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Big-Rooney

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  1. Big-Rooney

    The final countdown mission.

    Right First Off. You have to seize the hill to the north of your stating position. Its guarded by DshK's, BRDM's and infantry. After that you hold the hill until you defeat a small enemy counter attack - two squads. Then you go off and liberate the camp. A cutscene occurs and presto the first part is over. The rest should be self explanatory. Any problems reply back.
  2. Big-Rooney

    PROJECT'85 TOPIC

    Have to say. Didn't really follow this mod a lot. With the updates I'm seeing now I'm definitely gonna start to follow this more closely. With the team it has I'm sure this will be one for the ages. Keep up the work, Big-Rooney.
  3. Hi All, Today I've released my first project for Operation Flashpoint, The Modern Combat Mod (MCM) is combined with the SLX Mod by solus for my first release. The readme file included in the mod contains more information and screenshots. Links are available below this line. Links Download: Modern Combat Mod - SLX v1.0 Full Install (747mb) - FileFront (link Broken) Download: Modern Combat Mod - SLX v1.02 Patch (311mb) - Filefront Download: Modern Combat Mod - SLX v1.0 Full Install (747mb) - TechWarriorZ Download: Modern Combat Mod - SLX v1.02 Patch (311mb) - TechWarriorZ (News And Links Are Welcome) Download: Additional Extra pack v2 (12mb) - FileFront Note: Extract extra pack into @MCM-SLX folder and then run install.bat to install the extra pack. ***************************** MODEL CHANGES ***************************** *BLUFOR SIDE* - US Soldiers -> HYK: US Army Soldiers (ACU). - US Sniper -> HYK: US Army Sniper (ACU). - US Crew -> HYK: US Army Crew (ACU). - US Pilot -> LSR/MCM: US Army Pilot (ACU). - US Blackops -> HYK: US Army Special Operators (ACU). - US Jeep -> Combat: M998 Hmmwv. - US JeepMG -> Combat: M1025 Hmmwv (M2). - US Hmmwv -> Combat: M998 Hmmwv (Open). - US M60A1 -> KH/INQ: M1A1 Abrams. - US M1A1 -> KH/INQ: M1A2 Abrams. - US M2A2 -> Combat: M2A2 Bradley IFV. - US M113 -> Combat: M113A3. - US Support Trucks -> Combat: Hemmt's. - US Truck5t's -> Marfty: M925 5T Trucks. - US Vulcan -> Combat/REM: M163A2 Vulcan. - US AH-1 -> Marco Paulo: AH-64A Apache. - US AH-64 -> Marco Paulo: AH-64D Apache. - US UH-60's -> CSLA: UH-60 BlackHawk's. - US OH-58 -> BAS: OH-58 Kiowa. - US A-10 -> Diesel: A-10 ThunderBolt. - US A-10LGB -> Diesel: A-10 ThunderBolt (GBU-12). - US M16 -> SJB: M16A2. - US M16 M203 -> SJB: M16A2 M203. - US M60 -> Laser: M249 SAW. - US M21 -> SJB: M24 SWS. - US FAL -> BAS: FN-FAL. - US HKG3 -> BAS: HK-G3. - US UZI -> SJB: MP5A4 (SD). - US M4 -> SJB: M4. - US XMS -> SJB: M4 'Aimpoint'. - US HK -> SJB: M4A1 (SD). - US LAW -> Laser: M136 AT4. - US Carlgustav -> Earl & Such: Javelin. - US Revolver -> SJB: Desert Eagle. - US Beretta -> SJB: Beretta. - US Glock -> SJB: Glock 17c. - US Glocks -> SJB: Glock 17c (SD). - US Hand Grenade -> M67 Grenade. *OPFOR SIDE* - RU Soldiers -> RHS: RFMI Soldiers. - RU Officers -> RHS: RFMI Officers. - RU Crew -> RHS: Crew. - RU Pilot -> RHS: Pilot. - RU Sniper -> RHS: RFMI Sniper. - RU Spetz Natz -> RHS: Vityaz Spetz Natz. - RU Uaz -> The Sun: Uaz. - RU Ural -> Spetz Natz Mod: Ural-4320. - RU Support Trucks -> Spetz Natz Mod: Support Urals. - RU T-80 -> Orcs: T-90. - RU T-72 -> Orcs: T-80UM. - RU BMP-1 -> Orcs: BMP-1P. - RU BMP-2 -> CSLA: BMP-2. - RU BRDM -> OFF: BRDM-2. - RU Shilka -> Orcs/Spetz Natz Mod: ZSU-23-4 Shilka. - RU M2 Static -> CSLA: Dshk. - RU Mi24 -> RHS: Mi-24P Hind. - RU Mi17 -> OWP: Mi-17 Hip. - RU V-80 -> DKM: Mi-28 Havoc. - RU SU25 -> Tomi-D: SU-39 Frogfoot. - RU AK74 -> RHS: AK-74. - RU AK74 GP-25 -> RHS: AK-74 GP-25. - RU AK74SU -> Earl & Suchey: AKS-74U. - RU PK -> Orcs: PK. - RU SVD -> Orcs: SVD. - RU Bizon -> Orcs: AS Val. - RU RPG -> RHS: RPG-7v. - RU AT4 -> Orcs: RPG-29. - RU Tokarev -> Orcs: Tokarev. - RU Hand Grenade -> RGO Grenade. *RESISTANCE SIDE* - Res Soldiers -> Willec: GRAA Resistance Soldiers. - Res T-80 -> Orcs: T-90. - Res T-72 -> Orcs: T-80UM. - Res BMP -> CSLA: BMP-1. - Res T55 -> RHS: T-55. - Res Jeep -> The Sun: Uaz (FIA). - Res Uaz -> The Sun: Uaz (FIA (Open)). - Res AK47 -> Orcs: AK-47. - Res AK47CZ -> CSLA: Vz-58. - Res AK47GL -> Orcs: AK-47GL. - Res Skorpion -> SJB: P99. - Res Ingram -> SJB: P226. - Res CZ75 -> SJB: USP. - Res Hand Grenade -> F1 Frag Grenade. *CIVILIAN SIDE* - Civ Men -> FacePlant: Civilian Men - Civ Car (Green) -> Orcs: Moskvich. - Civ Bus -> Vilas: Ikarus 1991. ******************************** EXTRA ADDITIONS ******************************** *BLUFOR SIDE* - US Army Winter BDU Infantry. - US Marine Corp Marpat BDU Infantry. - US Marine Corp Marpat Desert BDU Infantry. - Machine Gunner - M240. - Anti-Material Sniper - M82A1. - Special Forces Automatic Rifleman. - Special Forces Sniper. - Special Forces Anti-Tank Rifleman. - Special Forces Grenadier. - Combat: M1025 Hmmwv (M240B). - Combat: M1025 Hmmwv (MK-19). - Combat: M1097 Hmmwv (Open). - Combat: M1097 Hmmwv (Covered). - Combat: M1038 Hmmwv (Cargo). - Combat: M996 Hmmwv (Ambulance). - Combat: M3A2 Bradley CFV. - Combat: M6A1 LineBacker. - Vix: Stryker (ICV). - Vix: Stryker (Mk-19). - Deisel: A-10 Thunderbolt (MK-82). - Footmunch: F-16 Falcon. - Footmunch: F-15C Eagle. - Footmunch: F-15E Eagle. - Footmunch: F-35. - Tomi-D: F-117 Nighthawk. ======================================== ************ Desert US Vehicles ************ ======================================== - KH/INQ: M1A2 Abrams. - KH/INQ: M1A1 Abrams. - Combat: M113A3. - Combat: M2A2 Bradley IFV. - Combat: M3A2 Bradley CFV. - Combat: M6A1 Linebacker. - Marfty: M163A2 Vulcan. - Marfty: M925 5T Truck's. - Combat: Hemmt's. - Combat: M998 Hmmwv. - Combat: M998 Hmmwv (Open). - Combat: M1025 Hmmwv (M2). - Combat: M1025 Hmmwv (M240B). - Combat: M1025 Hmmwv (MK-19). - Combat: M1038 Hmmwv (Cargo). - Combat: M1097 Hmmwv (Open). - Combat: M1097 Hmmwv (Covered). - Combat: M996 Hmmwv (Ambulance). ======================================== ************ US Marine Vehicles ************ ======================================== - SEF: LAV-25. - SEF: LAV-25 (Anti-Air). - SEF: LAV-25 (Anti-Tank). - TOW: AAV-7. - KH/INQ: M1A1 Abrams. - KH/INQ: M1A2 Abrams. - Marfty: M925 5T Trucks. - SEF: M998 Hmmwv. - SEF: M998 Hmmwv (Open). - SEF: M1025 Hmmwv (M2). - SEF: M1025 Hmmwv (M240). - SEF: M1025 Hmmwv (MK19). - SEF: M1097 Hmmwv (Covered). - SEF: M1097 Hmmwv (Open). - SEF: M997 Hmmwv (Ambulance). - Vit: AH-1Z Super Cobra. - Prep-H: UH-1 Huey (FFAR, MG & Unarmed). ======================================== ************ End Of Section ************ ======================================== - SJB: MP5A4 (SD) 'Aimpoint'. - SJB: MP5A4. - INQ: G-36C SD. - Laser: M249 Para. - Laser: M249 Para 'M145'. - Laser: M249 SPW. - Laser: M249 SPW (SD). - SJB: M240. - SJB: P-90. - SJB: P-90 (SD). - SJB: M82A1. - SJB: M16A2. - SJB: M16A2 'Acog'. - SJB: M16A2 'Aimpoint'. - SJB: M16A2 'Reflex'. - SJB: M16A4 'Acog'. - SJB: M16A4 'Aimpoint'. - SJB: M16A4 'Reflex'. - SJB: M16A4 'Eotech'. - SJB: M4 'Acog' - M203. - SJB: M4 'Reflex'. - SJB: M4 'Reflex' - M203. - SJB: M4 'Eotech'. - SJB: M4 'Eotech' - M203. - SJB: M4A1. - SJB: M4A1 'Acog'. - SJB: M4A1 'Acog' - M203. - SJB: M4A1 'Aimpoint'. - SJB: M4A1 'Aimpoint' - M203. - SJB: M4A1 'Reflex'. - SJB: M4A1 'Reflex' - M203. - SJB: M4A1 'Eotech'. - SJB: M4A1 'Eotech' - M203. - SJB: M4A1 (SD) 'Acog'. - SJB: M4A1 (SD) 'Acog' - M203. - SJB: M4A1 (SD) 'Aimpoint'. - SJB: M4A1 (SD) 'Aimpoint' - M203. - SJB: M4A1 (SD) 'Reflex'. - SJB: M4A1 (SD) 'Reflex' - M203. - SJB: M4A1 (SD) 'Eotech'. - SJB: M4A1 (SD) 'Eotech' - M203. - SJB: Colt M1911. *OPFOR SIDE* - Russian Naval Infantry & Spetz Natz. - Russian VDV Airborne Infantry & Special Forces. - Spetz Natz Sniper. - Spetz Natz Anti-Tank Specialist. - Spetz Natz Machine Gunner. - Spetz Natz Grenadier. - Radio Operator. - Anti-Material Sniper - OSV-96. - Spetz Natz Mod: Ural-4320 (Open). - DKM: 2S6 Tunguska. - Orcs: BMP-1. - Vit: BMP-3. - RHS: BTR-80. - CSLA: PT-62. - RHS: T-62A. - Orcs: T-72B. - Footmunch: SU-33 Flanker. - Footmunch: SU-33 Flanker (Bombs). - Footmunch: SU-33 Flanker (ASW). - Footmunch: AN-72. - RHS: Mi-24P Hind (CAS). - OWP: Mi-8 Hip. - Orcs: RPK-74. - Orcs: VSS 'Vintorez'. - RHS: AK-74M. - RHS: AKs-74. - RHS: AKs-74 (SD). - RHS: APS. - RHS: APS (SD). *RESISTANCE SIDE* - Local Army Forces. - Soldier - Fn-Fal. - Soldier - vz. 58. - Automatic Rifleman - RPK-47. - RHS: T-62A. - Orcs: T-72. - Orcs: AKS-47. - Orcs: AK-47 (SD). - Orcs: RPK-47. *CIVILIAN SIDE* - FacePlant: Business Man - FacePlant: Priest - FacePlant: Pilot - FacePlant: Worker ******************************** MISC CHANGES ******************************** *BASE CHANGES* - Three Separate Editable Configs Added For Personnal Use. - Woodland, Winter And Desert Islands Added To All Configs. - US Army ACU Personnel Are Primary US Troops In All Configs. - US Army Winter Personnel Added To All Configs. - US Marine Corp Personnel Added To All Configs. - Russian Federation Motorized Infantry Are Main OpFor Troops In All Configs. - Russian Federation Naval Marines Added To All Configs. - Russian Federation VDV Airborne Infantry Added To All Configs. - There Are No Crossover Issues Between The Configs. *SLX EFFECTS* - AI routines roughly follow Sun Tzu's "The Art of War." Calculations measuring strength: Morale (strength, skill of leaders, backup, etc), Weather(bad weather affects things, like aircraft and munitions), Terrain (higher altitude versus enemy = tactical advantage) and Skill (of leaders, units). - Squads scan through all other squads to collect information about known friendly and enemy forces and they pass information about enemy squads to each other. - Groups shout out relevant commands while performing most actions and maneuvers. - The strength of a squad is based on the number of armed units, type of vehicles, skill of units, skill of leader, and strength of nearby squads. - Infantry squads rush weaker enemies using bounding over- watch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one. - Squads take cover when over- matched. - As an squad leader or RTO, you can call for “Artillery Supportâ€, heavy guns (135mm or 155mm) fire on the position you set on the map. - Squad radios for communications. Default radio is SINCGARS (Single Channel Ground and Air Radio System), each side has its on radio (US = SATCOM AN/PSC-5D - Russia = R-109 Radio). - Suppressive fire on squads. Rate of fire is determined from any known enemy, so two rifle squads could suppress if they are all firing. A unit can suppress by quickly firing a weapon at an enemy squad. - Working smoke concealment. Smoke can not be seen through by AI's but can be walked and shot through. - APC's deploy smoke when infantry is disembarking in combat. - Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets. - When getting in or out of tanks and APC's the crew will turn out and then turn in, to simulate having to open hatches to get in or out. - Some unit types can be configured to create a CoC artillery platoon near them. The unit can be of any side but it must be manned. The default artillery creating units are the ammo trucks for each side. - Munition effects. Firing munitions creates effects such as smoke around the barrel, muzzle, and ejection port, a faint vapour trail along the munition's trajectory, tracers, munitions are affected by wind, hit effects with debris and dust, and ricochets. Smoke grenades create actual concealment, it takes a few seconds for the AI' s to lose track of you if you're already in their sights, and don't shoot while depending on concealment or the AI's will fire at you. If the AI' s are not targeting you then they will never see you if you stay behind the smoke. The smoke screen is affected by the wind, so if the wind changes the screen will move with it. Smoke is hazardous to breathe in for too long, and being in a confined space with smoke can be deadly. Firing a lot of tracers or explosives