Vultar
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Posts posted by Vultar
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Yes it is unfinished as I have been trying something more than "Ultra Basic" in mission editor for just 3 days.
You havent killed them, the mission has a set trigger to End when East not present. Trigger reaches just forest, so if all of them left forest/are dead, mission ends.
I managed to finish it, while testing against just 1 opfor, he got headshot and mission ended so it should work.
And yes... I was scared too, and I made the mission! Haha.
I am going to read those tutorial and polish the mission. Maybe one day it will be top-notch... who knows? ;)
Thanks for advice and feedback.
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Forest Sweep
Single Player Mission for
OFP Res 1.96
with WW4 modpack.
Snowy weather, Kolgujev.
A group of 12 West ShadowOps was assigned a task.
Eliminate russian Specnaz team. Beware, locals call them "Ghosts". None of the previous forces returned home. You're already dead. Good luck.
Hint: There's just 8 of them.
http://www.mediafire.com/?dgt17b7bx7bb0b6
I hope the mission works as it should. It's just a very simple mission. My first public.
Have fun, I've never managed to complete the objective.
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Designed to be played on pure ww4modpack by Sanctuary.
Recommended difficulty: As always, Veteran.
I'd appreciate feedback.
Simple, but cold atmosphere.
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Ok thank you Sanctuary.
Another question:
What I see is that ww4 config does not include RES weapons.
Does that mean I can simply ADD replacement for them to that config?
By the way, my work is going pretty smoothly, so far M16 and XM-177 replaced.
Thanks for all the help ;)
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Aew, virutalstore.... Thanks.
I looked in the AppData but forgot about virtual store...
Can I upload missions for ww4 here?
I was messing around in editor looking for bugs and came across a nice idea:
Snowy weather, Kolgujev.
A group of 12 West ShadowOps was assigned a task.
Eliminate russian Specnaz team. Beware, locals call them "Ghosts". None of the previous forces returned home. You're already dead. Good luck.
Hint: There's just 8 of them.
http://www.mediafire.com/?dgt17b7bx7bb0b6
I hope the mission will work as it should. It's just a very simple mission. My first public.
Have fun. I have never managed to kill them.
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Well I see I gotta reinstall my Goty.... Thanks Sanc for the update. Also Sanc is there anyway I can have the GRAA m16 iron sights? I love how those look vs the black box of the original.Read previous few pages. We are currently talking about it.
I am working on it and maybe soon I will upload this modification.
You can always do it yourself.
In ww4mod21\bin\CONFIG.cpp Find:
class M16:Riffle
and replace below
modelOptics="optika_m16";
with
modelOptics="\ww4_wpn\mi\optic_m16.p3d";
But this is just for M16.
Or perhaps if there are enough people to convince Sanc to do this...
...then maybe he will... damn, it's my dream...:p
[edit]
@njmatrix
class M16:Riffle { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="\ww4_wpn\ww4_M16.p3d"; modelOptics="\ww4_wpn\mi\optic_m16.p3d"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; reloadMagazineSound[]={"\WW4_Sounds\sounds\M16Reload.wss",0.010316,1}; displayName="$STR_DN_M16"; displayNameMagazine="$STR_MN_M16"; shortNameMagazine="$STR_SN_M16"; drySound[]={"weapons\M16dry",0.01,1}; magazines[]={"WW4_W556_30Bmag","WW4_W556_30BHDmag","M16"}; modes[]={"Single","Burst"}; class Single { ammo = WW4_West_556x45_Single_Bullet; multiplier=1; burst=1; displayName="5.56 Semi"; dispersion=0.0002; sound[]={"\WW4_Sounds\sounds\M16Fire.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=1; recoil=WW4_556x45_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; class Burst { ammo = WW4_West_556x45_Burst_Bullet; multiplier=1; burst=3; displayName="5.56 Burst"; dispersion=0.0004; sound[]={"\WW4_Sounds\sounds\M16Burst.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=3; recoil=WW4_556x45_Rifle_Burst_Recoil; autoFire = 0; aiRateOfFire=1.00000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; };This should replace default M16 COMPLETELY with new ww4_m16.
[edit]
Question. If I made a mission in editor and saved it as single mission, where can I find it?
It's in 'Single Missions' ingame, but can't find it anywhere on my disc.
I can't find answer on the forum.
[edit]
I just made myself a firefight using about 250 troops. Performance is great.
Firefight looks and feels outstanding, Sanc, what you do is just indescribable.
The new way of using binoculars is simply marvelous.
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Yeah so basically I am done. Pictures are all that's left.
It's just M16, though. Now time for approx. 20 other weapons.
Ouch.
Some of them I am going to replace with others, as their counterparts are not included in ww4modpack.
For example: M21 with M40 (As it was in service in '85)
or Bizon with AKSU SD, etc.
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I have changed classes "single" and "burst" with ones from ww4_magazines.
Everything is fine. M16 is replaced, default soldier is able to use it and so on.
But since "M16" is class for both weapons and mag, they share the same picture. I have no idea how to change it.
Picture of what I managed to do So Far.
