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W0lle

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Everything posted by W0lle

  1. You need to create a new class for the second image. Not tested: class RscTitles { titles[] = {"missionintel1","missionintel2"}; class missionintel1 { idd = -1; movingEnable = 0; duration = 30; fadein = 2; fadeout = 2; name="missionintel1"; controls[]={"Picture"}; class Picture { x=0.0; y=-0.1; w=1.5; h=1.5; text="missionintel1.paa"; sizeEx = 1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="puristaMedium"; }; }; class missionintel2 { idd = -1; movingEnable = 0; duration = 30; fadein = 2; fadeout = 2; name="missionintel2"; controls[]={"Picture"}; class Picture { x=0.0; y=-0.1; w=1.5; h=1.5; text="missionintel2.paa"; sizeEx = 1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="puristaMedium"; }; }; };
  2. W0lle

    Cold War Rearmed III

    Next update ADDED : APS Pistol ADDED : Even more FIA uniform texture variants ADDED : L1A1 rifle ADDED : MERDC camo for some US vehicles ADDED : Mini Cooper, courtesy of vilas ADDED : MT-LB variants (Repair, MedEvac, SA-13) for USSR and FIA factions ADDED : Skoda Rapid, courtesy of vilas ADDED : Static Konkurs ATGM ADDED : Upon request - OH-58. Be warned: It's anything but streamlined, optimized or beautiful CHNGD : Completely new FIA uniforms and textures CHNGD : Completely reworked M72 LAW model from CWR2 with new animations unfolding and workable front and rear sights. CHNGD : Reworked RPG-75 projectile so its more accurate. Hits closer to where you aim instead of falling short often. CHNGD : Various rifle optics tweaks FIXED : Patrol boat crew/cargo leaving now in a more orderly manner FIXED : Soviet M1984 uniform If you run into problems, please don't hesitate to report them. Here in the thread, at our Discord channel, in Steam comments or direct message. Whatever you prefer to use. Important: I'm aware that finding people is tricky but we really could need some helping hand(s). If you can help us with models, their configs and textures. Please get in touch with me. 🙂
  3. W0lle

    Cold War Rearmed III

    New year, new update! Mod ADDED : 'Flashpoint Remix' track by Bushlurker ADDED : FIA Ural trucks ADDED : M113A1 APCs ADDED : Natick LBV 1986, courtesy of Brazilian Armed Forces Mod Team ADDED : Ural-375 HQ truck CHNGD : Balaclavas are CUP models now, no more nasty APEX advertisments CHNGD : Correct preview for Rifleman (Vz.58) CHNGD : Improved the Scud launch script (tanks to LorenLuke) CHNGD : L-39 loadout can be customized CHNGD : New Soviet and FIA tanker uniforms CHNGD : New scopes for the XMS, crosshair and red dot CHNGD : US Army uniforms replaced with new models by sinmercardo CHNGD : Weapons and supply crates have binoculars added FIXED : Angelina wasn't unable to bring up weapon optics FIXED : FIA uniforms should no more turn white at far distances FIXED : Small visual glitch with M939 fuel truck FIXED : US webbing and pistol belt armor/penetration values fixed Missions ADDED : 'Beach landing' bonus mission CHNGD : Machine gun positions in 'Under the hill' moved forward FIXED : 'Alone' ending in 'Clean Sweep 1' ended too quickly FIXED : Officers in 'Revenge' were running around with no uniform FIXED : Waypoints in 'Chinook' are now correctly activated
  4. W0lle

