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Posts posted by RozekPoland
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First three parts of walkthrough of a single-player campaign "PMC Ranger Path" created by @Snake Man. More to come!
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the picture created by: (unknown author); edited by RozekPoland; source: ofpr.info.paradoxstudio.uk
On 22nd of June, 2001, Bohemia Interactive released their first flagship title "Operation Flashpoint: Cold War Crisis" (OFP) also known as "Arma: Cold War Assault" (ACWA).
After 18 years:- Addons, modifications, scripts and missions are still being developed.
- Communities, groups and players are still playing on dedicated servers.
- The game is still being sold on Steam and BIStore.
4 years ago, at the 14th anniversary, I shared a gallery of the best pictures (over 700) that have ever been posted in OFP Photography threads. I have decided to move the whole gallery to Imgur which works smoother, provides more sharing features and is more user-friendly.
QuoteThe best of OFP Photography
the picture created by @*actionhank*, edited by @RozekPoland
I would like to invite you to my OFP/ACWA live-stream on YouTube. I am going to play a single-player campaign "PMC Ranger Path" by @Snake Man. The stream is starting at 7PM CEST (6PM UTC+1). See you!
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FILE(s) NOT FOUND(file paths that were not found by the game)
(bold - ACWA 1.99)
QuoteRegular Paths:
- Users\UserName\missions\MissionName.IslandName\
- Users\UserName\dtaExt\
- dtaExt\
and
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If SP (Single-Player)
- missions\__cur_sp.IslandName\
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If MP (Multi-Player)
- mpmissions\__cur_mp.IslandName\
OFP/ACWA Main Menu-
Specular textures:
- data\grass_dx.paa
- misc\waveBumpMap.paa
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Global textures (numerized):
- data\desta.05.paa
- data\mesic.13.paa
- data\more_anim.08.pac
- data\basic.17.paa
- data\fire.121.paa
- data\fired.120.paa
- data\water.07.paa
- data\zasleh_front.04.paa
- data\zasleh_side.04.paa
- data\zasleh3_front.04.paa
- data\zasleh3_side.04.paa
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Textures:
- biscamel\icamel2.paa
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World cutscene detector (mission file format depends on currently loaded island):
- anims\intro.Intro\stringtable.csv
- anims\intro.Intro\description.ext
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Legacy leftovers:
- dtaExt\ofplogo1.paa
- dtaExt\ofplogo2.paa
- dtaExt\ofplogo3.paa
- Game001.Intro\ofplogo1.paa
- Game001.Intro\ofplogo2.paa
- Game001.Intro\ofplogo3.paa
- Game001.Intro\startup_logo_cwa_ca.paa
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Config(s)
- 6g30\config.cpp
- abox\config.cpp
- apac\config.cpp
- biscamel\config.cpp
- bizon\config.cpp
- bmp2\config.cpp
- brmd\config.cpp
- ch47\config.cpp
- flags\config.cpp
- g36a\config.cpp
- humr\config.cpp
- hunter\config.cpp
- kolo\config.cpp
- kozl\config.cpp
- laserguided\config.cpp
- m2a2\config.cpp
- mini\config.cpp
- mm-1\config.cpp
- noe\config.cpp
- o\config.cpp
- oh58\config.cpp
- o_wp\config.cpp
- steyr\config.cpp
- su25\config.cpp
- trab\config.cpp
- vulcan\config.cpp
- xms\config.cpp
- voicerh\config.cpp
- voicerh\stringtable.csv
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Models
- dtaExt\notebook.p3d
OFP/ACWA Edit Profile
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Models:
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dtaExt\hlavaw.p3d
- male head
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dtaExt\o\char\civilistka_head.p3d
- female head
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dtaExt\hlavaw.p3d
OFP/ACWA Mission Editor - Island Selection-
Models:
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anims\intro.intro\notebook.p3d
- Replacement of notebook/computer model for Mission Editor - Island Selection. Currently loaded island determines mission file format (.intro, .eden, .abel, .cain, .noe).