can set things on fire. Grass can be set on fire with machine gun tracers. Fire flows downwind, so you can plan for where it might go, but beware a change in wind direction sending the fire somewhere else. Uncontroled fires can cause widespread destruction. Launched grenades are not armed until they reach a safe distance of 14 to 27 meters, but unarmed grenades can still ricochet and hurt things that they hit. If you are using a weapon with good optics and the conditions are right you can see the "trace," or vapor trail, of the shot even if it's not a tracer round. You can use the trace to make corrections to your aim. - Vehicle damage. When a vehicle is damaged an effect will happen relevant to the amount and position of the damage. Vehicle damage effects include munitions malfunctions, fuel leaks, fire, tire blowouts, broken glass, main rotor damage, tail rotor failure, and temporary engine failure. For example, if a helicopter gets hit in the tail rotor causing too much damage it will fail and start to go down. If a vehicle is hit in the engine, fuel tank, or body, it has a chance of starting a fuel leak. If a vehicle is leaking fuel it is vulnerable to catching on fire if it gets damaged again. The extent of the fire is based on the amount of damage the vehicle has, starting out as a small fire and eventually consuming the entire vehicle, then burning back down before extinguishing. The fire does damage to the vehicle and nearby things, ammunition cooks off while burning, and sometimes nearby things get set on fire. Fire can be put out by repairing the vehicle, submerging it in water, going over 400 kph, or if the fire is small enough you can try using the "put out fire" action (which has a somewhat random chance of working) until the fire goes out. People disembarking from a burning vehicle have a chance of catching fire proportional to the damage of the vehicle. They can put the fire out by getting healed or by keeping moving. People on fire will automatically crawl forward prone to keep moving, you can also try rolling on the ground to put the fire out if you are using a rolling mod such as DMA's. Helicopters with main rotor damage become more unstable the more damaged they are, eventually tearing themselves apart and crashing if they are too damaged. When a helicopter with main rotor damage crashes it throws up lots of dirt and dust as the blades are smashed apart on the ground. - Commander machine guns on tanks that can shoot at low flying aircraft. Crew turns out when commander's gun is fired. - Vehicle lights are left on when ejecting from a moving vehicle. - Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind. - AI's do not eject from damaged helicopters while in the air to increase AI survivability. - Squads take cover when over- matched. - Realistic blood effect that appears every time you shoot at a human, even if the body is dead. - People use SLX Wounds effects. See SLX Wounds readme for further details. - The explosion effects follow the basic descriptions of an explosion written in "U.S. Army Field Manual 3- 50 Smoke Operations | Appendix G : Munition-Produced Dust"(http://www.globalsecurity.org/military/library/policy/army/fm/3-50/Appg.htm), the dust/fire ball, the dust skirt, the rising column of smoke, and some small lingering smoke. They are also based on videos of explosions of laser guided bombs, explosive ordinance disposal, hand grenades, aerial rockets and missiles, and improvised explosive devices. The fireball is usually very brief being usually a bright flash then mostly dust, but sometimes has a lot of fire. The dust skirt comes quickly after the dust/fire ball, it lingers for a while after the explosion before disipating. For larger explosions it spreads out over a large area but for smaller explosions it is just a single cloud and looks fairly good for the low fast appearing smoke from hand grenades. The smoke column rises after the explosion and dust skirt and drifts away in the wind, it is usually light grey and sometimes darker. Then a thin low smoke lingers near the crater. - The unguided rocket smoke is based on a videos of helicopters firing rockets, it starts off dark black and then thins out turning grey. - The water hit effect is based on videos and pictures of bullets hitting water, a thin plume of water. *MISC EFFECT CHANGES* - All Units, Weapons And Vehicles Have Been Replaced By The Best Community Addons Suiting The Modern War Era. - All Weapons Pictures Have Been Updated. - All Weapons Infomation Has Been Removed For Realism Purposes. - All Weapons Have Been Replaced By Newer Versions. - All Weapons Now Inflict A More Realistic Amount Of Damage. - All Sounds Have Been Replaced By Improved Ones. - Weapon Recoils Have Been Improved. - The Dispersion Of Bullets Has Been Increased. - Weapons Now Eject Bullet Cartridges When Fired. - Rifles Now Produce Smoke When Fired. - Shoulder Launched Rockets Have Backblast And Smoke Effect. - BIS Grenades Now Take Up Only One Slot. *VEHICLES EFFECTS* - Tanks/Apcs Have Large Flames And Smoke When Destroyed. - Tanks/Apcs Main Guns Have Recoil. - Tanks/Apcs MG'S Have Tracers. - Tanks/Apcs MG'S Now Have Realistic Smoke When Prelonged Fire Occurs. - Tunguska, Shilka And Vulcan Now Have Heavy Barrel Smoke And Realistic Tracers. - Tanks/Apcs Armor And Gun Power Set To More Realistic Settings. *SOLDIER EFFECTS/CHANGES* - Soldiers New Bleed When Hit And Can Die From Untreated Wounds. - Soldiers Are Arrayed With Weapons To Suit Their Speciality. - Soldiers Are More Aware On The Battlefield. - Special Forces And Snipers Have Higher Awareness. - Snipers Have Higher Accuracy Levels. - Pilots Now Have A Life Jacket In Case They Bail Out Over Water. - US Soldiers Are Armed With Different Varients OF The M4, M16A2 And M16A4. - US Marines Carry Different Varients OF The M16A2 And M16A4. - US Soldiers Carry The M67 Frag Grenade. - US Grenade Launchers Now Fire The M203 Grenade. - US Automatic Rifleman Carries An M249. - US Machine Gunner