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kenoxite

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Posts posted by kenoxite


  1. 5 hours ago, jeza said:

    Thanks for working on this, excellent addition for us singleplayer lovers. 

    No problem! I'm also a SP guy, so this was made mainly for myself. I've been using a (quite crude) version of this mod for years now. It wasn't until recently that I decided to make it public. 

    Also, I'm pretty sure that we SP crowd are a significant chunk of the playerbase (if not the majority, although we just don't like to talk as much :shrug:), so I figured this tool would help quite a few others.

    • Like 1
    • Thanks 2

  2. Updated:

     

    - NEW: Option to disable known enemies checks when not in a group, enabled by default. The known enemies will be those that the unit you are controlling perceives. Even if disabled, known enemies will still be shown if you have 'Allow Enemy Tracking Devices' enabled and one of those devices equipped.
    - NEW: Option to enable more precise visibility checks for enemy vehicles, disabled by default. This will check all the corners of their bounding box instead of a single point, so it will severely affect performance.
    - FIX: Enemy icons for armor was checking for the wrong parent class, displaying always the Unknown icon. Now enemy armor will display the armor icon, as it should.
    - FIX: More consistent results for the checks of group change
    - CHANGE: Separated clean enemy taggers as a function
     

    • Like 3

  3. Updated:

     

    - NEW: Enemy icons will now reflect the type of unit
    - NEW: Group and formation leaders index will now always be shown if "Always Show Index" is on
    - FIX: Fixed default enemy tracking devices not being detected in some instances
    - FIX: Unknown enemy position icon now changes size based on the last known position, not the real enemy position
    - CHANGE: No calculations will be done to display the HUD when the enemy and/or player are still, the stored values in the unit vars will be used instead. This helps improve performance but adds some jerkiness in the updating of the enemy icons
    - CHANGE: Removed redundant visibility calculations from HUD text functions
    - CHANGE: Refactored alpha function
    - CHANGE: Now using CBA_fnc_getFov instead of getObjectFOV

    • Like 2

  4. Glad you're finding it useful!

    3 hours ago, kibyde said:

    Is there a setting that displays the type of enemy? (like tank, infantry, tec.)

    There's no current option to do that, but you have some hints about the type of enemy right now. Vehicles will always display a bigger icon than infantry.

    I might consider including an option to show either class name or generic type of unit (infantry, tank, car, etc). The problem is that there's going to be a cluster of texts if enemies are too close, particularly at the distances you might find enemies in an air vehicle, which would make this option not that useful. Another option would be to change the generic "unknown" enemy icon that I'm using right now with one specific of that type of unit, but at a distance I'm afraid it wouldn't be that easy to tell apart. I don't know, I'm still tweaking all this. I'll look into it.


  5. xlKmw4s.png
    Enhanced visual feedback

    SINGLEPLAYER ONLY

     

     

    BJR4g1d.jpg

     


    About

     

    Squad Feedback aims to enhance AI / player communication via visual cues so you receive the same information your AI team does, including team status and known enemy locations.

     

    Features

    This mod can display the following information about each unit in your group:

    • Index
      Its number in your group
    • If it's the group leader or formation leader
      Group leaders will have their index between chevrons (like <1>). Formation leaders will display a ^ besides it (like 1^). If the unit is both it will be displayed like this: <1>^

    • Role
      Based on attributes and currently equipped weapon, which can be different from its class
    • Class
    • Health status
    • Ammo status
    • Team color
    • Distance
    • Alive status
      Dead squadmates can display a relevant icon (a skull) after a configurable time delay

     

    Also, as part of the group you can also receive information about current known enemies, including:

    • Current or last known position
    • Distance

     

    You can toggle the visibility of each one of those mentioned above in the Addon Settings panel.

     

    Occlusion
    Enemy units are subjected to occlusion and visibility checks, trying to emulate the way AI detects and follows threats:
    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

     

    Enemy Tracking Devices

    D47s5iq.jpg

     

    By default, known enemies will automatically tracked whenever you have equipped one of the following items:

    • Combat Goggles (any version, including balaclavas)
    • Tactical Glasses (any version)
    • VR Goggles
    • Assassin Helmet (any version)
    • Defender Helmet (any version)
    • Fighter Pilot Helmet (any version)
    • Special Purpose Helmet (any version)


    You can toggle this option off or add more gear with this feature by adding class names (without quotes and separated by commas) in the HUD Display - Advanced section of the Addon Settings panel.