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dtaExt\notebook.p3d
- As above but replacement works for all islands without specific mission folders for specific islands
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anims\intro.intro\notebook.p3d
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Textures:
- anims\intro.intro\_eden.paa
- dtaExt\_eden.paa
- anims\intro.intro\_abel.paa
- dtaExt\_abel.paa
- anims\intro.intro\_cain.paa
- dtaExt\_cain.paa
- anims\intro.intro\_training.paa
- dtaExt\_training.paa
- anims\intro.intro\\o\misc\_nogovo.paa
- dtaExt\\o\misc\_nogovo.paa
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demo\demo.wrp
- demo.wrp is defined in config and it refers to Malden from OFP demo version (mission files saved as MissionName.demo format)
OFP/ACWA Mission EditorSpoilerRegular Paths:
- Users\UserName\missions\MissionName.IslandName\
- Users\UserName\dtaExt\
- dtaExt\
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Textures:
- notasa.pac
- notasb.pac
- notasc.pac
- notasd.pac
- notase.pac
- notasf.pac
- bourka.paa
- podmapa.pac
- zatazenosl.paa
- bourkasym.paa
- jasnosym.paa
- eastsym.paa
- westsym.paa
- azimut.paa
OFP/ACWA Mission Editor - PreviewSpoilerRegular Paths:
- Users\UserName\missions\MissionName.IslandName\
- Users\UserName\dtaExt\
- dtaExt\
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Models:
- kompas.p3d
- kosei.p3d
- vysilacka.p3d
- blok.p3d
- karta.p3d
- gps.p3d
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Textures:
- podmapa.pac
- sipka_left.paa
- sipka_right.paa
- equip\w\ (+ multiple files)
- equip\m\ (+ multiple files)
- equip\ (+ multiple files)
OFP/ACWA Mission Editor - DebriefingSpoilerRegular Paths:
- Users\UserName\missions\MissionName.IslandName\
- Users\UserName\dtaExt\
- dtaExt\
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Models:
- blok_selmis2.p3d
- desky.p3d
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Textures:
- debr_star.paa
OFP/ACWA Singleplayer - Mission Selection
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Models:
- anims\intro.intro\blok_selmis2.p3d
- dtaExt\blok_selmis2.p3d
OFP/ACWA Singleplayer - Briefing
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Textures:
- data\kasna_voda.07.paa
- data\m1_passide_anim.07.pac
- data\night_sum.06.paa
- data\bmp_anm.06.pac
OFP/ACWA Multiplayer - Lobby
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Textures:
- anims\intro.intro\misc\gamespy.pac
- dtaExt\misc\gamespy.pac
- anims\intro.intro\misc\sipkad.paa
- dtaExt\misc\sipkad.paa
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Today, at 8PM CEST (7PM UTC+1), I am going to livestream gameplay from a few dynamic single-player missions on DMA Libya map in OFP/ACWA. See you there!
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5-hour-long livestream from completing a single-player mission "Bleed for Oil".
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Over 3 hours long livestream from completing a single-player mission "Dynamic Libya".
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6 hours long live-stream from completing a single-player mission "Dynamic Afghanistan: VDV".
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7 hours long livestream from a single-player mission "Dynamic Afghanistan: DELTA FORCE". From the very beginning till the final victory!
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(Models replacement via Mission folder)
Following my recent discovery related to -benchmark startup parameter I have followed the trail of exploring files that are read by the game to find out more. Such an approach has paved the way to yet another discovery that may be even more surprising and useful than the previous one.
QuoteIt is possible to replace models of: compass, watch, radio, notepad or gps directly in your mission folder without external addons or configs!
