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HeinBloed

GDTCTI

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gdtcti.jpg

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

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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

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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.

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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

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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? mad_o.gif

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