     

    Default Keybinds

    • Display Squad HUD (Toggle): TAB
    • Display Known Enemies (Toggle): Ctrl + TAB

     

    You can change those keybinds by going to:
    Options > Controls > Configure Addons (in the lower part of the controls window) > Squad Feedback (select it from the ADDON combo box)

     

    gwmB585.jpg

     

    Changing Settings
    You can change the default settings by going to:
    Options > Addon Options > Squad Feedback (select it from the ADDON combo box)


    uUCJzkv.jpg

     

    If you hover over a setting's name a tooltip with extended information about what it does will be displayed.

    Credits

    • CBA_A3 - Without this the customization options wouldn't be the same. Also, some nifty functions were used

    • killzone kid - for the very useful zoom function

    • "pulse" by Trendy from the Noun Project, used in the logo

     

    Permissions
    VgZW2Qa.png


    This project falls under the Arma Public License Share Alike (APL-SA).

     

     

    4APRZmN.png

     

    • Like 7
    • Thanks 4

  6. Updated:

     

    - Fixed ballistic values for "Light Fatigues (Green Hex)" being way too high. Also changed model to "o_officer_noinsignia_f" 
    - CAAF T-100M now has an AK-12s in its loadout instead of Katibas
    - CAAF Recon JTAC tropic now uses the olive laser designator
    - Revised LBV Harness texture
    - Enabled CAAF Recon Autorifleman
    - Revised textures of GA carrier vests
    - Rebels now use a green RPG-42
    - New  GA plate carriers: black, brown, olive
    - New light helmets: tropic, arid, green, brown and black. CAAF Recon can now randomly equip them
    - New CSAT Pacific retexture for the Orca
    - Replaced Katiba with CTAR in Orca cargo

    • Like 3
    • Thanks 1

  7. nirrPkO.png

    Central Africa factions set in 2035

    Factions:

    • CSAT (Central Africa) (OPFOR)
    • CAAF (Tropic)/(Arid) (Independent)
    • Rebels  (Central Africa) (OPFOR & Independent)
    • Civilians (Central AFrica) (civilian - african and asian)

     

     

    2035 Central Africa - CAAF

    CAAF

    Central African Armed Forces (CAAF) based on a mix of several current central African nations and the armaverse. They appear as two separate factions: CAAF (Tropic) and CAAF (Arid). Both are the same except for the camo patterns they use.

    While their nation isn't immune to foreign interests they've remained mostly an independent actor. Russia has been a main provider for gear and hardware, but they have had also deals going on with other independent nations. 

    They have been at war for decades with their nearest neighbor, the newest CSAT member, usually winning the conflicts.

     

     

     

     

    2035 Central Africa - CSAT

    CSAT
    Under the initiative of the new head of state, an ambitious young general, this African country has managed to get their foot inside CSAT. This was considered by him as a key factor for the survival of their nation against their hostile neighboring country.

    From all the CSAT members, they have China as their closest friend. They were the main actor in favor of their membership and provide them with training, hardware and men for specialized roles.

    While the continuous training of the African military should lead to the roles now filled by Chinese being eventually filled by locals, some suspect the Chinese control over their army will never end. 

     

     

     

    2035 Central Africa - Rebels

     

    Rebels

    An amalgam of idealists, displaced and criminals, the central african rebels have received an influx of new blood from deserters who didn't like to be part of CSAT's puppet army.

    Although they pose a threat to the stability of both nations, CAAF has been accused lately of funding them to use them as a weapon against its neighbour.

     

     

     

     

     

     

     

    Download

    2035 Central Africa - Steam logo

     

    Gallery

    https://imgur.com/a/CxR1qjR

     

    Central Africa in the Armaverse
    There's mention of some countries that could be host for any of these factions, such as:

     

    Suggested terrains

    Here's a Steam list with some terrains that could work with these factions: 2035 Central Africa terrains

     

    Credits
    Textures:

     

    Texture templates:

    • DreamRebel (T-100, Zamak)
    • IndeedPete (headgear, uniforms, weapons)

     

    Overall to all the participants in the Community Texture Templates thread.
    While I ended up tweaking and modifying most templates they did help me a lot for understanding how re-texturing works post-OFP.