QuoteOFP/ACWA game engine is looking for the highlighted models in a set of specific locations, such as:
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Users\YourUserName\missions\YourMissionName.IslandName\
- save a mission via Mission Editor and place the replacement models in the mission folder
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Users\YourUserName\dtaExt\
- such a folder does not exist, you can create it and place the replacement models there
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dtaExt\
- such a folder does not exist, you can create it and place the replacement models there
Copy the new models that are named as the original ones and paste them in your mission folder (for example - Users\YourUserName\Missions\YourMissionName.Intro). The game will automatically use them instead of the original ones. This way you can customize your mission without requirement of additional addons.
Attention for models that use new textures! These textures will have to be stored in a separate pbo file to be able to be loaded (alternatively, the textures, as well as the models, can be stored in the main dtaExt folder - keep in mind to fix the paths to the new textures in the replacement models).- 1
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Users\YourUserName\missions\YourMissionName.IslandName\
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(-benchmark)
Recently I was able to successfully traceroute -benchmark parameter which is actually one of the two unknown OFP/ACWA startup parameters. This discovery may be proved to be useful for mission-makers or anyone who wants to instantly test something ingame
Official OFP/ACWA startup parameters entry says:Quote-benchmark
Intended for automated benchmarking, but was never finished and is not working.
-benchmark parameter can be triggered manually but it does not function the way it was meant. In fact it just loads a hardcoded mission file in Mission Editor on Malden. Due to the fact that the loaded mission file is hardcoded I was able to traceroute it via OFP File Mon program in the first place.
Launching OFP/ACWA with -benchmark parameter left an event in OFP File Mon. As I do not have test user folder in OFP/ACWA it occurred to me that the game is trying to access a very specific content that simply does not exist.
QuoteTo launch OFP/ACWA with -benchmark startup parameter it is required to:
- Launch OFP/ACWA
- Create a new profile named test
- Open Mission Editor on Malden island
- Save a mission file named benchmark
- You can switch to your original profile and exit the game
- Launch OFP/ACWA with -benchmark parameter. You should be directly in Mission Editor on Malden with opened benchmark.abel mission file.
As a side note:- Any saved missions in Mission Editor will be stored in OFP\Users\test\missions
- OFP/ACWA launched with -benchmark parameter uses settings from the original profile
- Once you close Mission Editor the game will switch to your original profile.
Official OFP/ACWA Startup Parameters entry has been updated with details provided in a separate -benchmark entry.
-benchmark also appears in Arma3 Startup Parameters where it may act likewise.- 1
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It it the first episode which is available in 1080p 60fps. It also showcases the latest HUD enhancements powered by CustomFix mod and Fwatch 1.16. The most intense episode that starts with extremely hot insertion and dramatic ending.
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(How to build proper Forest ViewGeometry)
1. Open forest model in o2
As an example let us choose a model from the previous tutorial: les ctverec pruchozi_T2.p3d
2. Explore Geometry (and FireGeometry - if exists) components of the model. Decide which components (Geo or FireGeo) are worth using for ViewGeometry due to their accuracy of reflecting the forest model in general.
In our exemplary forest model Geometry and FireGeometry share the same components of regular trees but FireGeo has a few additional components that reflect tree trunks. Use of already modeled components will save us time therefore it is decided that we will use FireGeo components for ViewGeo.
3. Find out what is the height (Y axis) of the lowest vertices of the tree components that you want to use for ViewGeo.
It is worth using Select Vertices Tool for this task.
Once vertices are selected press Shift+E or select Points/Properties... option to display Vertex Properties menu.
In our exemplary forest model the height of the lowest vertices of the tree components in FireGeo is: 10.211
4. Modify height (Y axis) of the lowest vertices of component01 in ViewGeometry to the value that was determined in step 3.
In our exemplary forest model the height of the lowest vertices of component01 in ViewGeo is: -0.222. We have to change it to: 10.211.
