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matonet

Kopassus Beta

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G'day all,

Well this is fairly strange for someone's first post but I guess I'm a lurker...  whistle.gif

This add-on depicts Indonesian SF Unit Kopassus in 'covert' operational mode, that is, wearing normal Indonesian jungle uniforms instead of their distinctive Kopassus uniforms.

From the readme:

The idea for this add-on initially stemmed from the want of an OPFOR unit in a Southeast Asian/Southwest Pacific island type of scenario.

The beta release is the barest minimum to get a functional model out for the public to play with.  It has issues, but is workable.

It is comprised of:

* kovert.pbo is the unit itself.  It is 'Resistance' sided, so the unit can be toggled between friend or enemy.

* BFS_FNC.pbo is BFS' FNC weapon add-on.  The Indonesian SS1 assualt rifle is a licenced copy of the FNC.

* M249_mg.pbo is a stand-alone M249/Minimi add-on by kabal.

* BFS_JMFNC.pbo is a config file: it uses BFS_FNC as a base to create an FNC that uses JAM magazines.

* M249_mgJM.pbo is a config file: it uses M249_mg as a base to create an M249 that uses JAM magazines.

Issues:

* The biggest issue with the unit models is the pilot view LOD: hat and mouth textures are visible, making it near impossible to drive vehicles unless in an external view.  There is a BIS forum post on this, titled "Headgear issues in views" that tells me to add an event handler to the config file - anyone who has written this script and is willing to share it is welcome to do so.

* Another issue is the config file in M249_mgJM.pbo.  I think it is causing a hang-up when either a gunner is chosen as player or if the gear screen is chosen for a gunner.  I'm not a scripting wiz - so again - any help here would be appreciated.

For the reasons above, this unit add-on is probably best used as AI OPFOR.

If there is enough feedback from this beta version I could be convinced to work on a full version with the following:

* Binarised models;

* Optimised textures;

* SAT 81 model with better equipment, such as: P226 pistol, MP5, NVG etc.

* Traditional non-covert Kopassus uniform models and more cammo faces.

Edit 25 Oct 06:

* LOD fix: changed headgear so it would appear at all distances.

Please note I have finished all I am going to do on this unit.

New download from here: (25 Oct 06)

Kovert Kopassus

Screenshots here:

Grenadier, AAMG & Officer

Sniper, RPG & rifleman

Gunner, scout & rifleman

Enjoy!

Matonet.

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Cool! Brilliant OPFOR for me smile_o.gif I will try them out and let you know how it goes...

Cheers

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Fixing your problem with driving vehicles is easy as.

All you need to do is make a script to remove the textures which block the view when the player is in a vehicle, and a second script to readd the textures when leaving the vehicle.

For an example, see my FP US Infantry (see my sig). The scripts I have written there are absolutely foolproof. biggrin_o.gif They function by removing the animated NVG textures from the player when they are inside a vehicle, and readd them (in the correct configuration, I might add) when they leave. It's not at all hard to do.

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Shameless bump...  smile_o.gif

Plus:

@killagee - any feedback would be appreciated, thanks.

@Cameron - cheers, I'll have a crack at it on the weekend...

Made the news in ofp.info, so there are two new download urls:

DOWNLOAD (FTP#1) - Kopassus Indonesian special forces Beta [5.78 MB]

and

DOWNLOAD (FTP#2) - Kopassus Indonesian special forces Beta [5.78 MB]

Cheers,

Matonet.