     

    Other:

    • ALiVE team (crates and preview images via ALiVE Orbat Creator)

     

    Permissions

    APL-SA.png

    This project falls under the Arma Public License Share Alike (APL-SA).

    • Like 4
    • Thanks 1

  8. BTW, the latest version was included in the Extended Effects mod/whatever. It was still tagged as "preview" because I was planning on creating another installer (and never actually worked on it). But that version is the final one. It fixes several texture assignments for vanilla OFP textures, removes the yellow tint (although you'll see yellow still because OFP's sun tints yellow everything most hours of the day) and adds support for a shitton of mods and addons, among other things.

     

    Here's the link:

    https://www.mediafire.com/file/7a3fv9hi157j2ap/OFP+Materials+v1.2+preview.zip

    (same link from the ExtFX thread).

     

    • Like 3

  9. On 6/8/2018 at 8:21 PM, Deathstruck said:

    Does anyone know how to make a replacement vehicle that has an unique random number script work with Extended Effects?

     

    Example: For my personal use, I have replaced the BIS tank with an RHS tank through the EE config.

     

    At first I thought just defining the "model=" would be enough but problem is, the RHS tank has the said number script and without it there is some weird blurred texture on its side where the designation number is supposed to be. I found the init script that seems to govern it(RHS_T80_Numbers=loadFile "\RHS_T80Pack_Scripts\RAE_T80_Numbers.sqf), but it does not work with EE, because it will replace its own init startup scripts.

     

    I tried to find what file or config line governs the EE starting scripts and even tried to input the RHS tank script in the eh_land.sqs inside the ext_scripts.pbo, but it doesn't seem to do anything. Even vice versa when I try to write EE scripts into the tank addon, it doesn't work.

     

    What am I doing wrong here? Have I maybe forgot to define something somewhere? Is it possible to merge two different inits together? And which file/line am I supposed to look for? Thanks.

     

    You're probably doing it correctly already if you're seeing something where the numbers should be. The problem is OFP/CWA has seriour problems rendering those kind of textures on the fly. Or to be more precise, to render them as sharply as you would expect.

     

    The trick I had to use in order to display the numbres in ExtFX without blurriness was to include absolutely all the textures of the numbers inside the models of the vehicles that use it. Otherwise some people will experience what you have. And I say some people because, for some reason, it works OK for some (not for me, though).

     

    So, what can you do? Well, you could create a new object (in Oxygen) that only contains those numbers and manually place it somewhere on the map, so the numbers are loaded into memory from the start of the mission. That won't help with campaing misisons or the like, though. Or you could fiddle with texture sizes, decals, etc in the OFP options. That sometimes made it work for me, but not consistently.

     

    Anyway, it's been years since I've touched anything OFP related (nor plan to TBH), but I was browsing these forums and thought I'd chime in.

    • Like 1
    • Thanks 1

  10. On 28/2/2017 at 10:57 PM, martincz87 said:

    1. As far as I know, MP5SD with "muzzle-flashing" sight is in original WW4 only and it seems to me that its more a problem of choice for the config coder (or editing person perhaps) rather than graphic modelling issue -- basicaly anyone can edit the cpp file and go with the vanilla OFP version of the sight which is, as far as I know, identical...

    2. When I was changing models in OFP I always went with the whole set of guns for each family present in the game. XM and M16 are too much alike to have them rendered in different artistic style... But, in the end -- it's your call :)

    3.1. Your standard for the sounds of rifles is set nicely, I think... Then I was a bit surprised when I "pulled the trigger" on the M2 HMG expecting that "beefy" sound the basic ECP mod provided me with back then, which I thought might fit nicely with your small arms, and instead heard IMHO a bit weaker sound. Well, maybe I just was biased because of my ECP nostalgia and some epic gameplay moments I had with it :) I definately liked that I haven't heard those sounds before, as far as I can tell...

    3.2 Not sure but to me XM rifles sounded like full-barrell-lenth G36 or AUG (not sure). I expected them to sound more like M16 or just different from those 2 rifles. On the other hand it could sound completely different compared to anything chambered in 5.56 in the game due to XM's very short barrell... I don't know. 
    4.I also loved that you added "turn out" option animation for vanilla OFP variant of M113. Previous model worked only for WW4 Ext unit version which didn't have that option.