    Cold War Rearmed III

    I made good experiences with Tavo's script in the ONP Missions pack. For those who want to participate, I shared a Google Drive folder where I throw in Missions which should be tested. Bomberman is the first, might add Clean Sweep 2 next with changed AI skill levels. Tried that mission earlier, only the Shilka came through. Bravo was going after it but I don't know if they got it. Feedback preferably be PM, so we don't flood this thread with bug reports.
  5. OFP NOSTALGIA PACK (CWR III) This is a revival of the OFP Nostalgia Pack. Back in 2001 a few talented people created the first OFP Missions using the demo content and a 3rd party mission editor - remember the game was not even released back then. It was the time where mission editing people were real men and exploited the game in order to find out how stuff is done. 😉 I have converted and fixed these missions so they can be used in CWR², and now again for CWR III. Where possible I added playable slots for MP usage, see the list below for a list of MP compatible missions and their player slots. Converting these missions initially was a pain because the previously mentioned editor created mission files which are no more readable by Arma. That means I had to fix the bugs manually, then imported the mission and then started working on them once the mission became stable. Compared to that, converting them to CWR III was child's play (mostly). I changed a few smaller things and scripts but I would say I reached the goal of keeping 90% of the original mission. Please note: Compared to todays 'standards' these missions are pretty easy, some would call them even 'crappy' - usually there is no fancy scripting and effects stuff. However playing these missions gives you an idea how it was back then in Summer 2001 as the community was awaiting the first War Simulation from a once great Bohemia Interactive. I have to thank a lot of people here: First off, all the people making these missions back in 2001. Avon Lady for fixing the original missions. Ghost for his helicopter insertion script. Kronzky for his Urban Patrol script. Mikero for his editing tools. Shuko for his Taskmaster script. Tova for his convoy script. Anyone else I forgot. Included are the following missions: ONP_5th Special Forces : [Coop 11] ONP_Anti Air Attack : [Coop 09] ONP_Battle at Lolisse : [TvT 96] ONP_Bears In Red Wood : [Coop 10] ONP_Blood'n Guts Warfare : [Coop 07] ONP_Boxing Day : [Coop 09] ONP_Chopper Practice : [Coop 03] ONP_Close Combat : [Coop 13] ONP_Convoy : [Coop 10] ONP_Dark Combat : [Coop 10] ONP_Dragunov : [SP only] ONP_Dropzone : [Coop 20] ONP_Fishermans Bend : [Coop 24] ONP_Fishin US Style : [Coop 22] ONP_Foothold : [Coop 08] ONP_Forest Gump : [Coop 10] ONP_Fubar 1 : [Coop 08] ONP_Fubar 2 : [Coop 04] ONP_Invasion Normandy : [Coop 10] ONP_Le Port : [Coop 10] ONP_Lightstorm - M16 : [Coop 04] ONP_Lightstorm - MP5 : [Coop 04] ONP_Lone Eagle : [Coop 10] ONP_Mayday Mayday : [Coop 10] ONP_Missing In Action : [SP only] ONP_Night Surprise 1 : [Coop 08] ONP_Night Surprise 2 : [Coop 10] ONP_Normandy : [SP only] ONP_RBJ Storm : [Coop 08] ONP_Real Ambush RU : [Coop 10] ONP_Real Ambush US : [Coop 10] ONP_Red Dawn : [Coop 10] ONP_Red Woods : [Coop 14] ONP_Ride Of The Valkyries - Officer : [Coop 08] ONP_Ride Of The Valkyries - Pilot : [Coop 03] ONP_Ride Of The Valkyries - Private : [SP only] ONP_Supply Depot Raid : [Coop 09] ONP_T-72 : [Coop 03] ONP_The Final Frontier : [Coop 10] Downloads: Steam Workshop Old school installation Requirements: Cold War Rearmed III CUP Units, CUP Vehicles, CUP Weapons, CUP Terrain Core and CUP Terrains - CWA Have fun playing these real classics almost 20 years later again. W0lle
  6. W0lle

    OFP Nostalgia Pack

    Updated the package, missions should now show up in MP browser. Is also signed now. Let's see how it goes.
  7. W0lle

    Cold War Rearmed III

    Destroying the convoy in 'Bomberman' should still be necessary. Least it failed once or twice when I too wasn't able to destroy all of them. The problem here is, as with most other missions, that things changed a lot in A3. The satchels seems no more that powerful as they were in OFP and A2. The distance between the vehicles is increased too. In previous versions I was able to destroy most of the convoy with 3 satchels, now I have four and it's not enough. Maybe removing one of the vehicles (T-72) from the convoy would help, or make it complete wheeled convoy. BTR-60 in front, and instead of Shilka an Ural with ZU-23. Then even Bravo has a chance to achieve something. 😂 I'll fix the glitch in Commander (yes that was the original mission name) and will play around with Bomberman a bit.
  8. W0lle

    Cold War Rearmed III

    I seen it coming that missions will be a major problem. Or better that AI is (it's always the AI). And after the AI, it's usually me screwing up like with the cut off radio transmission. The fact that the targets (usually Russians) now wear body armor doesn't make the situation any easier. 😀 Noted all of above, and will look into it next year.
  9. W0lle

    [SP/COOP 05] YAPRM 2035

    Owww me and my fancy addons sneaking into every mission. Updated mission in first post, this time with only A3 loaded. Though Massi's CSAT replacement should be a requirement to make the stupid Aliens go away. 😀
  10. W0lle

    DKM MOD RAH 66 Helicopter [OFP]

    Here you go. 🙂
  11. You may also check the path to your textures again, because "Data\Tunisian_uniformP1.paa" The uniform texture would be located in p:\data\" which is most probably not the case. You need to specifiy the full path (without drive letter) to your uniform. I don't know what your project folder is, but let's assume it's "Tunisian_Army" Then the path to your uniform texture would be: "Tunisian_Army\Data\Tunisian_uniformP1.paa" Same goes for your icons etc.
  12. W0lle

