11aTony 0 Posted April 6, 2009 Hi again! I played CWC campaign again, done few missions. Im wondering, I have new character models in it but the weapons are still old ones. I saw your new weapons in editor and they look nice. Is there any chance that you could replace weapons for standard "West\Men" units with new ones? If you can it would be greatly appreciated. One more thing. Is it possible to go prone first and then put rpg on your back like in Arma? I mean, it would be nice to be able to. Although, he switches quite fast. Generaly, I like anims very much. Its nice that you can raise weapon while running. Share this post Link to post Share on other sites
sanctuary 19 Posted April 10, 2009 No sorry i have no plan in replacing the original weapons, the replaced original units were just a bonus, it is not the focus of this mod. One more thing. Is it possible to go prone first and then put rpg on your back like in Arma? I mean, it would be nice to be able to. I will see what i can do, will not be easy considering the problem i have encountered already with the cfgmovesmc class. Share this post Link to post Share on other sites
sanctuary 19 Posted April 11, 2009 (edited) This post is made to regroup the various modder ressources packages i released so far, so i can link to it directly in my signature and people interested will then be able to locate them more easily. Modder Ressource Pack 1 http://files.filefront.com/WW4ressource2rar/;12706031;/fileinfo.html http://rapidshare.com/files/174952111/WW4ressource2.rar.html http://www.megaupload.com/?d=5FY7UV41 http://d01.megashares.com/?d01=c410ae3 http://superuploader.net/ced475245271-WW4ressource2-rar.html http://www.arma-fr.net/index.php?cat=addons&id=31 Modder Ressource Pack 2 http://www.megaupload.com/?d=BGZE1920 http://www.filefactory.com/file/affhacc/n/ressoww42_rar http://d01.megashares.com/?d01=0662a38 http://www.arma-fr.net/index.php?cat=addons&id=32 Modder Ressource Pack 3 http://www.megaupload.com/?d=VE5L13X5 http://www.megaupload.com/?d=1AZ2YWAR http://rapidshare.com/files/178004270/WW4ressource3.rar.html http://rapidshare.com/files/177955804/WW4ressource3.rar.html http://d01.megashares.com/?d01=f19e912 http://www.arma-fr.net/index.php?cat=addons&id=33 Modder Ressource Pack 4 (mlods of every ww4 units and weapons) http://files.filefront.com/WW4ressource45rar/;13582986;/fileinfo.html http://rapidshare.com/files/220119601/WW4ressource45.rar.html http://www.megaupload.com/?d=YQUL1C10 http://www.filefactory.com/file/aga4ege/n/WW4ressource45_rar http://superuploader.net/9f4982472925-WW4ressource45-rar.html http://www.arma-fr.net/index.php?cat=addons&id=38 Modder Ressource Pack 5 (a lot of self made camo patterns, before wrinkles have been applied) http://files.filefront.com/sanc+camorar/;13560930;/fileinfo.html http://rapidshare.com/files/219400528/sanc-camo.rar.html http://www.zshare.net/download/5841150222ad32c2/ http://www.megaupload.com/?d=63ZMEG7P http://www.filefactory.com/file/agae9dc/n/sanc-camo_rar http://d01.megashares.com/dl/7e5dbaa/sanc-camo.rar http://depositfiles.com/files/j2dpny3ur http://superuploader.net/e3286f468363-sanc-camo-rar.html http://www.arma-fr.net/index.php?cat=addons&id=39 Modder Ressource Pack 6 (MLODs of every BIS replacement WW4 soldiers) http://files.filefront.com/ww4+rpl+MLODSrar/;13824269;/fileinfo.html http://sharebee.com/b4500eb0 http://www.megaupload.com/?d=RHJIE8KX http://www.badongo.com/file/15198981 http://www.zshare.net/download/60688681bea23cc5/ http://rapidshare.com/files/238656394/ww4_rpl_MLODS.rar.html http://depositfiles.com/files/ojaqnch2l NOTE : Ressource Pack 4 is an updated version i very recently uploaded, the older ressource pack 4 had some mlods that were not the latest version of them, it has been all corrected. So even if you got it from another thread, you should download this new version. Ressource Pack 6 is totally new and features the MLOD of the soldiers used to replace the BIS 1985 troopers of each side, i forgot to add them in Ressource Pack 4. IMPORTANT : You are free to use those ressources for your own addons and modifications, no need to contact me for permissions. Edited May 29, 2009 by Sanctuary Share this post Link to post Share on other sites