Carries An M240. - US Crews Now Carry The M4 And A Sidearm. - US Pilots Carry A Sidearm. - US Special Forces Carry M4A1 SD'S And Sidearms. - Russian Soldiers Are Armed With Different Varients OF The AK-74. - Russian Soldiers Carry The RGO Frag Grenade. - Russian Grenade Launchers Are Armed With The VOG-25 Grenade. - Russian Automatic Rifleman Carries An RPK-74. - Russian Machine Gunner Carries A PK. - Russian Crews Now Carry An AKS-74. - Russian Pilots Now Carry A Sidearm. - Russian Spetz Natz Carry AK-74 SD's And Various Other Special Purpose Rifles. - Res Soldiers Now Carry A Variety Of Weapons. - Res Soldiers Carry Stolen Frag Grenades. - Res Grenade Launchers Armed With The VOG-25 Grenade. - Res Crews Armed With The Aks-47. *PLANE EFFECTS* - Planes Now Piloted By Fighter Pilots. - Planes Now Have Countermeasure Flares When AA Missiles Lock On. - Planes Now Have Engine Smoke Trail. - Planes Now Have A Splash Back Effect When Flying Near The Water Surface. - Planes Now Have Splash Effects When Crashing In Water. - Planes Now Have Burning Engine Effect. - Planes Guns Have Tracers Effect. - Planes Missiles Have Flame Effect. *HELICOPTER EFFECTS* - Helos Now Have A Rotorwash Effect. - Helos Now Have Countermeasure Flares When AA Missiles Lock On. - Helos Now Cause A Splash Effect When Crashing Into Water. - Helos Now Have Large White Smoke When Destroyed. - Helos Now Have A Tailrotor Failure Effect When Damaged Critically. - Helos Automatic Cannons Have Tracers. - Helos Missiles Have A Backblast And Flame Effects. ***************** CREDITS ***************** The Following Is A List Of The Main Addon/MOD Creators Whose Stuff Was Used In This Pack, The Below List Is Of The Main Stuff Contributed By Each Of The Addon/Mod Creators. I Would Like To Thank Them All For Some Additional Stuff And All Their Work For Operation Flashpoint. To Any Addon Maker Whos Addons I Used In This Pack If I Missed You, I Am Sorry Some Of The Above Files I Don't Know Who Created Them But You Know Who You Are And Thanks For Your Hard Work To Keep The Community Alive. (PM Me If Something Belongs To You And You Would Like To Be Credited). Also I Could Not Get A Reply From Some Of The Authors So I've Listed Them On The Credits List Just Incase They Think I'm Not Thanking Them For Thier Work (I Am Thanking You). ======================================================================= Heres The Credits. Not 100% Accurate. Not-Listed In Any Order. -Name Of Contributor, (Short Name Used Above), -Contributions To Mod. ======================================================================= -SOLUX (SLX) - For The SLX Mod, Which Of Course Is Brilliant And He Must Be Thanked. -Pappy Boyington (Y2K3 Mod) - For All The Great Work In OFP And Inspiration. -ThunderBird84 (FFUR MOD) - For The Superb Mods In OFP And Inspiration And Assistance. -Sanctuary - For The Basic Mod Design, Animations And Great Work In OFP, His Assistance Was Vital As Well. -Red Hammer Studios (RHS) Team - For Their Russian Troops, Tanks, Gaz-66's, Guns, Mi-24's And Other Great Contributions To OFP. -Combat Development Studios (CBT) Team - For Their Apcs, Humvees, HEMMTS And Other Great Contributions To OFP. -Hyakushiki (HYK) - For The US Troops, Updated BIS Faces And Excellent Work For OFP. -Our Weapons Project (OWP) - For Their Mi17/Mi8, APS Pistol, Pilots, Tools And Other Great Work For OFP. -Orcs Development Studios (Orcs) - For The Russian Tanks\Apcs, Russian Guns And Other Excellent Contributions To OFP. -Decisive Killing Machines (DKM) Mod - For Their Tunguska, MI-28 And Other Superb Contributions To OFP. -Spetz Natz Mod (SFM) - For The Urals, The Shilka, The Mines And The Great Additions To OFP. -Jackal326 (SJB) - For The Weapon Pack And Other Great Works For OFP. -Footmunch (RKT) - For The F-16, F-15's, F-35 And SU-33 And AN-72 And Other Brilliant Contributions To OFP. -Inquisitor (INQ) - For The Weapons The M1's And His Other Superb Contributions To OFP. -King Homer (KH) - For The M1's And His Other Great Contributions To OFP. -SEF Development Studios - For The USMC Hmmwv's, LAV-25's And USMC CH-53's. -The Sun - For The Stunning UAZ Pack. -Czechoslovak Liberation Army (CSLA) Mod - For Their Weapons, Apcs And Helicopters And Their Superb Modification For OFP. -Earl & Suchey - For Their Weapons And Marine Assault Pack And Other Great Work For OFP. -Laser (LSR) - For His Helicopter Pilots, Weapons And Other Excellent Work For OFP. -Cameron McDonald (FacePlant) - For The Civilians, US Troops And Other Great OFP Contributions. -Willec - For The Resistance Troops (Updated By Sanctuary) And Other Projects For OFP. -Marco Paulo - For The AH-64'S And Other Projects For OFP And ArmA. -Marfty - For The 5T Trucks And Desert M163A2 Vulcan. -Deisel - For The A-10'S. -Macser/Lamentin/Vix - For The Stryker ICV. -Big Dawg (BD) - For The Hand Grenades. -Vit - For The Apcs, Helicopters And Other Excellent Contributions To OFP. -Preparation-H (Prep-H) - For The USMC UH-1 Huey's. -Llauma - For The Highly Detailed Head Model And His Superb Sky Pack. -Offtime, AG Smith, Sputnik Monroe And GR - For The Faces For Llauma's Head Model, BRDM-2 And Thier Seperate Contributions To OFP. -Cell7 - For The Mustang. -Rem Mod - For The M163A2 Vulcan. -CSJ - For His Planes And Other Contributions To OFP. -TOW - For The AAV-7 Used With The USMC. -Sigma - For The US Tanks, Civilian Pickup And His Other Contributions To OFP. -Vilas - For The Civilian Car Pack And Other Addons For OFP & ArmA. -Chain Of Command (COC) Mod - For All Their Great Tools And Addons For OFP. -Balistic Addon Studios (BAS) - For Their Brilliant Helicopters And Other Superb Contributions To OFP. -Kegetys - For His Winter Kolgujev Island And All His Tools. -Enhanced Configiration Project (ECP) Mod - For Thier Brilliant Modification For OFP. -Dezoom - For His Great Death Animations. -Tomi-D - For All His Excellent Planes. -Evgeni - For The Brilliant KA-52 Alligator. ========================================= Enjoy, Big-Rooney
  4. Big-Rooney

