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kenoxite

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Everything posted by kenoxite

  1. Good thinking there. Although this time I'm not sure about its viability. For this to work both the mission maker and all the players should have that file in the root directory. I'm not sure how much support this would have, as people (myself included) tend to the lazy side. Also, consider that there's always the easier alternative of placing in the mission editor "spawner" units for each side you want to spawn units for (a normal but inactive unit, somewhere far away from the AO, which you can use to spawn new units and groups). But your approach is interesting, nonetheless.
  2. Hi again, MG. Yes, I've thought about adding winter camo every now and then. It's something that might happen, but I'm running out of steam TBH. It'd be very basic in any case (as in simple retextures). The problem is that there isn't too many winter maps to begin with, so I'm not sure how worth all this effort would be. About desert camo for russians, I might go ahead and simply create new configs for the basic WW4 units, instead of creating new models based on them (so, no off duty units and other variants). They are kind of needed now that we have east desert armor.
  3. kenoxite

    WW4 Modpack 2.5

    If you mean regarding permission, then nope, go ahead. Keep bundling EXT as you see fit.
  4. Nah, it doesn't need it. It's actually implemented already, both the mapclick selection to choose the insertion method (which works with and without the pm) and the paradrop and fast rope insertions themselves. I only needed to adapt and tweak some of my old code, so it's been relatively quick and easy to do. Now it just need some MP testing.
  5. Excellent! Seeing that you still can't post links I've uploaded myself a demo mission, using the example you've provided: http://ge.tt/3pd7Fck1/v/0?c Feel free to reupload it yourself somewhere else once you can.
  6. I like you. Actually... I've just had an apostrophe epiphany. What about this? Once you've chosen the final destination (and assuming you've either chosen a destination far enough or forced helos via WW4EXT_TRANSAirOnly) a hint informs you that you can choose the insertion method by simply [Click]ing for "land", [sHIFT+Click]ing for "paradrop" and [ALT+Click]ing for "fast rope" insertion. This could be used whether you use the personal menu or not. So, no extra icons and buttons. About the personal menu and your reticence to use it, I can relate. Having to create a description.ext and add those lines only when you want to fool around is suboptimal. If only OFP allowed addons to properly include dialogs. But, if you ever use it, do it along Fwatch. Really. Press a key and the menu is displayed. Press it again and it closes. The options themselves are theoretically faster than using the orders menu. It applies several orders with a single click, at least for the Contact, Clear, Alert, Stealth and At Ease orders. And, it allows your units to advance crouched (Alert mode), which comes handy in some situations. No pressure, though. You're free to keep playing OFP like a caveman.
  7. Mediafire links are back online. It seems the problem with the download counter has been solved. Sorry about the file hosting dance. Ge.tt links will still be there for those who like that option, in any case. Also, days ago I got permission from snYpir to use the rope and rappel animations. That means that I could now finally implement fast rope insertions into EXT's transport support without requiring a 3rd party addon (the rope and anim are actually already included in the latest patches, but are unused). I would also add a paradrop option if I were to implement that. The problem with all those extra features for transport insertions (apart from my own laziness) is how to implement them in the simplest way possible for the user. In my CCE update, the insertion method was chosen in a dialog that popped up when clicking the destination waypoint. In EXT, I would implement it in the personal menu itself. There's already icons and extra buttons prepared for that, and they had been for a few patches now. But, what about those who only use the action menu? I could go with nested action menu options, but I personally hate that. It makes a clunky feature (the action menu itself) even clunkier. Which leads me to the alternative of only allowing choosing the type of helo insertion (land, paradrop or fast rope) when you have the personal menu enabled in your mission. Would you guys mind that? As I know that if there's any answers their amount could be counted by a man who has lost all his fingers but one, I'll make all this easier by offering a simple poll: - Option 1: I don't mind to only allow those extra insertion options when I enable the personal menu in my mission - Option 2: Having extra insertion options only allowed to those who enable the personal menu in their missions is something that doesn't concern me that much. - Abstention: I agree with anything you decide. Really, I couldn't give a damn about it [editor's note: I like you].