     

    1. Now I understand what you meant. Yes, you're right, modelOptics was using the unsuppressed MP5 muzzle. I'll fix this in a next release, but meanwhile you can make the change yourself by changing the #define HK_SMG to this:

    #define HK_SMG model="\ww4_wpn\WW4_MP5SD.p3d"; modelOptics="optika_HK"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\M4Reload.wss",0.010316,1};

    2. True, but if we go this path we can find many other instances where model styles and quality won't match, particularly in vehicles. I'll see what we can do with this, though, although @krzychuzokecia is the one revamping most guns for next WW4Ext version (he also revamped the AKs).

     

    3.1. The M2 sound I think came from the Stryker addon. Can't remember. It's one of the few sounds that haven't been redone. The rest were done by scratch by using YouTube videos as source (that and a lot of postediting). You can try the M82 sound instead, which is a tweaked version of the M2 one and sounds way more beefy. To do so change the #define M2_MAG to this:

    #define M2_MAG sound[]={"\ww4ext_sounds\sniper\m82barrett.wss",1.0,1}; soundContinuous=0;

    I personally find this one a little bit too much, but you might enjoy this more than the default one.

     

    3.2 The XM sounds are the ones used in the next WW4Ext release for the M4s. I honestly haven't researched how an XM117 sounds, though.

     

    4. Yes, that and almost all the vehicles have been revised. There were still some to be polished, but the majority are already. Also, information like the blackening of vehicles when destroyed, z levels of transparent textures, etc was lost or corrupted when converting the BIS models to MLOD through ODOL explorer. We were tweaking all that kind of stuff too.


  11. 1 hour ago, Marc13Bautista said:

    Anyways, I've found that there's a 5.12 patch for WGL and it replaces the config.cpp file. I tried editing in the same changes you did for 5.1 but the game won't load neither WGL or ExtFx. Does it also make a difference if I use ShackTac's version of WGL along with a plethora of missions and campaigns?

     

    I've updated the config in the shared folder in google drive.

     

    There's now two versions of the config file, one for version 5.1 and one for version 5.1.2. Use the one corresponding on the WGL version you have installed.

     

    I've also included a version with WGL settings with everything disabled but smoke, explosion and fire effects for destroyed vehicles. Regardless of your settings it's important that you disble the tracers, as they conflict with the new CWA "find" scripting command and might cause OFP/CWA to crash.

     

    You should be able to use the extfx 5.1 config with ShackTack's version, as long as they were using the vanilla 5.1 config.

    • Like 1

  12. On 25/2/2017 at 1:32 PM, martincz87 said:

    My first impressions with the focus on the esthetic side of things within the "WW4 EXT" extension. Take from it whatever is helpfull to you:

    1- fast fire rate on weapons: It is awsome for M16 but on AK variants it seems little bit odd (not sure about the "U" version though, due to its shortened cycle mechanism). You never get that slow characteristic "TA-TA-TA" sound in firefights anymore.

    2- HK sight muzzle flash: The sights are the same as vanilla but strangely add visible muzzle flash to a suppressed weapon.

    3- "mortar-loaded" model for WW4 M16A2: It would be awsome to have it for this superb weapon :)

    4- WW4-like model for both XM weapons: What about the same conversion process as for EXT CW's M16A2 being born from WW4's M16?

    5- new inventory pictures for complete gun replacements: Like that one from RPG-75 to RPG-7. It might deserve appropriate picture within the inventory screen.

    6- I wasn't focusing much on the sounds but I bet they'll get adjusted in the future anyway. Looking forward to further developments!