    Modern Combat Mod - SLX Released

    The new version of this mod has been release. head over to this Thread. Please don't reply here. Reply over in the above thread.
  5. Big-Rooney

    Problem with Modern Combat Mod

    Check the Modern Combat Mod - SLX thread I'm about to release the new version of the mod with the majority of the bugs eliminated, including the AH-64 optic error.
  6. Big-Rooney

    Modern Combat Mod - SLX Released

    Of course, I'll edit that post to make that clear.
  7. Big-Rooney

    Modern Combat Mod - SLX Released

    Alright. I'm keeping this one short and sweet, like my love life, just kidding babe (If your reading this) The Full Release is imminent. Late Saturday is a possibility but no guarantees. The Resistance will remain a Resistance force. Islamic Extremists and mercs will be added at a later date but for now they are just the Rebel movement and Russian Rebel forces. The reason the release is taking so long even thought I've not added as much as I'd hoped, is because OFP is not the only thing in my life anymore. When I first got the game I was still in school so I had no worries in life. Now that I'm grown up I have more to worry about and other stuff to focus on in life. OFP is close to me but not as close as it used to be. Concerning the requests everyone makes: I love that your all so into this mod and helping me make it better, but I can only put stuff in the mod that I feel is right. I don't want to make this the biggest waste of space on a HD by added lots of things that don't even serve a purpose. This mod was designed to be Total Conversion that was all. But I decided to add a lot of extras to add A little more fun to the mod. In no-way is this mod intended to be 100% accurate. Its just something I did for the heck of it. But its spawned into so much more. When I first made the first announcement that I would release the mod, I thought no-one would care. With FFUR, ECP, CSLA, FINMOD, BOH, PLA, Y2K3 and many other mods out there I thought everyone would have said who needs another Total conversion mod made by some community nobody with only 20 posts under his belt. But people took interest and so did I. Now the mod is this big, Modern enhancement for Operation Flashpoint that has really made me proud of what I did. Now I've no Idea why I just said all that but thats it. The release is soon coming and many more releases will follow that and that. LONG LIVE FLASHPOINT. LONG LIVE THE COMMUNITY. Thats gonna get me some bad marks but I don't care. I love you all (not in a gay way). Goodnight, Big-Rooney. You know what smells like...... Smells like Victory!
  8. Big-Rooney