    Cold War Rearmed III

    New update is out, and off Steam download link added in the first post. Mission update will follow later today, Changes to previous version: Mod ADDED : FIA Rifleman (Vz.58) ADDED : Fully animated Angelina (with minor bugs left) ADDED : Music tracks from the old days CHNGD : AH-1 using the UH-1 sound set now CHNGD : Bus now as interior lights, thanks to Urban for this nice addition CHNGD : We use CUP weapons and magazines now where possible, no more duplicated weapons FIXED : Sopwith Camel has correct pilots - this time for real! FIXED : Unable to spawn groups in Zeus Missions CHNGD : UAZ in 'Laser' does no more try to cross the bridge (and crashing the car) CHNGD : Weapons and magazines replaced with CUP ones FIXED : 'Sniper Team' completely redone from original sources ADDED : Extra SP Mission 'Eye for an eye' FIXED : No briefing in 'Commander'
  13. W0lle

    Cold War Rearmed III

    The missing wallpaper is known, but I check them again to be sure. Missing briefing is caused by laziness, will be fixed in next update as well. Update: Commander fixed Sniper Team completely redone
  14. W0lle

    Cold War Rearmed III

    Well, I think she finally had enough of him. A real big thank you to maxjoiner for supplying us with a real Angelina. And another one, more professional then my quick set up:
  15. W0lle

    Cold War Rearmed III

    Please do so. There might be plenty of them. So no worries, I'm not scared to hear about.
  16. W0lle

    Cold War Rearmed III

    We definitely will provide an alternative download sometime soon. Maybe with the next big update. Thing is that with changes made on an almost daily basis again, it's damn hard to keep multiple mirrors updated. For this case, Steam is a big help (Can't believe I'm saying this) 🤣 I'd try that Workshop Downloader, I'm using it too for grabbing missions cause I have enough of searching around where the darn file is stored at.
  17. W0lle

    Cold War Rearmed III

    It only took me 7 years to finally step into Arma 3. Don't ask me why it took so long, stubbornness I guess. 🙂 I wouldn't be too sure about not remaking missions anymore though.
  18. That's right. After only six years I finally found my way into ArmA3. And after I have donated a big part of CWR² to the CUP team years ago, I thought it might be a good idea to get the Mod and see what they did with it. And soon after I started playing the first old missions in the new playground. Tried a bunch of other Mods and addons but soon it was clear that just playing missions and exploring terrains isn't enough. Guess I just can't let sleeping dogs lie. 🤷‍♂️ So I got in touch with some of the old team members and after lots of talking - well here we go. This is the beginning of Cold War Rearmed III. Just a bit late though. Now, this is what we have in mind: CUP will be the Basis for the Modification, simply because a big part of what is needed these skilled people already made or ported to ArmA3 (and a lot more!). This is an approach we haven't gone before but porting all the required models from CWR² is simply not possible. And it makes no sense to reinvent the wheel when it's already rolling. Only what is not included in CUP, we have to either create on our own or maybe can get from someone else who made it. After all, the many kind donations from the community allowed us to make CWR² as big as it is now. I'm well aware that there are several more or less active or abandoned Cold War Mods out there. And I hope that we can complement each other. The goal is, as before, to resurrect the original content from the very early days of this series. One more time. No more a 1:1 copy like in the past though. We might change things here and there for a (slightly) more realistic approach. All depending on time and resources though. Also, there won't be any more Expansions like in CWR². If someone wants Cold War <insert random army> in Cold War Rearmed III, he can create that Expansion using our Mod (and CUP) as basis. We might assist with small tasks, but fixing problems and distribute the Expansion is nothing we deal with anymore. Besides the CUP dependency, something else will be different with Cold War Rearmed III. Other than before, we will release the content we have ready to be shipped out. The details on how and where the releases take place must be determined. Let's see how and where this journey ends. 🙂
  19. Lads, please continue here. Else I have to check two threads:
  20. Aye. We did it, once again. 🏆

  21. W0lle

    Mikeros Tools error

    "error: file paths must\be\lower\case Failed. View->output logs for Sevastopol\SS SS.pbo not produced due to error(s) Job(s) completed in 2secs on Sat Dec 12 03:07:45 2020" "Sevastopol\SS\data\ = bad "sevastopol\ss\data\ = good Based on the information above. Could be something completely different though. But try it with lowercase folder/filenames.
  22. LCU-1610 Front ramp down: this animate ["ramp_front",1]; this animate ["ramp_front_hook",1]; this animate ["ramp_front_wheels",1]; this animate ["led_ramp_front_off",0]; Rear ramp down: this animate ["ramp_rear",1]; this animate ["led_ramp_rear_off",0]; Mk 10 Front ramp down: this animate ["FrontRamp",1]; this animate ["FrontRampRubber",-0.7]; Rear ramp down: this animate ["rearRamp",1];
  23. Yeah I also took the Bus at least once. And like Janez said, the ride was pretty well done actually. Good old days. 🙂
  24. With me, you never know what happens next. 😄 What happened actually is the return of this classic, thanks to joker006:
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