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Falklands Mod 1.0 Released

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Amazing mod. But as alawys a little bug:

The Argentinian Panhard-90 doesn't have a smoke/flash from it's barrel when firing. Please check developers.

A small screen from Stanley airport. British Paras arriving by a Ch-47. falklandsmu1.th.png]Stanley[/url]

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Awesome. Ships are great... Althought I get often a CTD. I can't start the User mission in the editor... It gives a wrong crew error. I also get an CTD with atlantic ocean island.

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Would be nice if we could get the init-lines for all the ship functions (lowering/raising ramps, etc.)

a1 = name/section name

HMS Hermes

2nd Section from bow

Forward Lift (deck side) to lowered postion (also raises Hanger door!wink_o.gif

a1 animate ["Elev1a", 1];a1 animate ["Elev1b", 1];a1 animate ["HDoor", 1]

Flight Control Light to OFF (No Flight Ops!wink_o.gif

a1 animate ["RedLgt1", 0];a1 animate ["OrgLgt1", 0];a1 animate ["GrnLgt1", 0];a1 animate ["RedLgt2", 0];a1 animate ["OrgLgt2" 0];a1 animate ["GrnLgt2", 0];a1 animate ["LgMn", 0]"

Flight Control Light to Red (Engines Permitted on!wink_o.gif

a1 animate ["RedLgt1", 1];a1 animate ["OrgLgt1", 0];a1 animate ["GrnLgt1", 0];a1 animate ["RedLgt2", 1];a1 animate ["OrgLgt2" 0];a1 animate ["GrnLgt2", 0];a1 animate ["LgMn",1]"

Flight Control Light to Orange (Taxiing Permitted!wink_o.gif

a1 animate ["RedLgt1", 0];a1 animate ["OrgLgt1", 1];a1 animate ["GrnLgt1", 0];a1 animate ["RedLgt2", 0];a1 animate ["OrgLgt2" 1];a1 animate ["GrnLgt2", 0];a1 animate ["LgMn",1]"

Flight Control Light to Green (TAKE OFF!wink_o.gif

a1 animate ["RedLgt1", 0];a1 animate ["OrgLgt1", 0];a1 animate ["GrnLgt1", 1];a1 animate ["RedLgt2", 0];a1 animate ["OrgLgt2" 0];a1 animate ["GrnLgt2", 1];a1 animate ["LgMn",1]"

4th Section from bow

Rear Lift

a1 animate ["ElevU1P", 1];a1 animate ["ElevU2P", 1];a1 animate ["ElevL1P", 1];a1 animate ["ElevL2P", 1];a1 animate ["ElevU1S", 1];a1 animate ["ElevU2S", 1];a1 animate ["ElevL1S", 1];a1 animate ["ElevL2S", 1]"

LCU:

To Activate the ramp

a1 animate ["lcuramp", 1]

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I tried in my shortcut -mod=Falklands but when I started it up, I got some really dodgy graphical glitches. How should I start this mod? It doesn't have step-by-step installation instructions in the readme. Do I put the extra addons (COC torpedo etc.) in my flashpoint/addons directory? I don't install mods much and I can't figure it out.

Yes, you have installed the Falklands bit corerctly. That should just be a folder in the OFP base directory. Now you must install the required addon pack as well which is available from the site. When you have installed all of the required addons, it will create a folder called @COC. You need to append this to you OFP loadup line so it reads:

-mod=@COC;Falklands

Thanks a lot wink_o.gif

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Would be nice if we could get the init-lines for all the ship functions (lowering/raising ramps, etc.)

a1 = name/section name

HMS Hermes

ETC....

This has been copied direct from the flk forum from an old post of mine and has NOT been checked recently, so I cannot give a 100% garantee that I did not change any names...

I will provide a full list for every ship if I can resolve the empty placing

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Crew on the UA Naval guns is my fault, I changed the crew yesterday from generics setup to the Naval Warfare specialist, got soemthign wrong it seems.

Again another stupid fix.. (and stupid error)

As for geo lods on buildings, I see what I can do, but the 'few others' need more detailas there is too many to check each and every building again.

Stanley Tower does not surprse me as that has caued many problems over the past and was likely left in a half fixed state.

The Skyhawk issue, we should be able to do somethingn about it, however I am not sure if its the ships or the sidewinders that need fixing

Inits for ships...

There was a reason for leaving these out..

If the ships are palced via the group they cannot be selected or even named and given init lines.... this is an OFP issue and unless someone knows how to place an empty item via groups then its a permanant problem

The alternative isto manully place each section as an empty where init lines could be used, but knowing that not one ships section is of stnadard length I would strongly advise against it, even the icons are not acurate enough.