njmatrix 2 Posted April 12, 2009 (edited) Hey I get this error when I try and run the CCE missions: Anyone know why? I downloaded and dropped the files where they were supposed to go but like i said get this critical error (the game shuts down) Edited April 12, 2009 by njmatrix Share this post Link to post Share on other sites
sanctuary 19 Posted April 13, 2009 From the tiny message barely readable, it seems you try to play CCE2 and have the same problem as someone reported, see the thread there for a solution, it was just the matter of editing a folder so it could load both WW4 and CoC Arty in the same time. Share this post Link to post Share on other sites
sanctuary 19 Posted April 14, 2009 (edited) I have redone the color scheme of the desert marpat camo for the west marines, i didn't liked the color tones of the current one, the brown was a bit too orange. The new version seems more pleasing to my eyes. I have started testing a bit with different values for each corps regarding armor, armor structual and armor factors for leg/head/body. If some people are interested into testing the impact of these changes, i could upload the modified pbo, as it will need a lot of tweaking before getting good results. The ww4 armors come into 4 versions, from the no armor/old armor using BIS value to the strongest body armor of the ww4 era. Multipliers for body parts resistance will be the result of the Tier level of an units, as i classified those corps by Tier, from the totally untrained spontaneous Insurgency to the very highly qualifed and trained special operators. The mix of the armors and the body parts multipliers set according to my Tier level system should make really different results in a firefight than currently. As this way, to work around the deficient OFP AI that oftne lead into a firefight being more a "gunfight at ok corral" ending in on side all dead in less than 5 minutes instead of half a hour , when having the more skilled army corps being more and more resistant , leading into longer firefights when they are present should give each corps their own use and fearsome "aura" . Edited April 14, 2009 by Sanctuary Share this post Link to post Share on other sites
R0adki11 3949 Posted April 14, 2009 Your body armour system sounds a good idea, i would be interested in testing it, as ive been trying to come up with a solution for my Nogovan Light Infantry. :) Share this post Link to post Share on other sites
njmatrix 2 Posted April 14, 2009 From the tiny message barely readable, it seems you try to play CCE2 and have the same problem as someone reported, see the thread there for a solution, it was just the matter of editing a folder so it could load both WW4 and CoC Arty in the same time. yeah my bad i didn't add the -mod=@CoC to the executable. But now i am getting the following error as well: Share this post Link to post Share on other sites
stgn 39 Posted April 14, 2009 Sounds interesting I find that lovering ammo strenght slightly makes for a more unpredictable fight; I use 8.6/3 for m855 and it realy makes shot placement key and you never know how meany rounds (1-5 mostly) it will take to kill a guy. STGN Share this post Link to post Share on other sites
sanctuary 19 Posted April 14, 2009 Yes a modification of the weapon damage could lead into the same kind of result as a drastic change of the armor system, a combination of armor system change and weapon damage could be very interesting to avoid using HD ammos to increase firefight duration. Additionally, it would increase the amount of wounded, instead of just having a 1 shot=1 kill that lead into firefights leading in a whole army being wiped out in less than 5 minutes. I modifed the 19 PBO defining each of the 19 corps (those PBO are small as they contain only the config) Here are them : http://files.filefront.com/NewArmorCfgrar/;13598700;/fileinfo.html or http://superuploader.net/6502ca480132-NewArmorCfg-rar.html In case you want to revert back to BIS armor value for everyone, here are the 19 same pbo as a backup if you forgot to save them before replacing with the new : http://files.filefront.com/OldArmorCfgrar/;13598728;/fileinfo.html