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about your head-gear problem, you have to redefine your cfg models. Open your p3d, search selections you want to be visible and add them in list

Quote[/b] ]class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

// some generic model requirements

class Head: Default

{

sections[] =

{

"osobnost",

"brejle"

};

};

class Man: Default

{

sections[] =

{

"head injury","body injury",

"l arm injury","r arm injury","p arm injury",

"l leg injury","r leg injury","p leg injury",

"medic",

"hlava",

"krk",

"zasleh"

};

sectionsInherit=Head;

};

class nameofyourman: Man

{

sections[] = { //here add your custom definitions

"head injury",

"body injury",

"l arm injury",

"r arm injury",

"p arm injury",

"l leg injury",

"r leg injury",

"p leg injury",

"hlava",

"krk",

"zasleh",

"hatgoggles",

"goggles",

"rygga",

"armpatch_left",

"armpatch_right",

"helm_logo",

"hgu",

"visor",

"visor_dark",

"lens",

"lpu",

"chestpocket",

"faceshield",

"nvg_tubes",

"nvg_gear",

"microphone",

"fset1",

"fset2"

};

sectionsInherit=Head;

};

class nameofyourman2: nameofyourman{};

class nameofyourman3: nameofyourman{};

};

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Fixing your problem with driving vehicles is easy as.

All you need to do is make a script to remove the textures which block the view when the player is in a vehicle, and a second script to readd the textures when leaving the vehicle.

For an example, see my FP US Infantry (see my sig). The scripts I have written there are absolutely foolproof.  biggrin_o.gif They function by removing the animated NVG textures from the player when they are inside a vehicle, and readd them (in the correct configuration, I might add) when they leave. It's not at all hard to do.

Thats all well and good as that simply remove NVGS when in a vehicle, but in the case of this addon it would remove the entire head and the occupants of the vehicle would be headless (Not the effect the author wants I would imagine). The cfgmodels suggestion would be the best route to take I beleive.

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Not true. The method I have used simply removes the NVGs of the player only, in my example - the heads are retained. In my example I am talking about selections which can be made hidden or added at will, and these cannot be removed via the cfgmodels technique.

I now understand this is a different situation, however. I know what your problem is:-

Make sure, triplecheck that ALL your models (p3Ds) are in the sectionsInherit=Head; section. If they are not, you will always see the mouth, eyes and headgear of the units.

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can u pls make theweapons jam compatible

with hd and normal versions

they would be good opfor

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can u pls make theweapons jam compatible

with hd and normal versions

they would be good opfor

Already done, Ruff. There are HD and non-HD versions in the beta.

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mas,

lebih baik lagi kalo seragamnya pakai official camo patern, kalo yg sekarang lebih seperti pasukan KOSTRAD

Aceh_kostrad.jpg

Kopassus (real camo patern)

246.jpg

578.jpg

kopassus_3.jpg

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Nice addons.

Good targets for Sasr Sabre and Skegman Aussie Troops tounge2.gif

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mas,

lebih baik lagi kalo seragamnya pakai official camo patern, kalo yg sekarang lebih seperti pasukan KOSTRAD

(snip)

Kopassus (real camo patern)

(snip)

Not entirely true...

As stated in the readme and above in the 1st post, these are 'kovert' kopassus - wearing normal Indon jungle fatigues.

Now try and find me a photo of Kopassus in their distinctive uniform on operations in Aceh or sumfink.... You won't find one, cause they wear normal Indon fatigues.

That said, the Kopassus uniform is planned for a full version release.

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Oke,

you r right...i've googling and i found koppassus wear normal indonesia camo pattern and wearing green TAC helmet.

Planning for creating another indonesian forces?thumbs-up.gif

Tinggal dimana?

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so are you planning on doing a whole addon based on indonesia , that would be nice , fighting the separtist , well goodl uck my friend smile_o.gifsmile_o.gif

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Saya suka!

(I like)

One idea for the Kopassus would be to make a diver version from the CoC Diver as well.  My mod did that with our Israeli Shayatet 13 naval commandos.

You might also consider making a unit with all silenced weapons and perhaps a HALO unit.  

There are really alot of excellent and cool Kopassus units you could make.  Perhaps also finding someone who speaks good Bahasa Indonesia would allow you to throw in some Indonesia voices as well such as when they get hit.  My mod would be happy to help with that if you can get the voice recordings.

 

But if you were to make other regular Indonesian military units, there are also lots of addons out there to convert with permission.  A-4's, F-16's, the EE-9 Cascavell armored car from OPGWC (We released a fixed up version in a Iranian addon pack), etc.. etc...  