QuoteThe whole process (from step 2 to step 4) allows to achieve two goals with just one ViewGeo component. Thanks to the process the huge triangle ViewGeo components is remodeled to a dome that provides:
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obstruction for AI view in the part of the model with the most dense foliage
- it perfectly serves as time-and-performance-friendly solution
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inability to spot:
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a target that is over the dome by a unit that is below the dome
- a unit in the forest cannot spot a helicopter flying over the forest
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a target that is below the dome by a unit that is over the dome
- a helicopter flying over the forest cannot spot a unit in the forest
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a target that is over the dome by a unit that is below the dome
It does introduce a change to the core of the OFP/ACWA gameplay but it definitely is worth it.
An alternative approach without usage of the dome is possible but it requires building a dozen of ViewGeo components that will properly fit measures of each foliage what is inefficient in terms of time and performance.
5. Rename component01 in ViewGeo to componentXX6. Copy the components that were chosen in step 2 and paste them in ViewGeo
7. Identify objects in LOD2.000 that have no component counterpart in ViewGeo. All minor objects in original OFP/ACWA forests are available as separate models in data3d.pbo. (For this purpose you can use ODOL Explorer in combination with WRPTool which features 3D Objects Photo-Gallery) Such a model contains proper (if available:) Geometry, FireGeometry and ViewGeometry components. Instead of building required components all by yourself, it is highly recommended to use the already existing ones from separate models. Keep in mind the separate models may be used not only for fixing Forest ViewGeometry but also broken or missing components in Geometry and FireGeometry.
In our exemplary forest model there is a bush that can be seen in LOD2.000. It has no ViewGeo component. The bush's separate model is identified as ker listnac.p3d.
The specific model contains proper ViewGeo component that can be used in our forest model.
When the ViewGeo component is pasted in our forest model, we have to manually place it in the right spot. To make it easier it is recommended to work with the component in LOD2.000 where the visual counterpart of the bush can be seen. It may be required to rotate, move up/down or (in some specific situations) re-scale the pasted component to fit the visual counterpart. Once it is done, the adjusted component has to be copied to ViewGeometry of our forest model. Before copying the component make sure that the component number is not used by some already existing component in ViewGeo components list. Avoid having components with the same number at all cost! If such a situation occurs, none of them will work! Once it is completed, remove the copied component from LOD2.000.
QuoteCopy-Paste-Adjust is the way you can build complete ViewGeometry for your forest model without exhausting work-hours. All the required resources are at your disposal.
8. Once work on ViewGeometry components is done, replace XX in componentXX with the latest number that is available so the ViewGeo components list is numerically correct
In our exemplary model the latest available number for a ViewGeo component is 45 so we rename componentXX to component45- 3
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obstruction for AI view in the part of the model with the most dense foliage
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(How to make Forest use ViewGeometry components)
1. List all textures of forest model
As an example, let us list all the textures of one of forest models: les ctverec pruchozi_T2.p3d-
data\blck_sum.pac
- non-transparent
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data\kmen_borovice.pac
- non-transparent
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data\kmen1_les.pac
- non-transparent
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data\kmen2_les.pac
- non-transparent
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merged\00001&krovi4.paa
- transparent
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merged\00002.paa
- transparent
Basic knowledge of texture formats let us know that .pac texture is non-transparent while .paa is transparent. However, it is always worth checking them all out by yourself.
1.1. Modify transparency of transparent texture to make it be read by OFP/ACWA Forest ViewGeometry system as non-transparentThe easiest way to do it without any harm to texture is by using Hexed.it.
1.2. Open texture in hexed.it1.3. Change the highlighted position to F4. It always is 2nd position in 2nd row in all cases.
As an example, let us open 00001&krovi4.paa. In this case 85 has to be changed to F4.
If the highlighted position stands for FF or any value ranged from F0 to F9 then it means that the texture is non-transparent so it does not require any modification.