or http://superuploader.net/8d08a3480133-OldArmorCfg-rar.html Just replace the files of the same name in @ww4mod1\Addons\ Here is the concept, i used these discoveries from SPQR in the CAVS page, while it refers to vehicles, the armor values and their multipliers applies to soldiers too in comparison to weapon damage values. About : you have different parts on an OFP tank, described in the hitHull, hitEngine, etc... part of the config.cpp. Each has its own "hitpoints". The tank also has a global "health point" value, set in the "armor" parameter in the config. Each localized hitPoints are calculated from the global armor, by multiplying it by the number found in the hitHull section under armorHull, armorEngine, etc...500 armor, 0.7 armorEngine means the "engine" selection in the hit LOD of the P3D model will have 500*0.7=250 hitpoints.When hit, a tank will give damage to every part hit. If hit for 300 in Hull and Engine, hitHull and hitEngine will be reduced by 300 each. In addition, the global armor will be decreased by the sum of damages done to localized parts, divided by the armorStructural parameter. In my example,300 + 300 = 600, divided by 2 armorStructural = 300 hit to global armor. When global armor reaches zero, the tank explodes. When HitTracks reaches zero, the tank can't move. When HitEngines reaches zero, the tank can't move. When HitTurret reaches zero, tank can't fire, if I remember well, or bad things happen to the crew. When HitGun reaches zero, gun is inoperative (blackened and aiming at ground) When HitHull reaches zero, tank explodes after a few seconds The default BIS armor system, used by every soldiers and addons depending on the BIS armor values (i mean that does not have their own custom armor defined) is the following : armor=3; armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; For compatibility reason, the default BIS troops continue to use the same values, only the 19 WW4 armies use a custom one. My current system (early WIP, can change a lot with time, especially the arms and a bit of the legs that should not lead into insta-kills) : Armor lv0/No armor armor=3; armorStructural=2.0; Armor lv1 armor=3; armorStructural=3.0; Armor lv2 armor=4; armorStructural=3.5; Armor lv3 armor=5; armorStructural=4.0; (those armor level do not refer to real world armor lvlIII, lvlII etc... these levels are just indication for the overall body armor quality of ww4 troops) Basic training armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; Training Tier 1 armorHead=0.7; armorBody=1; armorHands=0.5; armorLegs=0.5; Training Tier 2 armorHead=0.9; armorBody=1.5; armorHands=0.8; armorLegs=0.8; Training Tier 3 armorHead=1.2; armorBody=2; armorHands=1.2; armorLegs=1.2; The training system does not refer only to how skilled an unit is, but to his training level too, to how fearsome the unit should be in a mission etc... Additionally this value is made so it gives an imitation of the capacity of an unit in taking hard cover using the terrain, i mean you must "imagine" that it will not be because you see an unit taking hits that the unit is really hit. As OFP is a flat world without real terrain hard cover and protections,this was needed in my opinion to increase a bit the durability of the soldiers. Toy around some battles, i believe the outcome should be -very- different from what it was with everyone having BIS values. Yeah my bad i didn't add the -mod=@CoC to the executable. But now i am getting the following error as well: This is not caused by the WW4 mod, it is a problem in the mission script itself, as there are lot of DAC scripts and various custom one to get those interesting situations, i can't fix missions bugs in mission i did not made myself especially when they are that complex, report bugs and refer to possible solutions in the mission thread itself : http://forums.bistudio.com/showthread.php?t=71491 Share this post Link to post Share on other sites
njmatrix 2 Posted April 14, 2009 as always thank you and it doesnt seem to effect the missions other than something reported but I will look none the less. Again thanks for a great mod Share this post Link to post Share on other sites
