed. More importantly though, RPO-A/D/Z tubes are never carried alone. Their manufacturer packeges them in a carying pack with two tubes and they are not likely to be seperated before the battle. This is particularly true, since one shot would often miss the target at ranges over 200m and aim would have to be adjusted for the second one. So how could this apply to OFP? Here's what I think: Make RPO team (three RPO gunners) one of the attachement groups for infantry/VDV, and give spetsnaz groups an RPO gunner. Now, the RPO ammo would take two pistol slots (that way you can carry two of them). Once the first one is fired and you run a script to remove the used RPO launcher, check to see if this soldier has more RPO ammo. Drop the used tube and give him a new one if there is another ammo item remaining. Hope you'll find this usefull. Peace, Dre Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 18, 2004 What I'd like to do is make the RPO dual tube proxy then work it similar to a the rucksacks in some way so that it can be carried correctly to real life. However foresee obvious AI issues so all that will have to be looked at as well. Either way, it still needs a little work around the edges and in one of the next releases or patches we'll enable it on a preconfigured soldier. I love Tact's fx on the thing and it works nicely in the game. I hadn't actually used it until just the other night. EDIT: Thanks for the info Dre. It's often pretty difficult finding decent detailed info like that online. Or at least remembering it once you find it one random night, lol. Share this post Link to post Share on other sites
deathsai 0 Posted April 18, 2004 Umm, big problem. When my installer for 4.10 gets to 30%, it stops and says Invalid Data or something. Could you please help? Share this post Link to post Share on other sites
Tactician 0 Posted April 18, 2004 If the installer reports invalid data it probably means your download is corrupt. Download it again, maybe from a different mirror. Share this post Link to post Share on other sites
dreday 1 Posted April 18, 2004 What I'd like to do is make the RPO dual tube proxy then work it similar to a the rucksacks in some way so that it can be carried correctly to real life. However foresee obvious AI issues so all that will have to be looked at as well. Either way, it still needs a little work around the edges and in one of the next releases or patches we'll enable it on a preconfigured soldier. I love Tact's fx on the thing and it works nicely in the game. I hadn't actually used it until just the other night.EDIT: Thanks for the info Dre. It's often pretty difficult finding decent detailed info like that online. Or at least remembering it once you find it one random night, lol. AngusHeaf, In case you decide to model a proxy, here are a couple of the pictures of the dual tube pack: RPO1 RPO2 Here's also a good description of an RPO with a nice picture from Jane's: Jane's RPO Peace, DreDay Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 19, 2004 Excellent pics, thanks Dre! Share this post Link to post Share on other sites
Tactician 0 Posted April 19, 2004 Has the deployment of RPO changed since the 90's? I was going by the 1996 U.S. Army OPFOR field manual (FM 100-63). We use published data first, unless we get good first-hand info (like yours). Were there such RPO specialists in 1991-95? Share this post Link to post Share on other sites
dreday 1 Posted April 19, 2004 Has the deployment of RPO changed since the 90's?  I was going by the 1996 U.S. Army OPFOR field manual (FM 100-63).  We use published data first, unless we get good first-hand info (like yours).  Were there such RPO specialists in 1991-95? FM 100-63  is an excellent collection of data, but it is made just for general refference and is far from 100% accurate.  Many of the things there are generalised for your average OPFOR (as opposed to specific Soviet OOB).  They also carry quite a few mistakes with weapon names and designations (i.e. BG-15 vs GP-25).  Yet it is one of the best refferences on OPFOR OOB in English (although I think that FM 100-60 is more relevant to the Soviets).  Luckily, I am fairly fluid in Russian, so I can read up their publications as well...  Yet, as you will see, I am wrong at least as often as am right... Now to the RPO deployment, I have taken another look at my sources and here is what I came up with: 1970s-mid 80s  original RPO Rys(Lynx) is deployed with chemical troops.  Individual RPO gunners or full "flamethrouwer platoons" can be used to reinforce infantry formations Mid 80s  New and improved RPO-A is deployed with chemical  troops and special forces in Afghanistan.  Late 80s It is decided to make RPOs available to regular infrantry units based on the Afghan experience where spetsnaz soldiers had used them to great effect Mid 90s RPOs are actively used in Chechen fighting (particularly in and around Grozny)  - experience shows that RPOs should be deployed within their organic formation (RPO platoons) in order to maximize their combat effectiveness - past practice of spreading them too thin is discouraged from that point on So there you have it...  It would seem that per WGLs timeline (late 80s) RPOs could have been deployed by designated chemical troop specialists or regular infrantrymen... I know for a fact that there was no designated flamethrower position within Soviet MRP OOB at that time; so it would seem that RPOs were distributed based on need and availability (like RPG-18/22) Although I still doubt that RPOs were readily available to all (or even most infantry units). But enought about RPOs, any chance I could convince you guys to replace supressed AK-74s(no such thing IRL) with supressed AKMs? Peace, DreDay Share this post Link to post Share on other sites