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WarGames League v.5 (WGL 5) Full Release

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Mi-35 and Mi-25 are export versions of the Mi-24 models, they have i.e. slightly better avionics if I'm correct.

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none of ofp.de links work for me , u really need to find somthing better like ofp.info to host

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Really thinking about downloading this and getting into MP... only thing I don't like is how they still use old units. Can a mod change this?

Also what is the most played mod online?

probably bwcti , or dvdcti

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Quote[/b] ]Why are there many vehicles that have different names, but look exactly the same?

The reason there are so many types/sub-classes of vehicles is to provide mission editors with more choice. The models typically so no obvious changes, but the real changes occur at the scripted level (ergo you can't see it). For example, the first M1A1 is significantly different in armor, weight, speed, etc. than the latest version of the M1A2. The same goes for each of the other vehicle types - if there is a different name you can rest assured that they have different internal values.

Quote[/b] ]how do i use the USMC radio men, i tried calling CAS support with 2 choppers in the editor and they just flew there no where near where i pressed on map, same with insertion radio signals how do i use them?

If I recall correctly, these work in MP missions. They will appear as waypoints or targets in human screens.

The Zues server runs a lot of WGLCTI missions.

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Well, it's not bad although the font is a bit of an arse. It's quite unreadable and completely ruins the 'wargamey' atmosphere. I prefer the old one myself. Good day!

Wth?

Anyways, good work WGLteam smile_o.gif

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Is there supposed to be no squad radio sounds? I liked it when I could hear the AI call out targets.

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Congrats to the WGL team for all the great work you did.

Hope you guys get to enjoy the summer, and take some time off for awhile. You deserve it.

I look forward to playing with the New WGL until Armed Assault comes out. wink_o.gif

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Is there supposed to be no squad radio sounds? I liked it when I could hear the AI call out targets.

It's a "feature" - the AI:s voice replies are disabled by default. The rationale is to have them be a bit more snappy when playing in MP.

You can change that back so WGL5 behaves like normal OFP in that regard. It takes some editing...

Open the file @wgl5\bin\config_base.hpp using a text editor (eg Notepad). You'll find what you're looking for on line 24:

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

//#define HIDE_BIS_VEHICLES

//#define HIDE_WGL_VEHICLES

//#define HIDE_WGL_RADAR_VEHICLES

//#define HIDE_ADD_VEHICLES

//#define ENABLE_AI_VOICES <--- Uncomment this line by removing the two leading forward slashes

#define ENABLE_GUI_LARGE

//#define CHANGE_UI_COLOR_TO_GREY

#define ENABLE_BIS_FACES

...

Uncomment the ENABLE_AI_VOICES line. it should look like this when you're done:

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

//#define HIDE_BIS_VEHICLES

//#define HIDE_WGL_VEHICLES

//#define HIDE_WGL_RADAR_VEHICLES

//#define HIDE_ADD_VEHICLES

#define ENABLE_AI_VOICES

#define ENABLE_GUI_LARGE

//#define CHANGE_UI_COLOR_TO_GREY

#define ENABLE_BIS_FACES

..

More on this: here

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Is there supposed to be no squad radio sounds? I liked it when I could hear the AI call out targets.

I believe the radio sounds were disabled to make the AI react quicker to your orders.

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Great work guys!, but there seems to be a strange bug?, I placed an aircraft (AH1-TOW) with NONE set in the startup (was fiddling around in the editor), the startup sequence started as usal and when i went over certian speeds the TOW's were disabled, but if i started the AH1 flying, the TOW's were not disabled at certian speeds, and i recieved no damage after exceeding maximum velocity, but if i start the mission with NONE set...everything works fine?.

Yep, that's a bug. It's been noted. Thanks for the report!

(Note to self for future reference: BZ #365)

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killswitch

is there a control over effects in this version. for instance I read that you could turn on or off gun smoke, things like that.

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killswitch

is there a control over effects in this version. for instance I read that you could turn on or off gun smoke, things like that.

Not much. You can place a game logic, found under "#WGL Logic", called "Disable infantry machine gun effects".

What it does? Well, TBH, when looking at it...it seems to disable something that's redundant and CPU wasting anyhow... (*Adds to the TODO list*) whistle.gif

There are a few other utility GL:s that enable or disable certain features. Read about them here

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Many thanks to the whole WGL team for this excellent work notworthy.gif

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woooooooow! I love it! It's AWESOME!!! WHOOOHOOO!!!!!

It Is Just like the Tina Turner song: "It's Simply The BEST!!!! yay.gif  inlove.gif  notworthy.gif

You ere the best Wargames MOD, and TEAM!  notworthy.gif

Best MOD ever!!!!! 4 EVER!!!!!  notworthy.gif

Sorry for my madness...  smile_o.gif

A question: I dont know if it has already been released, but i wonder if the WGL MOD team, or other know if WGL is goint to make MP missions with WGL addons and such, and WGL CTI Missions, when wil that happend, or is it already released?

please give me a link, or some other helping ways to get it  smile_o.gif

If you want to send a pm, fine, if you want to post it here, fine!  smile_o.gif

Thanks.

under devlopment Zeus WGLCTI when it is released it will be the cats ass CTI mission nener.gif

also my site is giving me major grief banghead.gif

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Congrats on the full release.

WGL deserves all the attention it can get, it's one hell of an experience. I must say also that it's very cool to see my AAR's in the root post. smile_o.gif

I look forward to seeing what you guys do for ArmA.