QuoteThis modification DOES NOT make the texture non-transparent in practice (the texture will stay transparent in-game). It simply cheats OFP/ACWA Forest ViewGeometry system that the texture is non-transparent therefore it CANNOT be used for internal calculation based on transparency of textures. Once all the forest model textures are recognized as non-transparent the game engine will switch to use the forest model ViewGeometry components.
1.4. Export modified texture
1.5. Change path of modified texture in forest model- If model is binarized (ODOL) you have to use Hexed.it or any other hex editor
- If model is non-binarized (MLOD) you can do it via o2 or TxtPathSwap
1.6. It is done. Forest model with modified texture(s) will switch to its ViewGeometry components in-game.
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data\blck_sum.pac
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How I discovered the way Forest ViewGeometry works
You are about to read one of the most interesting (and never published) discoveries related to Forests in OFP/ACWA. To be specific - the way Forest ViewGeometry works. I would like to tell you the story of my struggle with finding it all out by myself. As the topic itself is terra incognita for most (if not all) addonmakers so for all of you it will be a nice read and some of the discoveries below may shed light on still-to-be-found features of OFP/ACWA.
Forest in OFP/ACWA has a separate class in config (class Forest) but more importantly it has its own simulation (simulation="forest"). One of the features of that simulation is that the forest class is aligned to ground which is extremely useful for slopy terrain. Otherwise, forests would levitate on a sloppy terrain like shown below, and as has already been pointed out in one of my previous posts.
Other important feature of simulation="forest" is an alternative way of calculating ViewGeometry. Every OFP/ACWA player must have already noted that AI behaviour in forest is different because it displays its superiority in terms of seeing other units. To name just a few issues of forest models:- bushes provide no concealment,
- tree tops provide no concealment,
- small trees provide no cover & no concealment,
- tree trunks provide no cover & no concealment,
- imprecise geometries (geo, firegeo) of trees
Players tend to blame bugged AI for it or the game engine in general. However, my study related to the topic proves that there is nothing buggy about behaviour of AI in forests. It simply works differently than in most cases. Though, it does not make it any better.
If you compare ViewGeometry of a forest (left) and a house (right) you can spot a fundamental difference. The house ViewGeo consists of a number of components that cover specific areas of its model so AI cannot see through walls etc.. On the opposite side you can see the forest ViewGeo that is represented by a single triangle that is so huge it covers the size of the forest model. If house requires a dozen of components to properly cover specific areas of a model then how can the forest ViewGeo work with just a single triangle? No official documentation explains any of it.
What is more weird is that all the forest models in OFP/ACWA have proper Geometry and FireGeometry. Copying components from Geo or FireGeo to ViewGeo does not make it work ingame. At this point you might go down the way with one of my previous posts related to building a proper Forest ViewGeo, but it DOES NOT provide FULLY-FLEDGED SOLUTION and it also introduces some new issues that have been listed. I did not give up on it and kept searching for new ways to achieve the goal. After weeks of fiddling with forest models, configs, scripts and archives of BIForums I did something by accident that paved the way to the final discovery of fixing Forest ViewGeo.
What I did was removing all the textures from LOD2 of one of the forest models. It caused AI to be unable to SPOT. The maximum value of knowsAbout for an AI unit was 1.4. In a situation like the one in the picture above knowsAbout value should reach 4. At first I thought that messing with the model for weeks caused it to be damaged. I reverted the model to its original state and redid the trick. It worked again. I did the trick for the rest of the forest models with positive results.
If an AI unit is not able to spot me it means that there must be something in its way that is blocking the view. I removed the huge triangle component from ViewGeo and AI started to work again. It is obvious now that the AI unit was unable to spot me because it was located in the middle of that huge triangle which is a ViewGeo component.