The current placement method meant that all bits would show under dxdl and that was considered quite important as it does help when dealign wth naval items, other methdos bot had advantages and faws, this one is tried and tested and works relatively well.

IF I manually edit the mission.sqm I might be able to produce a 'empty' fleet that can be copied and pasted which would then allow init lines, but this idea has literally just come into my head so is far from tested

As for 4.5 impact, I will check, is this UA or AA gun?

The Argentine Pnhard issue might be cos we used a jeep class as the base which can only have a mg, will see what we can do.

One thing this is showing that even with all the beta testing that as been done, mistake do get through, ands it those that are not used tothe msitakes that notice them.

Big Big thanks..

BTW great pic Tankieboy, pity its missing the huge radar!

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I'm getting a crap load of Crash to desktops (mainly concerning a FLKCrew error), but when I dont crash the units/islands look really great and theres alot of variety, so nice job overall.

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The ships mission is getting redone to individuul ships, should ease matters and should also mean I can fix other minor faults

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With the naval crew fix the ships mission is perfectly ok. The no-sound thing happens with the UA-turret.

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Forgive my ignorance, but where can I find info about this mod? I can see it is about some conflict, but what does it includes, pics, etc... huh.gif

Thanks

Nevermind, I found the readme (stupid me tounge2.gif )

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Nice. I've been waiting for this one. I gave up a few times, but you guys didn't Well done.

I'll crack on with a campaign.

Now all you need do is make one for ArmA ..... crazy_o.gif

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yay.gifyay.gifyay.gifyay.gif

It's done! I can't belive it. Thanks a lot

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Nice.  I've been waiting for this one.  I gave up a few times, but you guys didn't  Well done.

I'll crack on with a campaign.

Now all you need do is make one for ArmA ..... crazy_o.gif

You think you almost gave up...

I not going to say how many times we have had 'rescue' situations, the mode has virtually come to a stand still on a number of occasions, but in the end all is sorted and we got moving again.

ArmA will be a while for a number of reason, we will likely concentrate on OFP for a while yet as its still got life (and it works better on older machines).

Enjoy it with OFP, there is MORE on the way from the Falklands Team....

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Great great mod!

I love the "super etendard" and i'm very glad to find it here.

Just one question, How can you vtol the harrier? I tried everything but nothing happened

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I'll need to check, its been changed recently, ands its one plane I dont fly that often (tbh I been too busy making to play)

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nice, good to see a mod making it. anyone cares showing some screens while I wait for my download to complete?

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Hi there,

I remember checking on this Mod when i worked in a ski chalet in France in 2002! As the years have gone on, i've stopped playing OFP, but have always being tracking this Mod's progress.

Unfortunately now that it is released, I find I can no longer remember how to setup a Mod folder shortcut and things like that! Could someone please explain how I get this Mod to work, as I get a load of Addons missing error messages when I go to play it.

Many Thanks

Shw

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Create a shortcut of your flashpointresistance.exe, go to the Target field in the Properties menu (right mouse click on the executable) "drive:\somethingpath\arma.exe" -mod=Falklands

If you want to use multiple modfolders together (provided you don't use two or more with own configs) do it like this: Falklands;WW2;Modern etc

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Nothing mentioned in the readme and it didn't get answered so I guess it's just plain old takeoff routine then... which can be done. Harriers rarely do VTOLs with combat loads anyways (not sure if the engine output is even enough), they usually accelerate up to around half of the normal takeoff speed and then lift up, using both wing lift and engine power. Or something like that, judging by the footage I've seen.

Great mod, 'bout an hour to go for me. I suppose I can use this with i.e. WGL or FDF, no separate config?

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No idea, testing has NOT been carried out alongside these other mods...

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I've been waiting for this for so long and it hasn't disappointed yay.gif

I've found a few bug's but I understand that this isn't exactly finished yet.

I tried out the fantastic C130's. There seems to be a problems with the Cargo locking system:

Script \AFR_Cargo\loader_BH.sqs not found

CargoBug.jpg

The light of the C130 is also positioned a little too high on the roof of the aircraft.

LightBug.jpg

Am also getting the missing crew bug (the Red arrow hawk seems to suffer from this problem too), but that's already been reported.

Great work FALKLANDS TEAM and all those involved in it.

thumbs-up.gif

*Edit: I'm running the Mod and OFP:RES vs1.96

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Concerning VTOL...

Only tried with Sea Harrier but landing it kicks in automatically when you get to a certain speed (approx. 150 it seems), however I too cannot get it to work from the ground. It has STOL though when taking off. In the seperate release the Harrier had actions to control VTOL, but they do not appear.

The more I play it the more I like the mod. Great job on getting the Submarine to work, and I love those moving fluffy dice, and the troll.

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