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Tactician

WGL Mod 4.12 Update

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No, i'm wrong again. you can't just copy and paste from the techical manual because it's the 4.11 technical manual.

It's going to need a whole new script yes?

I see the 4.11 maps have beed deleted from the WGLcti website, does this mean 4.12 maps are soon to be on there?

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No, i'm wrong again. you can't just copy and paste from the techical manual because it's the 4.11 technical manual.

It's going to need a whole new script yes?

I see the 4.11 maps have beed deleted from the WGLcti website, does this mean 4.12 maps are soon to be on there?

yes there is a lota work to do im sure but won't be long before there are some maps as soon as i see one ill get it on there.. there are a lota other maps that work with 4.12 but the older wgcti maps will need to be edited crazy_o.gif

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don't no if this has already been solved but i've found that the file "\WGLevents\Weaponfx\track_satchel.sqs" contains a little error:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

?("Man" countyType [nearestObject _pos]): goto "done"

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Good to see this great mod updated, but is the whacked out M21 scope fixed in this release?

what was the matter with it ? i didn't notice anything wrong with it..  crazy_o.gif

also ive heard Tact will be makin another fix for WG estimated time when he finishs it hehe hopfully not too long tho biggrin_o.gif

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biggrin_o.gif I really love this mod! Pay more attention to the details of OFP. Thanks

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I use WGL a lot for COOP missions.. usually large scale..

Any chance you guys would consider for future releases the following.. ((Very much COOPer requests))

1. HD weapons/units

2. Why do AI controlled WGL air units behave blind.. where as the BIS equiv are quicker to see and fire. (even on Skill 1.0)

3. Zodiac Boat?

4. Fix deh Anti armour / ammo bug player chooses weapon but then does not have the ammo in game. ( using a script to fix atm)

If i remember anything else I will post again... love the mod so far.. very helpfull in the creation of coop missions. One single mod containing just about all I need for full scale battles.

I am fully aware the questions are COOP only and may not be of interest to the direction of the mod. biggrin_o.gif

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there is more fixes comin just don't know when Tact said it would be a addon fix so im told as for Coop WGL should be a lot better than before regarding Coops and should improove a little more mabe with upcoming fix.

stay tuned smile_o.gif

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Having some trouble setting this mod up. I downloaded the full install of WGL 4.12 (wgl.zip), and extracted it to my OpFlash directory (C:\Operation Flashpoint\wgl). So within the wgl folder is the addons, bin etc.

I then created a new shortcut ("C:\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE" -nomap -nosplash -mod=wgl) and the game loads up fine. The problem, and I'm not sure if this is a problem, is that if I just choose a single mission, it doesn't play with any of the new wgl enhancements, such as new unit models.

Could someone please direct me as to how I could fix this problem up? Cheers.

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sorry, but I'm as dumb as a friggin' stump. I just DLed the full 4.12 and guessing I can use the neat new little icon. How can I?

lol, thanks

Kdog~

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My clan leader's running into a bit of a problem, his OFP was running fine with WGL at the beginning after installing 4.12 full from the wglcti.com site, but then suddenly it stopped working and he got the out of video memory error.

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My clan leader's running into a bit of a problem, his OFP was running fine with WGL at the beginning after installing 4.12 full from the wglcti.com site, but then suddenly it stopped working and he got the out of video memory error.

ask him if hes using -nomap

e.g in your shortcut ...

Quote[/b] ]"D:\Program Files\Codemasters\Operation Flashpoint\FLASHPOINTBETA.EXE" -nomap -nosplash

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sorry, but I'm as dumb as a friggin' stump. I just DLed the full 4.12 and guessing I can use the neat new little icon. How can I?

lol, thanks

Kdog~

make a new shortcut to Desktop the right click it and select properties then Change Icon tab then browse too the WGL folder and click on the nice icon then hit apply easy as pie  smile_o.gif

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Hi!

I too really love this mod. I making missions again just so I can see this mod in action. Just 1 Question for you modmakers, it came up last night after a...  ooops situation ghostface.gif.

blues.gif Do mortars really go active immediatly after firering?

I was playing with 3 other friends and showing them the mod and large scale battles. To help our side I deployd a M29K Mortar Hummvee (something like that) the problem was my aiming (Is there something I can read to learn how to aim your mortars?), after the "PFFTUT" from the mortar fire came a "KAfreakingBOOMM" as the mortar hit the top of a nearby tree and almost killed us all  sad_o.gif . Although my friends found it funny as hell, and laughed for a good 5 min after that.