While I doubt Indonesia would ever go to war with Australia or New Zealand,

you could make future "What If" missions like our mod is doing with Egypt and Israel.  Plus in real life, Kopassus did wipe out a New Zealand Army recon patrol near the border between East and West Timor.  They left a Kopassus patch at the scene of the ambush.

Aside from that they would also be nice in OFP for missions fighting terrorists (Jemaah Islamiyah) on jungle islands (which are what you have in real life in the Indonesian Archipelego).  For that reason Indonesian military addons are a natural fit for OFP.   But for right now, I'm happy just to see these great Kopassus addons in OFP.  I can't wait to see the fixed versions.

Terima kasih

(Thank You)

Chris G.

aka-Miles Teg<GD>

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Saya suka!

(I like)

One idea for the Kopassus would be to make a diver version from the CoC Diver as well.

----dst

Yaa..diver version..or may be you can make Indonesian seal "KOPASKA" (KOmando PASukan KAtak) or DENJAKA (Detasemen Jalamengkara)

The mission is preparing / clearing beachhead landing for tank or APC. Or Destroying armory at beach depot. Doing anything that reguler army cannot do.

I'm Indonesian dan saya menawarkan diri untuk casting suara.

529.jpg

UNESCAP1.jpg

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i'm also indonesian, my headset has a microphone so if you want an indonesian voice actor, dengan senang hati wink_o.gif (with pleasure).

what i'm dissappointed in is the fact that indonesian addon is placed under OPFOR...as an indonesian i wanna see indonesian as the good guys biggrin_o.gif

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I've tried the Addon, pretty interesting, but i don't like the idea that the sniper only uses the hunting rifle... Kopassus has many sniper rifle weapons, giving them a hunting rifle looks like an insult to me... i think confused_o.gif .

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G'day again,

Apologies for not responding to your comments earlier, but I'm OS at the moment with the trusty laptop and free & fast internet from a motel room (i luv the US...).

Whilst not planning for a whole-of-Indon forces pack, I might be convinced to work on specialised units such as KOPASKA or SAT81.

Toukarin: I might just take you up on the offer of voices someday...

Also, WRT the 'OPFOR' business.  This add-on is not intentionally intended as OPFOR.  However, due to problems I have with the pilot view in the model, it is not suitable to play as 1st person if you are going to drive vehicles.

My original concept is to create an island scenario in the recent past - much like original OFP.  During the 1990s, rogue elements of Kopassus take over a small island nation in protest against the de-politicisation of the TNI (e.g. removal of dwi-fungsi).

As stated, the Kopassus add-on is Resistance-sided (or non-aligned!wink_o.gif, so can be used as friend or enemy... Depending on whether you are playing an anti-terror force or clashing with Aus or NZ SF in the Timor highlands....

A closing note on the sniper rifle: According to Jane's 2006/2007, Pindad is currently manufacturing a single-shot sniper rifle for Indon SF.  So I chucked in the Remington.  Other research indicates Indon SF like the scoped G3 as a sniper rifle.  The only place to get this is thru the Tonal add-on.  IIRC that is a 200 meg download.  I wanted to keep this add-on streamlined and didn't want users to download 200 meg just to use this unit.  If you have Tonal, I can always write you a new config file that will use the scoped G3...

Second closing note: I fixed a LOD problem that showed model hats/berets at short range and not long range.  This has been fixed & I will will release a vers 2 beta when I get home in a few weeks.

Cheers,

Matonet.

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Well if you are looking for a scoped G3 you could also use the HKPack by Vipersheart. I know it's quite old but there are some G3 variants in it (for example the G3SG1) and you don't have to download 200 MB but only 20 MB.

Here is the link:

HKPack

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This is not only a shameless bump, but also an update. wink_o.gif

I've re-released the beta with a LOD fix of viewing the headgear of the model at longer ranges.

Please note this is not a fix of the pilot LOD issue.

I've pretty much done everything I want to do with this model, so if anyone else has some interest, fill yer boots.

New download (beta 1.1) is at start of this topic.

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