Help, anyone? :)
Haha, to think that I still have hope you will change your mind :P
[edit]
Sanc, could you tell me why floating zone has been removed?
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Reloading BI M16 with "ww4_w556_30bmag" added WW4_M16 sound.
The name next to ammo count changed to "5.56 Semi", but remained "M16" in action menu.
Perhaps I just need to replace:
"M16mag" with "ww4_w556_30bmag"
And that should do the trick.
This is all I changed:
class M16:Riffle { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="\ww4_wpn\ww4_M16.p3d"; modelOptics="\ww4_wpn\mi\optic_m16.p3d"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; reloadMagazineSound[]={"\WW4_Sounds\sounds\M16Reload.wss",0.010316,1}; picture="\WW4_Magazines\gear\m16.paa"; displayName="$STR_DN_M16"; displayNameMagazine="$STR_MN_M16"; shortNameMagazine="$STR_SN_M16"; drySound[]={"weapons\M16dry",0.01,1}; magazines[]={"WW4_W556_30Bmag","WW4_W556_30BHDmag","Mortar"}; modes[]={"Single","Burst"};Class single and Class burst are left unchanged.
When a "ww4_w556_30bmag" is loaded, as I said, the only difference between "m16" (M16) and "ww4_m16" (M16A4) is the name.
Btw:
[bug] SpecOp and ShadowOp armor too high.
They are able to survive .50cal shot. It's impossible.
I think that Recon's armor should be the limit.
[optional] USMC sniper should use M40 and not M24.
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Haha, seriously, this is awesome.
Actually, Izhmash is creating some modern AKs.
Check this out:
http://en.wikipedia.org/wiki/AK-200
Rails, new stocks, all the stuff you're working on.
Seems it's no longer fictional, but futuristic.
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The search engine up there is able to locate individual posts too, not only thread anymore like in the old forum.So just look there :
http://forums.bistudio.com/showthread.php?p=1714491#post1714491
I've read that post before and I know about that.
But it replaces ONLY model.
The sound, optics, mags etc. stay the same. :(
I would like it to be Exactly like ww4_m16.
Thanks for effort.
By the way, you said
"There are other replacement mods"
Yes there are... but after playing with ww4 I cant imagine using any other mod, tbh.
Even Graa goes to hell.
[edit]
Today I have no more time, but tomorrow I will look into it. I know how to change optics and mags, still looking for sound.
I think I can handle it...
From what I see, SOUND is depending on magazine.
Then, to get WW4 ballistic and sound all I need is to replace "M16mag" with "WW4_W556_30Bmag" ?
Then load this mag into basic M16 (but with new model, optics, picture) and everything is done?
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Well.That's what that "loadout" did.If I was to play a BIS campaign,the basicwest soldier would have a WW4 M16 and magazines,instead of the default versions.
Any class is editable.You can edit any existing class and give that to the default units.
Or create a completely new class to equip them.It's up to you.
But if you want to change the fundamental settings of every weapon/ammo class in a
config,your in for a very long haul. :)
Maybe you are right. But this is exactly what GRAA did.
Using "this addweapon "M16"" gives you GRAA weapons
and there's no way to put your hands on BI m16.
What does this do? Not only every default soldier is equiped with new weapons, but in Resistance missions, where soldiers are equiped manually, they still have new weapons instead.
BI ammoboxes feature GRAA weaps, instead of default.
The solution you gave me works only for soldiers, and not for Res and ammoboxes.
This is why I would like to have a replacement of weapons - like this in GRAA.
Something like this
class AK47CZ:AK47
{
scopeWeapon=2;
scopeMagazine=0;
model="AK_47_v58_proxy";
modelOptics="\EST_Weapons\EST_optic_aks74u.p3d";
optics=1;
opticsZoomMin=0.35;
opticsZoomMax=0.35;
displayName="$STR_DN_AK47_CZ";
drySound[]={"weapons\AK74Dry",0.01,1};
modes[]={"Single","Burst","FullAuto"};
magazines[]={"AK47"};
};
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Thanks, but what I wanted to do is replace BI weapons, so that they disappear from the game. Not just default soldier's loadout.
And not only model, but every setting along with magazines.
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Yes, I know about Chernarus.
I think I found Sahrani.
http://en.wikipedia.org/wiki/Guadeloupe
Quite similar.
Yeah that's kinda funny, while I know OFP islands well, Sahrani is actually my second home.
Rarely had I chance to play Ofp online.
But countless hours of Arma, SahraniLife, Warfare, Coops...
Man, who needs map? :)
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How about Sahrani?
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I have found something very interesting on Youtube.
The guy found OFP islands on the world map.
Enjoy
I did a little search for the real names:
Malden -> Levkas
http://en.wikipedia.org/wiki/Levkas
Everon -> Krk
http://en.wikipedia.org/wiki/Krk
Kolgujev -> Tenerife
http://en.wikipedia.org/wiki/Teneriffa
Damn I didn't know that, now I know my next holiday destination, haha.