     

    1. The only thing the WW4_Extended_FX definitions file modifies are the models and sounds of the weapons. Ammo, RoF and all the rest of parameters aren't modified, so what you're seeing is vanilla behaviour. Maybe it's just the new sound for AK bursts, which is a bit faster than the original BIS one.
    2. The MP5 replacement uses vanilla WW4 version. I didn't edit this model, so what you see might also happen in WW4 or WW4 Ext. I guess the muzzle flash wasn't removed from the suppressed version of that SMG.
    3. I might add that.
    4. I thought about it, but never actually did it. While it'd be nice to have I'm still not too convinced.
    5. Yes, I guess you have a point here. We'll see.
    6. Actually, IIRC the sounds were pretty much set as final at that stage. The only one that really needed further tweaking was the SVD one, to remove the "Phil Collins synth drum effect" (as @krzychuzokecia aptly named it :p). So, feel free to list any sounds you think that are off or could be tweaked further.

    Anyway, I think I haven't commented this anywhere yet, but the sounds and models from WW4 Extended used in ExtFX are from the unpublished next WW4Ext release. So, any suggestion or bug report you have on this will be applied there, and then retrofitted into this project.

     

     

    On 25/2/2017 at 6:31 PM, Marc13Bautista said:

     

    1- Can you implement an option to disable the burning script just like GRAA though? I'd give eye candy for every bit of performance.

     

    2- HOLY SHIT!!! The WGL mod is amazing!!! I tried it out along with your config and I can say that it is the most performance friendly mod I've ever used!!! Thanks again bro!!! :yay: 

    3- (shame I can't use the DMA Navy/Army unit replacements though, even with the required addons, they seem to be overwritten by ExtFx)

    4- There also seems to be a small bug with kennyvoices. A popup of "kenney_sniper" or something occurs. Small but not game breaking though.

     

    1. I'll look into it. By now you can already disable it by placing a game logic in the editor and naming it "WW4burnexplo" (without quotation marks). That's the name of the logic used by vanilla WW4 to enable burnt vehicle effects, and the ExtFX script will disable its own version if it finds that logic. But, as I've said, I'll add a new option to disable all this for good.
    2. Indeed it is amazing :) While there's other great mods WGL has always been for me the gold standard of modding in OFP/CWA. It was focused on multiplayer, so performance was a priority for their team, as you have noticed already. That, plus enhanced effects and some AI tweaks. Their team has always been an inspiration to me and what have pushed me to become better at scripting and config editing for my own projects. WGL is also the grandfather of the later Armas ACE, ACE2, which you probably know already.
    3. You actually can use them without problems (I just did). Make sure you also edited the @wgl5\bin\models_base.hpp file this way:
      //#define CUSTOM_MODELS
      
      #define DMA_ARMY_MODELS
      //#define DMA_NAVAL_MODELS
      //#define BWMOD_MODELS
      //#define SFP_MODELS
      //#define RYAN_MODELS
      
      //#define BIS_MODELS
      //#define WGL5_MODELS

      You also need to load the dma addons along the wgl and extfx mods using a line like this: @extfx;@wgl5;@WGL_DMApackARMY;
      For more download links and info you should check out the WGL5 moddb page that @barccy set up there.

    4. Ok, I'll check it out.

     

    On 26/2/2017 at 9:02 AM, martincz87 said:

    Oh, sorry. It wouldn't be the same process entirely. WW4 M4 model has a post Cold War buttstock on it...

     

    That's not a big problem, but it adds to the time and difficulty of recreating that gun, yes.

    • Like 1

  13. 5 hours ago, Marc13Bautista said:

    Hey Kenoxite! The GRAA mod seems to improve performance by a lot! Is there any way you could integrate/update your mod with Sanc's GRAA modpack 3.0 (with new animations and what not)? The ENABLE_BURNING_VEH (disabled),  ENABLE_FREEAIM (disabled), and  ENABLE_DESTR_VEH options really caught my eye.

     

    Sure thing. This weekend I was planning on explaining in more detail how to integrate ExtFX with other mods that provide their own config, anyway.

     

    I've created a new folder with custom CONFIG.bin files for other mods:

    You can get them here: https://drive.google.com/drive/folders/0By2CaodBQ84GaDNQaGdpSjdpWU0?usp=sharing

     

    So far only WGL and GRAA are included.

     

    I've also included readmes to let all of you know what was changed in order to integrate both mods, along with the suggested mod order (which is, @extfx always before the mod you want to load). For mods or addon packs that don't provide a custom config.bin you can just load @extfx AFTER the mod/addon.