To summarize:- removing all LOD2 textures of a forest model caused AI to stop spotting
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removing the triangle ViewGeo component enables AI to spot again
My next step was to copy forest components from Geo to ViewGeo. I did not spot any difference in AI behaviour ingame. It is worth mentioning that the copied components were for trees only. Bushes, tree trunks, tree tops etc. did not have their components so to get the overall experience and make the test 100% legit it would be required to build them but that would be time-consuming. Instead, I created a simple box in the middle of the forest model. I made it a ViewGeo component and I copied it to LOD2 so I can see it ingame. To make the box distinguishable I textured it black (data\blck_sum.pac).
It worked. An AI unit was unable to see me. The black box was providing concealment while having properly working AI. It was a massive step because it was the first time I got a ViewGeo component working in a forest model.
I was able to introduce a working ViewGeo component in a forest model but I was unable to determine what was behind the trick with removing all the LOD2 textures of a forest model. Playing the game with untextured forests does not sound enjoying.
Disabling/Enabling original LOD2 textures of a forest model back & forth did not move anything forward. Changing the LOD2 textures to black, white or untextured did not give any hint. Then, one day, I did something by accident that moved the whole story forward. I was lucky. Again.I changed all the LOD2 textures of a forest model to data\clear_empty.paa. I literally made the whole forest invisible. Do not be fooled though. The logic of that forest model was still in place, including geometries. I left the black box in the middle of the forest model to have any point of reference. An AI unit was able to see me through the black box (as it can be seen in the picture above). It meant that the forest model switched back to its original way of handling ViewGeometry. A conclusion of that test was getting more and more clear to me as time was passing by. However, it was still difficult to image it in practice. It would mean something absolutely out of context in terms of anything related to OFP/ACWA addonmaking.
SpoilerForest ViewGeometry is a system based on transparency of textures.
As much as unimaginable it sounds, it is as stated above in the spoiler.
QuoteTO BE CONTINUED
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How to fix a broken triangle-shaped forest model
Firing through one of the trees that are part of the broken model. A tracer round that went through the tree can be seen in the picture.
One of the models, which is a part of forests on Everon, Kolgujev and a huge number of community-made islands, is broken. Due to a FireGeometry-related bug in les trojuhelnik pruchozi.p3d, bullets (or any other kind of projectile) pass through the trees. The broken model is triangle-shaped and it is used on the corners of the forests. The bug has already been fixed in .
QuoteThe bug can be easily fixed via o2. It is related to FireGeometry of les trojuhelnik pruchozi.p3d. That geometry lacks component entries which can be automatically generated via Structure/Topology/Find Components
A presentation can be seen below:- 3
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HUD Evolution
(total overhaul of OFP/ACWA Heads-up display)
Thanks to the latest version of Fwatch 1.16 by @faguss we are provided with an astonishing never-available-before feature that makes it possible to move & scale elements of HUD (Heads-up display). Due to the fact that some elements of OFP/ACWA HUD are hardcoded in the game engine, it was impossible to modify them in any way, until now. is the first modification that makes use of the brand new Fwatch feature so you can see what can be achieved with it. Keep in mind this is just an example and it does not reveal the whole potential of the feature. (Some elements visible on the screenshots below are not Fwatch-related and are strictly @customfix features)- HUD elements moved to the corners of the screen for better overall visibility
- All elements aligned with each other for better visual experience
- Commanding bar extended to the entire width of the screen