    Modern Combat Mod - SLX Released

    Hey All As I stated not so long ago, I'm here with a small update on the status of the mod. This will be may last major progress report before I release the v1.1 full pack. All of your most recent reports have also been taken into account any bugs will be fixed. These are just the pick of the bugs found and eliminated. ================ FIXES: ================ - U.S. Soldier Models Incorrect Model Names. - U.S. Special Forces Incorrect Textures/Model Names. - U.S. Soldiers Head Definition Errors. - U.S. Marines Selections Errors. - Russian UAZ MG Cargo Proxy Error. - Several Units Names Were Incorrect. - Weapon & Magazine Pictures Errors. ================ CHANGES: ================ - AH-64 Model Changed To AH-64D Model From Franze AH-64 Pack. - AH-1 Model Changed To AH-64A Model From Franze AH-64 Pack. - UH-60 Models Changed To MH-60 Models From Ballistic Addon Studios MH-60 Pack. - BMP-1 And BMP-2 Models Changed To Models From CSLA. - T-55 (Russian) Model Changed To T-55AWV Model From Red Hammer Studios T55 Pack. - T-55 (Rebel) Model Changed To T-55A (FIA) Model From Red Hammer Studios T55 Pack. =================== ENHANCEMENTS: =================== - US Winter BDU Soldiers No Longer Available. - All U.S. Soldiers Carring M16A2 Are Now Issued With The M16A4 To Comply With The M16A2 Being Phased Out Of Service. - Anti-Material Weapons Are Now More Powerful Against Vehicles And Light Armor. - New Sounds For A More Realisic Combat Feel. - Several Scripts Have Been Enhanced To Change The Feel Of The Game (Main Gun Recoil, Shockdust, Smoke Backblast etc). - New GUI Elements Including A New GUI Main Menu Screen And Loading Screen, New Intro Movie On Startup. - New Readme Detailing The Entire Update Of Mod Version To v1.1. ============= ADDITIONS: ============= BLUFOR SIDE -------------- - MH-6. - AH-6. - AH-64D (Hellfires, Rockets). - AH-64A (Hellfires, Rockets). OPFOR SIDE -------------- - MT-LB (Standard, Repair, Ambulance). - SA-13. - T-62M1. - T-62MV. - T-72A. - T-72B. - T-72B (ERA). - T-80UD. - T-80UM. - Su-24. RESISTANCE -------------- - Russian Rebels (Men, Armor, Vehicles). - MT-LB (Standard, Repair, Ambulance). - T-72A (Rebel). - T-72B (Rebel) - ZSU-23-4M3 (Rebel). ============ REMOVALS: ============ - Local Military Forces. - USMC LAV-25 (Anti-Air). =========== CREDITS: =========== - ORCS Development Studios: For Thier BMP Pack And Weapons. - CSLA Mod: For The BMP's And Desert Vehicles I'm Trying To Get In With Some Middle Eastern Extremists. - Red Hammer Studios: For Their T-55, T-72, T-80 Packs. - Ballistic Addon Studios: For Thier MH-60 Pack And Littlebird Addons. - Franze & xNodUnitx: For The AH-64A And AH-64D Models. - ORCS/Spetz Natz Mod: For Their ZSU-23-4 Pack. - Sebastian Muller & Marfy: For Their MT-LB Pack And SA-13. - Universal: For All The Help With Realism And Some Good Model Addition Suggestions. - The Community: For All The Bugs Reports That Were Kept Nice And Simple, And Of Course The Support ;] Thanks Guys :] The New BMP Models From The CSLA Mod. Russian General. Russian Rebel Mi8. Russian Convoy (T-72B, T-72B (ERA), T-62M1). Russian Su-24. U.S. Army Special Ops Sniper (Anti-Material). U.S. Special Forces (New Visual Layout). U.S. Marines Special Ops. As I stated above this is my last major report before the release so I mean it this time that I will be releasing the mod soon. Thanks for the patience and understanding. Cheers Big-Rooney.
  9. Big-Rooney

    ZIL pack v. 1.0

    Are any of those addons released? The Su-34 is I think? The Kamaz trucks are I think? The Others are they released.
  10. Big-Rooney

    BCC Central, Unit 43 is 22 at CP location

    Nice addon Delta hawk. Really nice looking visuals of the vehicle.
  11. Big-Rooney

    Modern Combat Mod - SLX Released

    I will indeed display a full list of everything that is included/change and enhanced within the coming 24 hours.
  12. Big-Rooney

    ZIL pack v. 1.0

    Nice ZIL pack. Unfortunately the civilian variants don't have rear cargo proxies. P.s. Whats this about hidden gems?
  13. Big-Rooney

    Modern Combat Mod - SLX Released

    News and new screenshots coming very soon. Within the next 24 hours. Thanks for the patience and please don't spam the thread. The Mod's might close it. Thanks, Big-Rooney
  14. Big-Rooney

    Modern Combat Mod - SLX Released

    Hey everyone. Thanks for the continued support for this project. The final bugs and enhancements are being taken care of as I speak. Unfortunately the new option system has made the mod completely unplayable in multi-player mode. However A new config is being designed to remove options and some effects to make multi-player more stable and playable. As the release gets closer I must inform you that the new release will be conducted in two stages. 1st: The main pack will be released to correct major errors, add some units and correct some models. 2nd: A patch will be released to add more to the mod and fix any errors that may arise after the full pack release. As the Javelin is a main talking point, Here are some pics of its new capabilities. Thanks, Nice to post some. Thanks for the kind words. FDF Recoil is a little stronger than the recoil that is the mod at the moment. Thanks. Hopefully not long now. It's as Modern as I can get it. The U.S. Army will be total ACU unless you enable the BDU option. (For those who dislike the ACU.) What unit is this weapon available with. I can't find any effect like this. I've tried all the infantry units with AT weapons and nothing. Just straight firing missiles. Will look into it after main pack release. - SLX effects can be disabled or enabled by simply editing the SLX_GL3_Settings file and setting your preference. - This script has been disabled because it made the AI behave strangely. - Will try to introduce such option. - Will also try to introduce this as well. Indeed. The Resistance forces now destroy the T-80 and the mission continues as it does. The latest SLX is 1.1 found Here. At the moment I haven't got time to implement this scripting system. Also it may not be frame-rate friendly and the SLX scripts already make a frame-rate hit themselves. I can't really find any radio chatter to put into the game and frame-rates are also an issue. Although it would be a small frame-rate hit. This is not the sky its the Materials section in the config. In my mind its a bit too extensive. The shine in the mod at the moment is adequate. Kind regards to all. Big-Rooney
  15. Big-Rooney