sanctuary 19 Posted April 15, 2009 Reworked the color tones of the pantera-like camo of the Everon Airbone troops, the tones were a bit weird before. Share this post Link to post Share on other sites
R0adki11 3949 Posted April 16, 2009 Those new airborne units look good :) For your Everon Alliance i have a suggestion for a tank that could be used: AMX 30 which i think is quite a unique tank http://ofp.gamepark.cz/index.php?showthis=6896 and for the APC a AMX 10P http://ofp.gamepark.cz/index.php?showthis=6850 keep up the great work :) Share this post Link to post Share on other sites
Sennacherib 0 Posted April 16, 2009 yes, the new camo is better now, and also the desert camo :) the AMX-30 would be a great addition, It has only minor problems, no interior, and the wheels are ugly compare to the tank itself. they can be change easily, if Bizaroide gives his agreement. :) Share this post Link to post Share on other sites
sanctuary 19 Posted April 17, 2009 Well, for now the infantry new armor system and the impact of it on the gameplay is the major focus of what i am doing, as it needs carefull tweaks to stay enjoyable but to allow longer firefight without frustrating side effect. For the vehicles, i will see later, but on the planning here is what i would need available for each side to cover most of mission making needs and get each side balanced : 1 APC 1 IFV 1 heavy tank 1 light tank 1 AA vehicle 1 armed car 1 armed truck transport 1 attack helicopter 1 transport helicopter 1 recon helicopter 1 transport airplane (to get more use of the airborne corps) 1 ground attack airplane and or bomber airplane 1 air combat airplane Some default BIS vehicles can fit some of the category, but there are several empty spots that i will need to get filled. But what will be difficult is to find vehicles that can fit together and are performance friendly, as merging textures will be tricky in vehicle cases, as i will need first to convert them into MLODS so the O2 merging scripts will be able to do their work. I have several in mind, but that will be for later when lot of other work on the infantry will be done entirely. Share this post Link to post Share on other sites
kosta87 0 Posted April 19, 2009 great MOD pack i really love it especially when u changed the default BIS units one question tho how can u change there weapons. I hate seeing the default BIS ak74 and m16. I want the russians to have those ak47's that u supplied in the pack and have the US soldiers use those updated m16 models is there a way i can change that? Share this post Link to post Share on other sites
sanctuary 19 Posted April 19, 2009 -Unpbo the file named ww4_wpn.pbo from \@ww4mod1\Addons\ -inside you will find 94 .p3d files, those files are the models of all the weapons used for the ww4 troops -Let's say you want to replace the default M16 by the ww4 M16 You will find in the unpbo-ed folder a file named ww4_M16.p3d That's the one, i tried to name the models the same as their counterparts so it is easy to know which model is which weapon. -Open the config.cpp found in \@ww4mod1\bin\ You can easily open it with notepad/wordpad. -Look for the class CfgWeapons that list all the BIS weapon classes. -Finding the M16 is not difficult, it is class M16:Riffle In that class, look for the line model="m16_proxy"; replace it by model="\ww4_wpn\ww4_M16.p3d"; For the AK74, you would find in the unpbo-ed the model ww4_AK74M.p3d In the class CfgWeapons of the ww4 config.cpp you would then need to find the class defining the BIS AK74 (easy it is class AK74:Riffle ) and replace model="AK_74_proxy"; by model="\ww4_wpn\ww4_AK74M.p3d"; Experiment around this. Share this post Link to post Share on other sites
kosta87 0 Posted April 20, 2009 Thx a bunch! Im gonna test it now if it does work if you'd like i'll try to change all the BIS unit weapons and post em up as a little update for ur ww4 mod Share this post Link to post Share on other sites
stgn 39 Posted April 21, 2009 (edited) http://files.filefront.com/STGNww4textures1rar/;13811155;/fileinfo.html Heres the skins I made for WW4 when it was in Beta, includes: M81 Woodland BDU and body armor 3 color desert DCU Multicam BDU I have tried to make them as realistic as I could. Use em as you like! (old picture of woodland the shoulderpads look better!) STGN Edited May 26, 2009 by STGN updating link Share this post Link to post Share on other sites