- Log of Radio Chat extended to 13 rows (originally there is just 6)
- Radio Menu cropped to avoid obscuring part of the screen (Fwatch-unrelated)
- All tweaks are compatible with OFP Aspect Ratio
- Action Menu extended to 46 rows (originally there is just 6)
- GroupDir (also known as the group leader compass) moved to center-top for better situation awareness
- Tank compass & Radar moved to the top and aligned (Fwatch-unrelated)
- Background for Tank compass for better visibility of driver & commander indicators (Fwatch-unrelated)
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Fixes, changes & additions to the website:- Changed: no search limit results (previously search results were limited to 5 entries)
- Fixed: weird news titles in search results
- Fixed: wrong links
- Fixed: left margin in each entry section
- Added: top logo
- Added: old/classic favicon
- Added: Credits
- Added: footer banners
- Added: search bar at the top of each section
- Changed: old/classic background color
- Changed: breadcrumbs disabled
- Changed: Display 10 entries per page
- Changed: Author/Size/Island/Language icons replaced with text (in Addons & Missions categories)
- Changed: Background colour of download cell for entry table (in Addons & Missions categories)
- Fixed: Charset encoding
- Added: Mods section
- Fixed: Main banner hidden from mobile devices for proper display of the website
- Changed: Mods section for better display on mobile devices
Thanks to enormous efforts we have been able to fix most of the wrong or missing links all over the website. Obviously, there still may be some non-working links, especially in the oldest news entries. All the addons/mods-related files that were originally hosted on the ftp server of the website were moved to the armedassault.info ftp server. We have also encountered leftovers of the original ofp.info database charset which was converted to modern standard. Some undiscovered weird signs may still be seen here and there. Eventually, we have revamped the design to have some common known elements with design of the original ofp.info. We have added a top banner, changed the background colour to the classic green one, done some small tweaks to the displayed template and provided the website with the classic favicon Search bar was attached to the top of each section of the website. You can also use search with filenames (ww4mod25rel.rar - for example) to find the file you need.
Unfortunately, we have to confirm that all 383 video-related links as ftp://ftp.armedassault.info/ofpd/videos/ lead nowhere. The armedassault.info ftp server has none of the files that once were hosted there. The same applies to majority of /_hosted/ files that were hosted on the same server as the website.
If you come across a non-working link, a picture, a weird charset coding or any other issue that looks improper to you, simply contact me via this thread, private message or any other means of communication that are available.
Please keep in mind there are over 7000 news entries + over 2000 addons/missions/misc-related entries so as a result it may take weeks, months or even years to check them all to make sure they are fine. We do it in our spare time as a hobby. We do not receive any financial support and we do not make any money on it. Actually, we invest our own money to keep it working. Just for the record.
In June, this year, OFP/CWA will turn 18. That is why we consider OFP.info 2.0 as a legacy and a reminder of origins of the Arma series for past, current and future generations of players.- 6
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Try F15 from HERE.
Keep in mind that RTS3 was in developed from 2002 till 2004. Any addons released afterwards shouldn't be taken into account. -
These are my types:
No luck with finding dragonfly though. The only info I have found about it is that it was created by Sebastian Muller aka Joe Lemonade. There are some news about his work on ofp.info but none of them related to any dragonfly.
Dragonfly Light Pack dragonfly_small.zip Date released: 27.10.2002 Version: 1 Size: ~3,5mb Content: 3 units Required: -
Back in November, 2015, dr death jm was apparently trying to convert the addon (dragonfly) to ARMA3. You might want to try to ask him about it.