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great job entire wgl team ive been waiting for this moment for a very long time.....

also Q i have mirror for ya as well MSN me and ill get it to ya smile_o.gif

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The new GUI looks pretty wink_o.gif

Thx for removing the M1Ax comm MG.

When in tank comm, or pilot in a chopper, I can't order my ai gunner to fire with the mouse, i must use keyboard. How can I change that ? confused_o.gif

anylink to dl the missions, without dling the full island pack ?

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anylink to dl the missions, without dling the full island pack ?

The full WGL island pack is needed only if you play the version of the mission taking place on one of the islands from this pack.

As you can see, by example with the wgl version of DAC tankwars mission , on all the conversion present , there is :

Quote[/b] ]@wg_co_dac_12_tankwars.Eden.pbo

@wg_co_dac_12_tankwars.noe.pbo

These 2 version of the tankwars mission found in the download package do not need the WGL island pack

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Cany anyone help me out? I cant get this mod to play.

I made a shorcut with the corect parameters and all, I get the black start up screen, but then in a few seconds its gone, no error pop up or nothing.

I vaguely remember with the last version that you cant have the FDF and WGL mods at the same time, is that correct? Is that what is causing the probs?

THanks.

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Download <span style='font-size:16pt;line-height:100%'><span style='color:red'>WGL 5 Core Files</span></span>.  

---------------------------------------

Extract it to your desktop.

You will now have a folder labeled: <span style='font-size:15pt;line-height:100%'>wgl5_2006-06-18</span> on your desktop.

Double click that folder.

When it opens you will see a folder labeled:  <span style='font-size:15pt;line-height:100%'>@wgl5</span>

Right click that folder.

Select <span style='font-size:15pt;line-height:100%'>COPY</span>

Navigate to your <span style='font-size:15pt;line-height:100%'>Program Files/Codemasters/OperationFlashpoint</span> folder.

Select <span style='font-size:15pt;line-height:100%'>PASTE</span>

It will take a moment as it installs the @wgl5 folder into your OperationFlashpoint folder.

One it has finishes pasting, double click on the @wgl5 to open it.

Inside you will see 5 folders (addons, bin, doc, dta, newdata), and 4 files (install_win2k_XP, install_win98_ME, wgl (icon file), and version (text document).  

Double click on the version (text document) file to open it.

It should say the following:

Quote[/b] ]     WGL5 FULL, 2006-06-18 (18th of June, 2006)

    You can find more info on WGL5 here: http://ofpc.de/wargames/news.php

    More help, docs and tips on the WGL Wiki:    

    http://ofpc.de/wargames/wglhelp/index.php?page=Home

If you have done all of the steps listed about in the correct order, you will have successfully installed WGL 5 into your OFP game.

Now in order to launch WGL 5, you will need to make sure that your target shortcut on your desktop is correct.

This is easy as long as you don’t try to “outsmart†the computer.

Somewhere on your desktop is the shortcut icon for Operation Flashpoint.

Find the Operation Flashpoint shortcut and right click on it.

Select <span style='font-size:15pt;line-height:100%'>PROPERTIES</span>.

There are three tabs on the top left of the window that pops open.  The three tabs are:  General, Shortcut, Compatibility.

Select the <span style='font-size:15pt;line-height:100%'>Shortcut</span> tab.

You will see a section that begins with Target Type:, Target Location:, and Target: (with a box to the right of it).

In this Target box, it will say where you Operation Flashpoint execute file is located.

You need to add the following AFTER the… FLASHPOINTRESISTANCE.EXE" (or whatever it is called):     -mod=@wgl5 -nomap –nosplash

Here is what mine looks like:  "C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -mod=@wgl5 -nomap -nosplash

After you enter this information, select <span style='font-size:15pt;line-height:100%'>APPLY</span> in the bottom right of the window.

Then select <span style='font-size:15pt;line-height:100%'>Ok</span>

Minimize everything or Show Desktop.  

Double left click on the target icon you just altered.

WGL 5 will open.

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As for running WGL with other mods, I would encourage you to try WGL 5 by itself first. Make sure your download works properly. Then you can start adding other MODs to run at the same time. There are several other MODs which alter core OFP values. If two or MODs are trying to alter things - bad things can happen. When this happens, OFP doesn't always know what to do - sometimes it just shuts off, other times, it loads America's Army, and still other times it loads Castle Wolfenstein 3d - once it even turned my PC into a Atari 2600. Seriously though, I would recommend the KISS (Keep It Simple Stupid) approach.

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Just another few shots from a great night of Coop MP play on the Zues server.

This first photo was taken shortly after my squad disembarked from our AI controlled Blackhawk.

Insert_Successful.jpg

About 10 minutes later, we had run into several enemy infantry.  Spoon [uSMC] engaged with his M249 SAW.  As I began moving forward to support him, I ran across some brass he left for someone else to pick up (Police Your Own Brass!wink_o.gif

Spoon_Leaving_his_Mark.jpg

This final shot is of Jinef and his squad (he commanded the AI squad) engaging with an enemy at the limits of visibility.  They were tasked with moving across open ground (sorry Jinef) to my squad's right flank (the ocean was to our left flank).  I have to tell you, I felt pretty secure in the middle - that is until his squad met heavy machine gun fire.

Jinef

I encourage all of you to download WGL 5 and join us on Zues or other WGL server.  You won't be disappointed.

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