sanctuary 19 Posted April 21, 2009 Do you give me permission to use some of those ? I would like to use at least your woodland BDU for the BIS replacement, so there is a bigger visual difference between the 85 troops and the ww4 ones ? Share this post Link to post Share on other sites
stgn 39 Posted April 21, 2009 Offcause! If enybody wanna use these textures for an OFP addon go right ahead! STGN Share this post Link to post Share on other sites
domokun 515 Posted April 23, 2009 I meant "with settings that suit me but don't kill my PC". I'm currently using Chernobyl mod settings. I visited their website but couldn't find any mention of this settings. Would you mind sharing them with us OFP die-hards? Share this post Link to post Share on other sites
sanctuary 19 Posted April 30, 2009 (edited) I was not very satisfied with the previous soldier armor upgrade that you could get in the previous page of this thread, it did not impacted the gameplay as much as i hoped to. So i revisited my system, this time i believe i am on the right track as the firefight are now a bit longer even without HD ammo. Download mirrors : http://files.filefront.com/newarmor2rar/;13686699;/fileinfo.html http://superuploader.net/bf5bf0519529-newarmor2-rar.html To install, it is very simple, just take the 19 pbo from the small newarmor2.rar archive and replace the default ones of the same name found in your @ww4mod1\Addons\ directory. Just backup your original ones if you want to get back to the older BIS armor system (but the new armor system will be the one that will come with the expansion anyways, so better get used to it starting from now). The new system BIS armor system armor=3; armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; .......................... WW4 armor system East Army West Army Everon Alliance Militia armor=5; armorStructural=3.6; armorHead=0.7; armorBody=2; armorHands=2.5; armorLegs=2.5; ................. East Marines West Marines Mercenaries armor=5; armorStructural=3.6; armorHead=0.9; armorBody=2; armorHands=2.8; armorLegs=2.7; ................... East AntiTerror West AntiTerror armor=6; armorStructural=3.8; armorHead=0.9; armorBody=2.5; armorHands=2.8; armorLegs=2.7; .................... East Airborne West Airborne Everon Airborne armor=5; armorStructural=3.8; armorHead=0.9; armorBody=2.2; armorHands=2.8; armorLegs=3; .................... East Specops West Specops Everon Specops armor=7; armorStructural=4.5; armorHead=1.2; armorBody=2.5; armorHands=3; armorLegs=2.7; .................... East Shadow Ops West Shadow Ops armor=5; armorStructural=3.8; armorHead=1.2; armorBody=2.5; armorHands=3; armorLegs=2.5; .................... Insurgency armor=4; armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=1.5; armorLegs=1.5; ...................... Guerilla armor=5; armorStructural=2.5; armorHead=0.7; armorBody=1.5; armorHands=2; armorLegs=1.5; A shot in the head is mostly always lethal, but a ww4 soldier can now survive sometime getting a shot in the chest thanks to the ww4 body armors though you would not want to continue taking shots in the chest after that ;) , a ww4 soldier does not die anymore that easily from getting shot in the arms and legs. Of course various corps get different kind of resistance and armor due to training level and better equipement available to them. Edited April 30, 2009 by Sanctuary Share this post Link to post Share on other sites
overcharger 0 Posted May 1, 2009 Hi Sanctuary, where I can find the soldiers classes for my work modding TacRods Dynamic Mission for your mod? Share this post Link to post Share on other sites
sanctuary 19 Posted May 1, 2009 You can get them here : http://files.filefront.com/WW4Classesrar/;13688469;/fileinfo.html or there : http://superuploader.net/c4c079520582-WW4Classes-rar.html Inside the rar archive there are 3 text files , west , east and resistance side containing the classes names of each ww4 soldiers. Share this post Link to post Share on other sites