I have found a list of all required addons for RTS3 (not sure for which version of the mission). Might be a useful guidance for further searches
Quote21vbglider.pbo
2s19.pbo
a10realistic.pbo
ags_build.pbo
ags_inds.pbo
ags_port.pbo
ak101.pbo
ak_hemp_medium.pbo
antonov.pbo
antonovtroop.pbo
apcrus.pbo
apcupd.pbo
baracken.pbo
bas_cargo.pbo
bas_derad.pbo
bas_deraw.pbo
bas_i1.pbo
bas_i2.pbo
bas_kawa.pbo
bas_kiowapack.pbo
bas_lbs.pbo
bas_lbs185.pbo
bas_mah60.pbo
bas_mh47e.pbo
bas_mh47e_185.pbo
bas_o.pbo
bas_opcpp.pbo
bas_opfor.pbo
bas_repair.pbo
bas_rusopfor.pbo
bas_soar.pbo
bas_soar185.pbo
bas_soarpilots.pbo
bas_weap.pbo
bauteile.pbo
bib_afr.pbo
bib_afr_miltex.pbo
bib_hdweps.pbo
biscamel.pbo
btr70.pbo
buggy.pbo
buggy2.pbo
buggy3.pbo
c130v1a.pbo
cbf-ndb.pbo
challenger.pbo
coc_mines.pbo
coloredlights.pbo
command.pbo
ctitc_addons.pbo
dkmm_bronco.pbo
dkmm_mg3.pbo
dkmm_mi28.pbo
dkmm_mi28_controls.pbo
dkmm_psg1_sd.pbo
dkmm_rah66.pbo
dkmm_rsc.pbo
dkmm_tunguska.pbo
dragonfly.pbo
drno_isl.pbo
dwrvietcong.pbo
dwrvietcong2.pbo
ebe1.pbo
editorupdate102.pbo
f15e.pbo
gfx707pillbox5.pbo
glasses.pbo
heavymg2.pbo
hedgehog.pbo
hellden.pbo
jam_magazines.pbo
jam_sounds.pbo
javelin.pbo
jelalhabat_isl.pbo
jetpack.pbo
kegags.pbo
kegak103.pbo
kegak107.pbo
kegepack_snow.pbo
kegmakarov.pbo
kegnoecain_snow.pbo
kegrpg7.pbo
kegrpk47.pbo
kegrpk74.pbo
kegsw44m.pbo
kegsw629c.pbo
kegsw66.pbo
kkb_gate.pbo
lbh.pbo
legus.pbo
lsd.pbo
lsd_static.pbo
lsr_gru.pbo
lsr_naval.pbo
lsr_rfwp.pbo
m109.pbo
m109adats.pbo
m14.pbo
m16203.pbo
m16shotgun.pbo
m2f.pbo
m2p.pbo
m60real.pbo
mandeville.pbo
mfcti1.0.pbo
mfcti1.1.pbo
mgb4.pbo
mi-26.pbo
mi26.pbo
mi2no.pbo
misc1.pbo
misc2.pbo
mtyhouse1.pbo
natosymbols.pbo
nor_btr60.pbo
rad_f18.pbo
ramp.pbo
rktmig23.pbo
rktmig27.pbo
rpg29.pbo
rsg.pbo
rts3coreaddon.pbo
rts3vehicleaddon.pbo
rw.pbo
sebsfuh1h.pbo
sebsfuh1hresfix.pbo
sign.pbo
skye.pbo
sterangers.pbo
sterangersdes.pbo
sterangerssnow.pbo
sterangerswpns.pbo
streetlamp.pbo
stt_klr.pbo
sttmasterkey.pbo
su25realistic.pbo
supplyjeep.pbo
supplyuaz.pbo
supplyuazg.pbo
svdjungleops.pbo
t90.pbo
tjp_pavehawk.pbo
tjp_pavehawk_snow.pbo
tofpramp.pbo
tpillbox.pbo
trabcab.pbo
trinity.pbo
uce_ak74.pbo
uce_ak74m.pbo
uce_akm.pbo
uce_aks74u.pbo
uce_indiaj.pbo
uce_kuffiya.pbo
uce_m70b1.pbo
uce_mpiak74n.pbo
uce_pmkm.pbo
uce_rusdes.pbo
uce_rusnaval.pbo
uce_rustaiga.pbo
uce_rustgrs.pbo
uce_sasha.pbo
uce_svd_dragunov.pbo
uce_svdm_dragunov.pbo
up_mortar.pbo
usmcsymbols.pbo
vitapc.pbo
vngroza.pbo
vulcanrealistic.pbo
zsurealistic.pbo
zwa_telbu.pbo- 1
-
All the files related to RTS3 that have ever been hosted on the OFP.INFO ftp server are:
For some odd reason most of these files were never mentioned in any part of the ofp.info website.
OFP videography
in GENERAL
Posted
Part 4 is available!