  8. Something some of you might want to try: I've been working on another mission using EXT. Instead of going on and finish it properly I've decided to post it here, just in case there's some feedback. The mission itself is pretty much done, but there's some final touches that should be applied here and there. Your chopper has crashed while exfiltrating from a recon mission, now you must try to get back to your base on foot, deep in hostile territory. Check the Notes area in the briefing of the mission before starting. It's a difficult one, at least in veteran mode. MP compatible up to 4 players. Bad Exfil v0.2: http://ge.tt/3ircTWk1 I might end up compiling any further missions I create for EXT in a single thread in User Missions, instead creating new threads for every single one. Please, report any problems and/or suggestions.
  9. kenoxite

    [WW4 EXT] [SP/MP] Montignac Assault

    Updated to 1.2
  10. Yes, not the most original name ever. This is yet another variant of a mission I've been creating and recreating for personal use since the beginning of times. One team attacks, one team defends. You are a rifleman in a VDV squad, in singleplayer, or you can also choose to be a member of the resistance in multiplayer (up to 6 players each). Nothing too fancy, in any case. Just something short and simple that can be replayed every now and then for some quick fun. FEATURES Short and action packed mission (around 15 minutes) Assault the base as VDV or defend it as a member of the resistance (the latter only in multiplayer) Compatible with both single and multiplayer modes (no respawn) Spectating script on death that works both in single and multiplayer (by Kegetys and Faguss) Make it more challenging by playing in Veteran mode: skill levels are higher and fleeing chance lower for all units All WW4 EXT unit features enabled (rucksacks, tracers, bullet cracks...) except deletion of disposable launchers CAS support requested by the AI for east side Jet flybys for jets and personal menu enabled Cover script by General Barron and Random Building Position by Tophe to help the AI provide a solid static defense kInfoshare script that allows AI units share knowledge about enemy locations DTV script package to activate dynamic speech for all AI units (requires DrongosToolkitVoices.pbo and ECP_DSAI.pbo (found inside ECP)) kSuppression script package allows AI units to react to suppressing, incoming fire and grenades REQUERIMENTS WW4 v2.5 WW4 EXTENDED v0.9.3 or higher DOWNLOAD v1.2: http://ge.tt/9Y9LTWk1 There's two versions included in the linked file. The normal one includes all the features mentioned above. The "simple" one has DTV and kSuppression deactivated. Use that one if you don't want to download the required pbos and/or don't want those extra features for whatever reason. I've also provided both missions unpboed for you to take a look at how things work internally in an easy way. Or to tweak the mission to meet your own preferences or system requirements. There's quite a lot of units in a relatively small area (about two platoons for each side), so you might find it somewhat sluggish at moments, depending on your system and performance standards. On the other hand, it can be quite spectacular to watch and play through. FWATCH recommended, just in case you end up being the leader. Being able to use a key to show up the personal menu is a godsend compared with the sluggish action menu method. Also, if you have the time and will, get both pbos mentioned above so you can activate DTV properly. It really livens up the atmosphere of the mission. Have fun. CHANGELOG: v1.2 - Reduced change of BRDM platoons to be fully manned - Res reinforcements transported in cargo should now properly disembark when reaching AO - Res reinforcement squads now have one more AT unit each - Res reinforcement truck in west area placed closer to AO - Uses the new activation logic for jet flyby sounds - Updated to new version of spectating script v1.1 - Added missing picture called from overview.html - Minor corrections to how overview.html is displayed