So in short:

1 Do mortars really go active immediatly after firering?

2 Where can I learn more about aiming mortars?

Anyways, congratulations it's a great mod  smile_o.gif

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Hi!

So in short:

1 Do mortars really go active immediatly after firering?

2 Where can I learn more about aiming mortars?

IRL yes, mortars are live rounds once they leave the tube. For instance, there is an malfunction called a dead hang where a mortar goes up only a few feet before falling to the earth and exploding. The 40mm grenade round from the Mk19, on the other hand, has an arming radius, where it has to travel (rotating as it travels) before the round is armed.

One of the two Adobe files that came with WGL talks about firing mortars. It may still be in your OFP directory.

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IRL yes, mortars are live rounds once they leave the tube.  For instance, there is an malfunction called a dead hang where a mortar goes up only a few feet before falling to the earth and exploding.  The 40mm grenade round from the Mk19, on the other hand, has an arming radius, where it has to travel (rotating as it travels) before the round is armed.

One of the two Adobe files that came with WGL talks about firing mortars.  It may still be in your OFP directory.

Thank you. I thought that mortars should have a travel distance before becoming live rounds. But hey.. live and learn wink_o.gif This is why I like realistic games/Simulators/Mods.

I found the instructions for the mortars, thanks again for pointing that to me. I missed them the first time I looked for them because I was looking for something like "Mortars for dummies" tounge_o.gif

PS: I really like how when you get wounded it's not like before:

"Damm i'm hit! Is there a medic around? No.. ok, let's move on."

Now it's more like:

"DAMMM!! I'M HIT!!! MEDIC!!! MEDIC!! OH **** I'M GONNA BLEED TO DEATH!! HEEELP!!!"

Maybe it's just me? rock.gif

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Things for 4.13.

Maybe larger fields of fire for placed crew weapons. As currently for the AI to use them effectively they need to be pointing down pretty much a 30 degree arc - easy to outflank for human players. Plus the AI cannot re situate their arcs of fire.

AI like to fire at BMDs with their AK47s.... uh huh. Not clever to do in real life as the BMD crew will get pissed off and chuck 50 HE grenades your way. However in WGL due to the messed up armor values the AI can quite easily blow the BMD up... Really not fun.

How about higher armor values but lower thresholds for when the crew ejects, it's just annoying to see such silly situations happen. In PvP or CTI you won't see them but in our coops we see them a lot.

Sounds ... the sounds carry 4 kms easily, more isolated sounds would be good. The rifles sound very weak and you rarely feel like you are in a firefight. If we had FDF sound and modelling skills with the config skills and realism of WGL we would have a superb mod. Some new sounds that are configured right so they don't carry too far (OFP scale needs to be accomodated here).

The recoils on some rifles seem very slightly too weak. Maybe up them a bit, just to make it less easy to put accurate sustained fire on someone 500 metres away. I am sick of being shot 7 times in the foot by some smug AI in a bush half a click away and not being able to do shit about it due to the effects.

Rotor wash - no way is it gonna happen like it does in wgl. I would suggest to restrict the players FOV to represent squinting and keep the blinking. Spluttering does not happen, unless people are not intelligent enough to close their mouth. Also keep effects exempt from unit models with goggles.

Honestly - running to the back of a chinook - you just bend double to make yourself more aerodynamic, you half close your eyes to avoid bits of grass and shit and you close your mouth. You don't lie down unable to move blinking furiously and coughing your guts up ... unless your allergic to helicopters I s'ppose... rock.gif

Oh and i was reminded that the GL fired smokes are local to client only. Annoying to say the least for a MP mod.

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does the USMC Gaia Island require the whole WGL Mod to be installed?

I'm having all white ground textures on Gaia at the moment. sorry, I had to uninstall WGL due to insufficient HD space. can I use Gaia separately? Or does it require any other 3rd party addons?

thx for your help

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You need too install two files,

one for the island:usmc_gaia.pbo

and one for additional ground textures: usmc_t_1.pbo

to make the island working without the WGL MOD installed.

Edit: typo

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SOMEONE PLZ COPY AND PASTE A WORKING SCRIPT FOR THESE MORTARS, my stinking game keeps crashing to desktop as soon as I load the wgcti411 now!

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