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Yeah good idea. But make sure that Both weapons can share Both mags(30mag & 30Bmag)
and SD counterparts.
I dont know what's JAM's ballistic, but it would be best to keep that of M16, to keep balance between M16 and AK74M.
[edit]
Oh great, I looked into GRAA config to see how does it replace BI weapons...
...and damn, I dont understand it at all.
Guess that my plans have just gone south.
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Addonis, yes Eliteness... forgot the name, that's all.
Works like a charm, thanks.
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Hey Sanc. What program do you use for PBO files?
Found mistake in WeaponClasses.txt
WW4_M16RefSD:M16
should be
WW4_M16RefSD
M16 uses different ammo than M4 and vice wersa. Why?
M16 uses W556_30Bmag/M4 uses W556_30mag
They should use the same ammo and mags, like in real life.
I love the idea of HD insurgency, as they are not trained and usually shoot from the hip. It brings Terrorist hunt in MOUT to a completely new level.
Thank you.
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I have thought about my requests once again, you are right, no point in adding anything nor changing.
About backpacks - Yes, I thought so... that's why I asked.
If you are not willing to replace BI weapons, can you at least tell me how to do it, or point me to a thread where it's explained?
I forgot everything I knew about .cpp in 2008...
I did some personal use configs for Arma1, is it the same in Ofp?
...about suggestions.
I still want my Spotter! :D
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I don't think that so much detailed units fit in Sanctuary's mod main goal. They could make lags. There are many units in this mod. They are simple but pretty cool. And friendly for your PC :)Actually, they wont be complicated at all.
Just a simple soldier as any else in ww4. With boonie hat and a simple backpack.
Every piece in the same camo (For example BDU or Marpat--Or mix of them, like in Arma2). I'd like to see the ballistic vest in camo pattern too :)
[edit]
Something like Guerilla -> Rifleman
But with US equipement and textures.
And my lovely backpack! :D
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Ok then, as you wish, bugs here:
[bug] Both M60 and PKM also have 200rd mag instead of 100rd
[bug] Glock 17 has 14rd mag. Should be 17rd. Beretta is 10rd, should be 15rd.
[bug] Mag pouches too big with one death anim. Screenshot.
[bug] West Recon (W)(D) - No Arm bloodTex, No Leg bloodTex. Screenshot.
[bug] East ShadowOps Problem with Cape. Screenshot.
Well, about the replacing of BI weapons.
If you could create config replacing them with WW4 counterpart as a choice.(Like in Graa)
And mags with according JAM mags, of course.
Then I would not only be grateful, but I would begin Cwc again.
A lot of action there, could reveal some bugs.
:)
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Funny, the AI knows how to use the bunkers. :)
I am now trying the gamelogics.
The arty script and effects are too badass. Finally it makes any sense to play without Map HUD.
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Recon models are nice, but the black cap and ballistic googles just dont match.
Could you reconsider retexturing the cap and removing googles? Just to make them More Recon style.
I also have an idea for new units for West. East has awesome ShadowOps in good camo and SD weapons, making them kinda ghosts.
Here are the pictures for something like "Deep Recon Force"
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Is there any hidden purpose in having every unit without backpack?
Would be interesting to have Deep recon units with backpacks. :)
There will be crew and pilots for each corps in incoming update, but nothing more for the replacements.A lot of unnecessary work in my opinion. One crew and one pilot for each side should be enough.
Unnecessary units are just more work and potential new bugs.
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I have got questions about SCAR-L.
It is awesome, that's true.
But the model represents not an actual SCAR-L, but it's early prototype xD
Pics for example:
Don't mind the colour.
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Thanks for the answer.
Yes, AI in Graa is less effective. But without it, AI simply shoots only headshots like in default OFP, making it less enjoyable to play in open field.
When I have some more time I will look for bugs.
But sometimes it's hard to say whether I found one or not.
For example, SpecOps medic (West and East) has no signature on the buttpack.
Dunno if it's a bug or not.
If you could give me any advice where to look, somewhere you are worried about...
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I have found some new bugs, should I post them here? Or should I create new thread with this purpose in mind?
So that we can collect every bug in a clear-to-read way, making it easy for everyone to check whether his finding was reported before.
Also, it would be easier for you.
What do you say?
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Considering surprisingly this time everyone seems to prefer the old anim, it will be in the future patch.Americas Army 3 features a great idea about reloading. Every unit has same setup if it comes to magazines (Just like WW4).
The reloading anim for each stance is based highly on the model's setup.
They firstly drop the magazine into a drop bag

And then they take out fresh mag from their mag pouch and reload.
Everything takes about 4 to 5 seconds - accurate according to how fast you can reload in real combat situation.
Forest Sweep [Simple but hard SP mission]
in USER MISSIONS
Posted
It's done with the newest WW4 2.1.
I dont want to use Winter island as ww4 has no winter units.
As for snowy weather without snow lying on the ground... you don't live in Europe :P
This is exactly what was today in Poland.
As I said, all you need is Pure WW4 modpack 2.1.
As for briefing and overview, I will include them someday, after, of course, I learn how to. :)