  11. . v0.9.4 (aka patch 4) released Includes Offtime's soviet BRDM and Apocalypse83 desert retextures, plus further fixes and tweaks. Check the changelog below for more info. Download link in the first post. Changelog: v0.9.4 - BRDM-2, desert armor for east and resistance Logics: - FIX: Script that replaces rucksacks with invisible versions should now work properly with civilian and resistance sides (ww4ext_scripts) - FIX: Renamed "supersonic" flyby logic to "jet" flyby and modified it accordingly. I went full NASA there with unit conversions (fell prey to tunnel vision, I was using my bullet crack script as template). The effect remains the same (ww4ext_scripts,ww4ext_helper) - FIX: Black hawks shouldn't take any more damage and be destroyed when waiting for cargo (ww4ext_support) - FIX: Rucksacks shouldn't (hopefully) drop two magazines instead of just one in some circumstances (map_rucksack) - CHANGE: Added new BRDM-2 to transport preset pool for east (ww4ext_support) - CHANGE: Transport support will try to assign land vehicles with a similar seat count as the group count of caller (so, no 5t truck for just a couple units, but a HMMWV instead, etc) (ww4ext_support) Weapons: - CHANGE: Burst mode for 50cal, dshk and pkt not used against infantry units any more. Reduced mid-range distance and probability to emulate more human-like behaviour (ww4ext_vehwpns) - CHANGE: Disabled ability to target infantry for high powered vehicle weapons when a more appropriate alternative is present (like a PKT or 50cal) Vehicles: - NEW: Proper BRDM-2 by Offtime/OFPL, found in "East/WW4 EXT/Soviet Army/Vehicles" - NEW: Desert armor versions of T-55, T-72,BMP and Shilka, found in respective "BIS Vehicles" - FIX: Vehicles that transport ammo now carry the new EXT rocket launchers and ammo - CHANGE: Made sure no EXT vehicle unloads cargo in combat. While it's annoying in some situations, it can be handled via scripting, while it's something impossible to fix in OFP the other way around (no way to avoid them to stop and dismount when fired upon, so no convoys). - CHANGE: BIS "BRDM-2" renamed to "D-442 FUG Scout". "BRDM-2 MG" renamed to "D-442 FUG Scout MG". Scouts MG moved from "Russian army" to "Soviet army" category. All class names remain the same. - CHANGE: Lowered engine sounds for crew to most vehicles. Engine of military cars (HMMWVs, UAZs, etc) louder now, to stop them from ninja-ing.
  12. EXT versions already implemented: The patch including those vehicles (plus other stuff) will be released later today. BTW, Apoc, have you received any of my PMs?
  13. Go ahead if you have the time and will. Just remember that you're not forced to do it. We are all here to have fun (at least, I think I am) and, as a side effect, help others having some fun. The T-55 actually seems to have problems with crew positions in general (they are all elevated over their original ones). Seems related to the p3d and not the configs. Hmm... weird. Actually, it just seems to be related with the config I've PMd you, which uses the original BIS parameters. Found the problem. It was wrong class inheritance. BIS decided to include an entry for T55 that never used, when the actual one is T55G, child of Tank.
  14. Ok then. BTW, have you considered retexturing the BMP-2? (found in /Addons/BMP2.pbo)
  15. Good job! :) Maybe the tracks and cogs (?) should be left out of the retexture? Maybe some airbrush with some noise to simulate accumulated dust... Anyway, feel free to ignore this suggestion. Good then. I'll start to tweak their configs as soon as this is posted. The vehicles will be included in the next patch, which should be out later today. For the curious, this is how they look like: And ge.tt seems nice so far, idd, although now that I've experienced the downloader side, hmm... it seems their download speeds are less than stellar. Oh well.
  16. No need to apologize. I'll proceed to edit my previous post. It wasn't my intention to embarrass you and I probably should have PMd you that instead. My bad. I have the file now. I'll post later once I've checked it out. Thank you very much in any case.
  17. As far as I know you are free to use any content associated with that mod as long as you credit them. EDIT: TO ANYONE READING THIS, PLEASE, DO NOT USE MIRRORCREATOR.COM. It just installs crapware and makes users go through infinite loops. It's malicious and chances are your users will never get to download your files.