    Modern Combat Mod - SLX Released

    Hey All. Work coming along nicely. The new version of the mod as I said before will include a brand new options system similar to the GRAA mod by sanctuary. OPTIONS DESCRIPTION : ------------------------------------------ ENABLE_US_BDU Allow the user to enable/disable the use of U.S. Army BDU troops. The ACU soldiers are replaced by woodland BDU and desert BDU soldiers are added. ENABLE_SLX_GRASS Allow the user to enable/disable the SLX grass Everon and Malden. When SLX Grass is disabled, OFP uses the original islands, which can increase frame-rates a slight bit. When enabled the SLX Grass islands are used which is a bit more visually nice and the grass provides some cover for troops. ENABLE_RADIO_VOICES Allow the user to enable/disable the radio voice. When radio voices are disabled, OFP continue to display them, but the really good side is that the AI does not wait until the slooooow speaker finish his voice acting to really do something, noticable immediately in tank battles, and town combat as a squad leader ordering AI around is enojoyable. ENABLE_FDF_RECOIL Allow the user to switch between the recoil system in this mod, and the new one introduced by the FDF mod, the AI is influenced by this exactly like the player. ENABLE_WAVERING Allow the user to play with the extremely stable weapons from BIS system, or with more weapon "wavering" simulating it is not that easy to aim and shoot, the effect is done on the AI too. the wavering is not high enough to make the game harder for the player, but it is enjoyable as you are really happy when you score a very long distance shot now. ENABLE_LARGE_FORM BIS formation space between soldiers was rather small, as it was possible to kill nearly a whole squad with a grenade. Enabling the large formation use the double of space between soldiers to prevent this mass killing problem. Another good side effect is that it doubles the battle front, making actually you think with great pleasure that the AI is flanking you. ENABLE_AIAWARE BIS default AI you know it can't see anything beyond a certain distance, play the mission Ambush and once you are in the small hill you can see easily the AI but the AI can't see you a all. Or you can crawl at 30m from an AI without it being able to see you in open space. With that option enabled , the AI is now capable to see (and hear) you from longer distances, nearly the same as the distance a player can see an AI. ENABLE_SANC_LEAN Allow the user to lean and roll when pressing the turbo/sprint key, SHIFT i think, and the direction left or right, or remove the lean ability to go back at BIS default. ENABLE_SANC_CROUCH Allow the user to crouch walk in every direction, or go back at BIS default that make the player standing up. The AI can use this by themselves. ENABLE_SANC_CRRUN Allow the player to run while being in crouch position, use this to move fast to a position while keeping a low profile. The AI can use that by themselves, or go back to BIS default that force you to stand up. ENABLE_SANC_RUNAT Allow the player to actually run and walk while having the AT weapon on shoulder, or go back to BIS setting of just walking (and then getting killed if your AT fail as you are too slow while walking to run for cover). ENABLE_LARGE_FOV Allow a larger field of view instead of the default BIS one. It allows you to see more on the side, just a matter of preference. ENABLE_SANC_STANLYAT Allow the player, when having the AT weapon on shoulder to go prone or to stand up with the AT weapon (and fire from there) when presing the turbo/sprint key (SHIFT i think by default) + your "moving backward" key , or just pressing your "moving backward" key. ENABLE_SANC_ALTSTAN Allow the user to use either the new animation replacement pack that comes with the GRAA modpack (or any Anim.pbo he may use instead) , or to use animations that comes from one of my NG serie of anims as they are very different visually. Just a matter of preferences. ENABLE_SANC_NORG Allow the user to move in every direction , jogging with the weapon pointing down, or with the possibility to "run and gun" (very inaccurately though), just a matter of preference. ENABLE_SANC_PAT Allow the user to either play with the old BIS "weapon on back" stances, or with that stance replaced by the popular "patrol" one. Just a matter of preference again. ENABLE_3RDPALT allow the user to have the 3rd person view (external view) to be closer to the player model, or to use the BIS default if prefered, it is just a matter of preference. ENABLE_SANC_CRPUT allow the user to be able to put down / take any object/weapon from the crouch position without having to get up first like in the default OFP , disabling this get back to the default OFP behaviour (when crouch and want to put/take object, your soldier stand up first). ENABLE_SANC_CRGREN allow the user to launch grenades from the crouch stance without having to stand up first, or to be forced to stand up before launching a grenade like in BIS default gameplay. ENABLE_SANC_RELAX this option allow the user to go in relax mode , like only the AI could do in default OFP, when pressing BACK key + Sprint Key while standing aiming , crouching aiming and lying aiming. This allow to lower the rifle and offer more field of view while you continue to look at a specific target. Disabling this go back to default BIS behavior. This is the new Javelin. Its more accurate and effective at longer ranges. Some of the U.S. Soldiers available with the BDU option enabled. And BDU Special Forces. And the Desert Soldiers. And Desert Airborne Troops. I found no errors with any melee weapons. This can't be done as I don't edit aerial models yet. Just put // in front of slx_nomaneuvers=1 in the slx_gl3_settings file and all maneuvers will be back enabled. It turns white, the pic is photoshoped so it looks different. Fixed. - Fixed. - Also fixed. - Model error, can't be fixed at the moment. - New models have been introduced. Any change of a link that works. I can't download from flashpoint.ru, just alot of jibberish comes up when I try to download. Noted. Thanks for spotting. They would've been nice to add. Calm Down Vultar. As you are the one reported the majority of new bugs, you should understand that it takes time to fix certain issues. The campaigns are indeed more stable and playable. Alright, I'll look into it again, on a side note the Javelin is now able to lock and hit targets over mountains if you aim into the air first. I'll post some screenshots showing it working soon. An airstrike script is already included in the mcm_scripts.pbo file, it does that exact thing. The new artillery will be more accurate and easier to use. Regards to all, Big-Rooney. Please remain patient as I shift through everything to make sure I missed nothing and add some extra features and effects.
  16. Big-Rooney

    Modern Combat Mod - SLX Released

    Where did you pop out from, Haven't heard from you in a while, Anyway the release is very close. It kind of annoying when you find some bugs just as your about to upload. But I'm sure I've found em all this time.
  17. Big-Rooney

    Modern Combat Mod - SLX Released

    Hey All. Really soon the new pack will be released, just got the new config options done. There from the GRAA mod my Sanctuary. They allow to to change the Animations, safe Animations, AT stances, running with AT weapon, crouch actions, leaning, 3rd person view, field of view and many other things. F-15C battles with Su-33. Russian Spetz Natz with new weapons. Russian Mi-24P takes off with ZSU-23-4M3 guarding airspace. AH-64D (16 Hellfires) engages Russian tanks. AH-64A (4 Rocket Pods) targets enemy positions. I didn't see any such ability with that weapon when recently played the BOH mod. Check on both requests. Didn't even realize that. Thanks for spotting. Will attempt to find a solution to that problem. Thanks for reporting. useful aren't they. Good for CQB engagements. Best Regards All, Big-Rooney.
  18. Big-Rooney

