HeinBloed 0 Posted March 29, 2005 Based on Cleanrock's crCTI 0.7. Download: GDTCTI Addon crCTI GDTCTI Laser 1.0 AnilymVer2 crCTI GDTCTI Laser 1.0 Dravoc crCTI GDTCTI Laser 1.0 Everon crCTI GDTCTI Laser 1.0 Freya CTI crCTI GDTCTI Laser 1.0 Sky Most importand Features: Addon: - New buildings - All buildings with camouflage - MHQ: West MHQ with west flag on vehicle East MHQ with east flag on vehicle only driver position driver has radar - Worker: AI shots on enemy worker - Jeep/UAZ: more armor, more armorWheels - HMMWV/BRDM: more armorWheels - BRDM: able to transport Weapons/Magazines - Tank: 3 Wellbalanced Classes: M60A3 : T-55AMV M1 : T-72B M1A1 : T-80U Driver and gunner has radar - APC: 3 Wellbalanced Classes: M2A0 : BMP-2K M2A1 : BMP-2E M2A2 : BMP-2D can swim with HE and AP ammunition AI is shoting (HE) on aircrafts Driver and gunner has radar - Resistance APC/Tank: Driver and gunner has radar - Plane: 3 Classes with identical Weapons: A10 Maverick : Su25 Ch-29T (10 Slots) A10 GBU-12 : Su25 KAB-500L (Laser Guided Bomb, 10 Slots) A10 Tomahawk : Su25 Raduga (Cruise Misslie) MachineCannon can automatik/manuell locked on ground targets. Gunnerviewoptic - Helicopter: 2 Classes (Attack Helicopter) with identical Weapons: AH-1 : Mi-24 (8 AT-missiles) AH-64 : Ka-50 (16 AT-missiles) HE and AP ammunition Mi-17 with MG on side UH60 West and East - All air launched Missiles/Bombs can be locked on lasertarget and automatik/manuell locked on ground targets. - Anti Air: Machbet Vulcan with AA-missiles ZSU-23-4U with AA-missiles (can swim) Dual Mount Stinger and Djigit Igla Launcher (Dual AA missile pod) - Weapons: Bizon with Scope HK MP5sd with Scope and Dual Clip (60 rounds) Laserdesignator with 1 slot for battery Missions: After finishing the first building the MHQ will be locked. Its not possible to transport the MHQ by boat. Startpoints: Distance beetween west- and east starpoint >4000m. "shelling" not longer possible. exponential income: towns : income old : income new 1 : 400 : 100 2 : 800 : 400 3 : 1200 : 900 4 : 1600 : 1600 5 : 2000 : 2500 6 : 2400 : 3600 7 : 2800 : 4900 8 : 3200 : 6400 9 : 3600 : 8100 10 : 4000 : 10000 11 : 4400 : 12100 12 : 4800 : 14400 Addons needed: cti_markers Laser US Rangers V1.50 LSR Delta Weapons v1.25 LSR Delta Units ORCS RF Airborne Troops Pack & ICP weaponpack v 2.0 ICP RPGs v1.5 ICP Russian Weapons Pack v3.2 C8X_RUSS, c8x_magazines from MarineAssaultPack Islands: AnilymVer2 Dravoc Freya Sky Share this post Link to post Share on other sites
cleanrock 0 Posted March 30, 2005 Although it is nice to see someone modding ur mission i am of the opinion that if it is a mod of a complex mission u should not change the name of the mission. As long as I modified MFCTI i always called the missions "MFCTI CR-x.x ...". Naming this mission GDTCTI i consider bad taste in the open source world of OFP. I feel the same about the name ZCTI which is a mod of MFCTI. Most people probably dont care about stuff like this, but when u have spent lots of hours making scripts like i have done to crCTI u dont want to see someone changing the name this easily. by the way .. the mission and addons can be downloaded from my site http://cr-ofp.dyndns.org Share this post Link to post Share on other sites
HeinBloed 0 Posted March 30, 2005 Cleanrock, you are right. I changed the names. Share this post Link to post Share on other sites
rekster 0 Posted April 2, 2005 Had a chance to play the GDTCTI last night. Enjoyed playing on the new Island Freya. Good work with the buildings and vehicles. Have have one question. Does the addon have any weapons crates? I like being able to build weapons crates, when ever possible. Share this post Link to post Share on other sites
Pimmelorus 0 Posted April 3, 2005 Hi guys, Before rumors develop I'd like to mention that zsCTI was actually developed for and offered to MF as next release of MFCTI. MF descided that he could not put in enough time and effort to make this happen. MF and I agreed that zsCTI would be released as it is now, zsCTI. And on topic now; looks nice HeinBloed. Greetz, Pimmelorus Share this post Link to post Share on other sites
stegman 3 Posted April 22, 2005 I have a problem with CTI. I've been playing the coop on my own for practice. Picture this; I've been playing for over five hours, gathering resources, taking towns from the FIA (what does FIA stand for by the way?), engaging the Russians on land and in the skys, over fields, through towns, on the beaches, over hills, in forests and wood lands and finaly traked them down to there source. There Base. So begins the 'final' assault. I buy tanks, choppers, Black Operativs, grenadiers, Mortar Launchers and lots of transporters. We all head off at top speed to the emeny Base and engage! Shots are fired, armour is blown up, men die. Choppers fly over head, ripping a line in the defence only to be shot down into a neer by forrest.... When the dust settles i look around every one is dead (exept for the respawning enemy AI)....But the buildings are still intact. I've loaded them up in the editor and blown crap out of them but cant kill CTI buildings! How? Why? Share this post Link to post Share on other sites
-MP-OFP-CRICON 0 Posted November 15, 2005 Can someone make some new island missions for GDTCTI? Share this post Link to post Share on other sites
l etranger 5 Posted November 15, 2005 Does AI defend their base with AA turret & Tow turret? Share this post Link to post Share on other sites
-MP-OFP-CRICON 0 Posted February 14, 2006 no one update it Share this post Link to post Share on other sites
quiet_man 8 Posted February 14, 2006 CRICON @ Feb. 14 2006,11:04)]no one update it you could try here: http://cr-ofp.dyndns.org/ quiet_man Share this post Link to post Share on other sites