  18. Nice. The UAZ would be a nice addition, but agree on focusing or armor first and foremost.
  19. @Apocalypse83: Good then. Take as much time as you need. I will wait for the full bundle until you're done (or, again, if I'm not around, you can do it yourself). Meanwhile, I'll keep creating patches as I see fit. @krzychuzokecia: Yes, that was a mess of a post. Once I've seen real pictures of both models you mention all is clearer. And, don't worry, I got the right BRDM-2. I just confused authorship there. The BRDM-2 only needs its main gun to be adapted to EXT. The model and config have been tweaked already. The old "BRDM-2"s are now renamed "D-442 FUG Scout" and "D-442 FUG Scout MG" (using Hungarian nomenclature, as it seems its country of origin), the latter moved from the "Russian" category to the "Soviet" one. Only names change, class names remain the same. Offtime's BRDM-2 (the proper soviet one) retains its name, and will also be placed in "Soviet" category. I've removed the numbering script, as it had the problem of blurry textures when using setobjectexture, and it looked somewhat out of place when placed side by side with other BIS units. And here's a photo of the new family: The BRDM-2 looks tiny. EDIT: About Marfy, the fact is that he never mentioned anything about how his stuff was licensed, which I guess falls by default in the "you're not allowed to edit my stuff without my permission" territory, but who knows. Here's an example of his desert Abrams readme: The mentioned site is dead for good. And the wayback machine isn't able to recover the old site. So there's no way to search there for some kind of clearer stance on permissions.
  20. Well, I really don't have any particular preference, but I agree on going for retextures instead of new models. Although the important thing is that one does not simply contact Marfy. AFAIK he didn't even have an account here, and all the references I've found is people asking how to contact him as far as 2004. I doubt I'll have any more luck 10 years later. So, Apocalypse83, if you're up for it tell me when you're done and I'll add them. If I'm not around feel free to post a link or ask a moderator to add it to the first post, or to the main file, or as a mod-mod... as you see fit. I'm pretty sure whatever you come up with can't be worse than any of my retextures :) About the BRDM, I think you mean the vanilla WW4 one (with MG/PKTM) I added a while back. Offtime/OFPL one really looks nice. But, again, Offtime hasn't logged in since 2007. The OFPL team, though, is still around, right?... Wait. I've just checked the provided license in that file while writing this. Looks promising: "This license grantes you personal and non-exclusive permission to use and modify any content (ie. addons, missions, scripts, 3d models and textures) accompanied with this license". Although I think this only applies to Offtime's retexture, not the model and configs, which are still under OFPL's license (if there's any). OK, I got all that wrong. It clearly states that "All models and textures in this pbo are open source under OFF Licence. Please see attached file for details.". Unless anyone has any objection I'd say there's no reason why this vehicle shouldn't make it to EXT (with proper credits given, etc). I'll start to work on this later.
  21. Yes, permissions. Half my inbox is related to that... I talked about this with Roadkill some weeks ago. It seems that it's still being discussed with Placebo. Eventually, there should be a proper official stance on seemingly abandoned projects. After all, what's happening to OFP will end up happening to the rest of Armas as long as BIS keeps churning them out periodically. This isn't an issue uniquely affecting this community. On top of that, good luck looking for those content creators using these forums. No member search anymore. Meanwhile, Apocalypse83, that sounds really nice. How long do you think it'll take you to finish them? I was planning on releasing only one more update, and then packing everything up in a final "full" version, but this might change that plan. And thanks again, Yellow07.