    Modern Combat Mod - SLX Released

    Hey everyone. Not long now I promise! Just fixing some last minute things and reading over the config and resource files to make sure theres no major gameplay interrupting errors or any at all really (I hope). I'll post some nice screens prior to the release, anything anyone would like to see in a nice picture. Will try, It seems to be running very nicely. I'm running an old system by today's standards and it works great. I think of got a good mix of sounds now. Ok, The AI will take cover if fired upon. They will duck if suppressed. But they can't lean or roll and will crouch into grass or behind something (sometimes). For realism purposes this will be changed to fire at Enemy Contact with the radio call for contact. 1: Fixed, Thanks for noticing. 2: Will rename to M107, can't change the model though. 3: There is now two different intros with cool songs from the Red Hot Chilli Peppers and Staind. 4: That intro movie has been removed. 5: The Knifes serve there purpose, the AI is good with them a close range. You can disable any SLX feature you wish by editing the SLX_GL3_Settings file in the main Mod folder. 6: It not too long. 7: OFP engine limitation. The dragging vehicles is simulated as a car so the AI thinks its actually a car. Will look into added them also. Sorry missed typed the title over the picture, It is AMV in-game. This varies from human model, cause there is no head mod in first person view just a small dot where the player looks from, the recoil can look very strange, also if look into the sky with your weapon you'll notice your arms are about twice as long as they should be. I may increase the its hitting power. Unfortunately that would be hard to do as the AI use very sensitive sensitivity control to detect enemy presence. I didn't know you were in the Russian Army. Explains why you know all the designations for the vehicles. Regards, Big-Rooney
  19. Big-Rooney

    Modern Combat Mod - SLX Released

    Hey Everyone. I've been busy on the new pack - Version 1.1, its coming along nicely and better yet the new vehicles are sitting in very nicely. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NOTICE OF NEW PACK FEATURES The new pack will contain many new features including: + New config layout that lets you select options with defines (eg, SLX Grass Islands, 3rd Person View Position etc.) by removing/adding "//". + Brand spanking new vehicles and weapons. + Brand new realistic sounds for small arms and some heavy weapons. + Brand new AI behavior that makes missions more stable. + Compatibility with certain other mods (Tonal Redux, PLA etc.) + New readme that contains everything about the mod including weapons and magazines. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Releases After Version 1.1 Hopefully after the release of the Version 1.1. + Many more additions that haven't been carried out for time purposes. + Choice between Llauma Hi-Res Heads and BIS Heads for human models. + More AI enhancements for more stable play (if needed). + Improvement in U.S. Soldier Models. Thanks, Won't be long now. 1: The Franze helos are Hi quality, but most lag on these units comes from the scripts, which have been reduced to essentials only. Thus not alot of lag. 2: The tracers incorporated are from SLX, added new ones may add unnecessary lag to the game-play. 3: New Sounds have been added. 4: Please explain in detail, the cover question. 5: Not possible, The AI is changed by the SLX scripting system already, thats the best change there is. The new sounds are very good and are not artificial. Chapman2424 is correct! Actually Chapman2424 its an SLX effect. You should see it in the SLX mod or any FFUR-SLX mod. Possible alright, just like many addons now-a-days replace the deformed model on death with a destroyed model that looks alot better. The scripting on this would have to be very accurate and very well written. Yes they will and an option has been added for the 3rd person view.
  20. Big-Rooney

    Modern Combat Mod - SLX Released

    Hello Everybody. First off let me say I'm sorry for the long time its taken me to post a new update. But I've some good news to report, the new v1.1 version is nearly ready for release. It will include new model replacements and brand new units added. The new scripting method make the version much more stable than the older versions. Brand new weapons including specially done AKs-74u's have been worked on and added to the Russians and brand new helos and tanks to both side, all hi-quality community addons. All the bugs that have been reported even the recent ones have been cleared and the bugs created by eliminating those bugs have also been cleared. New soldiers classes have been added and soldiers and vehicles are now named correctly and realistically. With U.S. soldiers named according to speciality and Russian soldiers named by weapon usage. AH-64A by Franze (Replacing the AH1) AH-64D by Franze (Replacing the AH64) MH-60 by BAS (Replacing the UH60) T-80BV by RHS (Replacing the T72) Su-25 by Tomi-D (Replacing the Su39) T-72 by RHS (Added to Russian Forces) http://i92.photobucket.com/albums....ce5.jpg T-55AWV by RHS (Added to Russian Forces) http://i92.photobucket.com/albums....ce6.jpg These are just some sample pictures, many more inclusions will be added and many more model changes have been undertaken. Any more questions/Bugs reports please don't hesitate to ask. Cheers, Big-Rooney.
  21. Big-Rooney

    FFUR'85 (2008 edition)

    Delete the SLX_grass_cwc_islands.pbo file to remove the SLX islands for the island menu. Have a look through the SLX_GL3_Settings file in the @FFSX85 folder and look for something like SLX_Shoteffects=1 and change it to 0 and the Shot effects will be disabled. To change the leaning animations you need to edit the config. Find the DMA lean animations in the config and replace the path with the path for the DMA unigen anims.
  22. Big-Rooney

    GRAA Modpack 3.0

    I like what I'm hearing here sanctuary. Nice to see that are still a good few modifications being made and updated for OFP, most mods have gone to ArmA. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">SLX Vehicles I think to use the SLX vehicles you need to change the models path for those set vehicles, The SLX open doors and destroyed vehicles are found in the SLX_Vehicles.pbo so to use them you would have to change the model path form - Model="\Hmmwv\Hmmwv.p3d". to Model="\SLX_vehicles\Hmmwv.p3d". Or something like that.
  23. Big-Rooney

    FFUR'85 (2008 edition)

    Just copy the Anim.pbo from the @FFSX2007\dta folder into the @FFSX85\dta folder and the anims are replaced.
  24. Big-Rooney

    FFUR'85 (2008 edition)

    Looking good Tbird. The grass is very nice, wonder why you didn't get into islands some time ago with the quality of that work. This is inherent with all new FFUR packs, the mod uses the same class names as combat mod for anims and ammo, result in crossing issues, which causes the errors you have.
  25. Big-Rooney

    Modern Combat Mod - SLX Released

    Hi all, I've been hard at work with the mod and it is coming along very nicely, I'm about to ask ThunderBird84 for the use of his upcoming islands with the new grass so that will be promising. I've re-written the scripts and config again and even got around to a new readme. Work continues on the U.S. forces and the Russians are getting seen too as well. Some SLX features will be disabled: SLX maneuvers. SLX Surrendering. SLX Arty Spawning. SLX Commanders MG. Thanks AfrographX. A question for you, Do you mind if I have a look at editing your CH-47 Model. Will look into replacing them. As I don't really want to go through all the weapons again, The new readme already includes a full weapon list for all weapons and magazines, It even includes the different optics and version which are explained clearly. @Universal As your post do get very extensive some times i rather you PM me or send it to my E-mail address. I've now got to PM some people for use of thier addons, I'll be in contact again soon.
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