  22. You might be wondering why I have replaced the links to the main files in the first post from mediafire to ge.tt (for now). While this might sound frivolous for some of you, the answer is simple: since a week or so download counters don't seem to be working in mediafire. That means that my only way to know how much interest (if any) there is for my work around here is gone. The only motivator I have to keep going on is to know that someone is trying the stuff I come up with, direct feedback being so lacking in these subforums (understandably). The problem with mediafire doesn't seem to be caused by me providing links via SSL (https) instead of the usual insecure protocol (http) in the last weeks, as it affects all my files, regardless of how I linked them. I tried to contact their support to inform them about this issue, but their CAPTCHA seems non-functional (not properly configured at server level), which makes impossible for me to send them a support ticket. All this has forced me to look for alternatives, if only temporarily. Unfortunately, there's very few other services that can equal mediafire features regarding free accounts. The alternative should have enough storage capacity (at least 1gb), no expiration date for files, download counters and as painless and straightforward a download experience as possible. After trying several alternatives I'm sticking with ge.tt, a file hosting service that I've found almost by chance (although any ipad users around here are probably familiar with that service, as it seems to be built around that tool). It has its drawbacks, though. The main one being that for registered free accounts (like mine) there's a limit of 50mb per file. That means that big ones, like the full EXT version, must be provided in several split parts. For those, once you have downloaded all the parts you must open (double click) the first one with 7zip or a similar program and it will automatically merge the whole file again, which you can then decompress as usual. As a side effect, now you'll be able to view the download counter, as it seems to be public. For those curious among you, version 08, which was up for about a year, reached the astonishing number of 288 downloads (according to mediafire). v09 was at 97 when it stopped counting, so it seems it would have beaten its predecessor in a few months. civPopulate leads the pack of non-WW4 stuff with a solid 106, closely followed by my syntax highlighter for Notepad++ at 100, all of those being up a bit over a year now. You can get back on your chairs. The numbers shocker is over. Comb your hair and regain composure. As if you've never seen a file reach download counts IN THE HUNDRED.s. So, that's the reason for the change. It took me a while to figure out that it wasn't all of you suddenly deciding that, update fatigue apart, you really didn't need a new patch. Fixes? Bah. I have tones of those already. New features? Pleaseee, that's so 2005. And, OMG you changed the sacred numbers set in stone by Sanctuary! How dare you! (actually, that's my secret plan, to upset Sanctuary so much that he can't help but to show up with a proper update to WW4 to show everyone "how it's done" :)). I hope you don't find this change too inconvenient.
  23. New patch available! And no video this time. Just plain old and boring text. Lots of stuff in this patch, mostly fixes and tweaks, but also a couple of new brand things: Jet flyby sounds. See the video from the post above to have an idea, or check the provided test missions found in the patch file. As the rest of fancy stuff, this one is toggle-able. Meaning that if you want to see it (hear it) in action you must place the corresponding game logic yourself on the mission editor (this one is located in "WW4 EXT Logics/FX"). New unit UI icons for all infantry units: Now you'll know who is who in your team. Also, there's been changes to how the rocket launchers work. This was needed in order to make them behave properly in the gear selection screen during mission debriefing (as reported by Zulu1). This seemed to be caused by the change in the location of the launcher's ammo, from the original in rifle slots to the actual one in the handgun ones. AFAIK this change shouldn't have any severe backward compatibility problems. If you find OFP moaning about ww4ext_weaponry just open your mission again in the editor and save it. That should solve it. There's a list with the new launcher class names and their new ammo in the "WW4 EXT launcher classes.txt" file inside the ww4ext_docs directory (inside the patch file). Check the changelog below for more information about what's changed. Link and more information in the first post. Oh, almost forgot. I'll upload a new proper mission tomorrow, most likely. It's a mission-mission, not a test or a demo of features, so I'll probably place it in the "User Missions" subforum. Changelog for 0.9.3: v0.9.3 - Jet flybys, unit UI icons, several fixes and changes related to launchers and transport support Logics: - NEW: Flyby sounds for jets, activation logic found in "WW4 EXT Logics/FX" (ww4ext_helper, ww4ext_scripts, ww4ext_sounds) - FIX: AI units should now be able to supply team members with Carl Gustav ammo when requested (ww4ext_scripts) - FIX: Personal menu wasn't recognized defined key presses when using it with FWATCH for the first time (ww4ext_dialogs) - FIX: CAS vehicle should now disengage properly when RTB (ww4ext_support) - FIX: Transport support should now work without problems in multiplayer (ww4ext_support) - CHANGE: Mission makers can now simulate AIs call for CAS support. Requires marker WW4EXT_CASAI<side> (WW4EXT_CASAIWest, etc). Called through: [<AI unit>] exec "\ww4ext_support\CAS\CAS_call.sqs" (ww4ext_support) - CHANGE: Land vehicles used for transport will try a new, closer destination if they can't find a path to the current one. They'll also RTB when all the cargo has debused before reaching the destination point (ww4ext_support) - CHANGE: New global variable WW4EXT_TRANSAirOnly to only use air vehicles for transport when not specifying class and crew of vehicle (ww4ext_support) - CHANGE: Heal group option in the personal menu now allows the medic to move to a patient regardless of its current Wait or Stop order (ww4ext_scripts,ww4ext_dialogs) - CHANGE: Added a hint pop-up informing of the default key to open the personal menu when using FWATCH for the first time (ww4ext_dialogs) - CHANGE: More checks and tweaks to make sure the spawner unit spawns correctly, particularly in dedicated MP servers (ww4ext_scripts) - CHANGE: RPO no longer deleted if "disposable launchers" logic is used (ww4ext_scripts) - CHANGE: Added support to new EXT versions of rocket launchers to the AI rucksacks script (ww4ext_scripts) - CHANGE: Reduced min distance from shooter to hear bullet cracks and reduced max distance. Reduced horizontal radius from player to active a bullet crack. Now you should be worried when you get to hear them (ww4ext_scripts) - CHANGE: CAS vehicles now use the support logic location as reference when RTB, not the spawner unit (ww4ext_support) - CHANGE: Random time includes a global variable (WW4EXT_skippedTime) to help you display correct time on debriefing or player death in SP (ww4ext_scripts) Weapons: - FIX: Gear selection on mission start should now work without problems with rocket launchers. EXT units now use new launcher versions (ammo in handgun slots). Vanilla WW4 use vanilla-like ones (ammo in rifle slots) (ww4ext_magazines) - FIX: Rucksack ammo for AA missile launchers should now correctly unpack into their respective ammo when used (map_rucksack) - FIX: Corrected error in path to hit and ricochet sounds introduced in previous patches (ww4ext_magazines) - FIX: BDM's 2A42 ammo custom sounds reactivated (ww4ext_vehwpns) - CHANGE: Reduced flying bullet sounds further to increase chance of hearing weapon bangs when under heavy fire (and bullet cracks, if enabled). The "giant bullet fan" is still present, though, as I've not been able to remove flying sounds completely (ww4ext_magazines) - CHANGE: All rocket gunners now supplied with new EXT rocket launchers and ammo (all infantry factions) - CHANGE: Added rucksack ammo versions of new EXT rocket launchers ammo (map_rucksack) - CHANGE: Reduced engagement distance of 50cal, dshk and pkt in full mode. Not needed such huge reach now that they engage air with burst mode (ww4ext_vehwpns) - CHANGE: New sound for the GAU12 based on real footage (also used for the su25 for now) (ww4ext_vehwpns) Units: - NEW: Every unit has an accompanying UI icon to clearly identify its type, particularly useful when using rucksacks (which overrides the carried weapon icon) (ww4ext_icons, all inf units) - FIX: BIS resistance assistant rocket gunners have now the correct rucksack rocket ammo (ww4ext_rpl) - CHANGE: US rangers pre-made rifle squads have now one unit equipped with AT4 (ww4ext_usarmy) Vehicles - CHANGE: Reduced volume of engine related sounds for planes (ww4ext_eastvehcfg, ww4ext_a10_cfg, ww4ext_harrier_cfg) Other: - NEW: Script that allows you to issue doMove (or any do<x>) orders even if your group is Stopped or Waiting. Call it just before issuing a do<x> order. Use: orideWaitStop = loadFile "\ww4ext_scripts\orideWaitStop\overrideWaitStop.sqf"; _unstuck = [<_stop:bool>, <_noRadio:bool>] call orideWaitStop (ww4ext_scripts)
  24. A pet peeve of mine for a long time now. Toggle-able.
  25. Glad you like it. And thanks for your general enthusiasm. I'll definitely make tutorial videos for this and other features not yet covered. Meanwhile, you can easily use that support option if you watched the CAS video. Everything is mostly the same (logic location, presets...). Just note that when I say WW4EXT_CAS<whatever> it should be WW4EXT_TRANS<whatever>. You can also check the demo mission found in the patch (in the \missions directory) for more insight about how it's set up. The next patches will concentrate on fixing bugs (like the mentioned by Zulu1) and further tweaking all the features introduced since 0.9. There shouldn't be more than a couple patches left before I'm done for good with this WW4 EXT thing (so, about a couple weeks). Around the time the patches are out I'll create the mentioned videos, if not earlier.
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