     

    Basically, when integrating this with one of those mods you want to load first the definitions.hpp file (and place it in the mod's /bin folder first) and then add the EH define to the Man, LandVehicle, Air and Ship classes. You should also add PRELOADBANKS_CUSTOM to PreloadBanks and PRELOADADDONS_CUSTOM to PreloadAddons, to make sure the tracers pbo is correctly loaded when the game starts.

     

    As for the performance you perceive from GRAA's, I just don't see it. "Heavy" missions like BIS Battlefields perform exactly the same as with the Vanilla_ExtFX definition. Maybe slightly worse. But, hey, whatever works for you. And about the ENABLE_BURNING_VEH feature, that's already included in ExtFX. It actually uses an expanded version of Sanctuary's script (the same used in GRAA). The only difference is that burning times and probabilities are tied to the type of vehicle, its current ammo, etc. Bikes won't explode in a ball of fire, etc. ExtFX version is more tamed in general and a bit more realistic, if you like. You can enable or disable the rest of features (ENABLE_FREEAIM, ENABLE_DESTR_VEH), as those aren't modified by ExtFX and never will.

    • Like 1

  14. On 19/2/2017 at 9:36 PM, Marc13Bautista said:

    1- I actually meant by removing all dust cloudlets (but not the initial explosion and bullet impact ones) I was able to do it in ECP. 

     

    2- Another thing kenoxite, I don't think ECP's dsai is enabled at all, even if I do uncomment it  in the sqf files and have ECP_DSAI downloaded in my addons folder, I am only getting the default EXT_DSAI ones.  Am I doing something wrong? (the _DEV isn't uncommented by default for ECP, maybe that's the problem?)

     

    1- That's not possible

    2- Make sure you comment the normal english and russian language definitions and comment out the ECP ones. It should look more or less like this:

    // 		Release version
    //+ (call preprocessfile "..\@extfx\EXT_DSAI_lang\english.sqf")
    //+ (call preprocessfile "..\@extfx\EXT_DSAI_lang\russian.sqf")
    + (call preprocessfile "..\@extfx\EXT_DSAI_lang\arabic.sqf")
    
    // 		Release version (ECP) ** Requires ECP_DSAI.pbo **
    + (call preprocessfile "..\@extfx\EXT_DSAI_lang\english_ECP.sqf")
    + (call preprocessfile "..\@extfx\EXT_DSAI_lang\russian_ECP.sqf")

    Anyway, if you say you have trouble keeping up with performance the last thing you want to do is to throw yet even more stuff in your missions or tests. ECP DSAI support was provided just because I knew someone would ask for it, but it's not really needed. ExtFX DSAI has hundreds of voices already, all from the Arma series, unlike the rest that are ripped from Call of Duty or Battlefield or whatever (the exception is the included arabic voices, which are from those other games too, it seems, but I'm thinking on providing it separately in a next release instead of built-in in the ExtFX package).

    • Like 1

  15. On 02/20/2017 at 3:05 AM, barccy said:

    Could the personal menu be made to include an option to select individual squad members? I made a steam controller configuration for CWA and couldn't find a way to use function keys (the steam OSK has none that I can see). With the SMACHZ not having any and GPD Win having small keys, such a feature would facilitate more play options and quicker, easier use on smaller devices.

     

    Sure thing. I'll have that in mind for the next release.

     

    To be clear, you do mean adding extra buttons (12) to the menu, one for each unit, correct?

    • Like 1

  16. Last year I created a calculator in spreadsheet form to make the WW4 Extended infantry armor and ammo data more precise. While it's still not perfect is quite a good approximation to how the synergy between armor and ammunition works in-game.

     

    You can view the calculator here: https://docs.google.com/spreadsheets/d/1M5rf--TbuvFtRhTt2rOsluyEBiPbVOU_ZNyj3wyqPP0/edit?usp=sharing

     

    You should be able to edit the first rows (green colored) from the Armor data and Ammo data sheets to test it out. You should also be able to make a copy to your own Drive account, so you can keep tinkering with all this.

     

    Or you can download it as xlsx file to use it offline: https://drive.google.com/open?id=0By2CaodBQ84GRldBb3BvSGdRN1U

    You can open this file with Microsoft Excel or LibreOffice Calc.

     

    Hope this helps others mod makers around here.

    • Like 5

  17. Extended effects (beta) has been updated.

    More info and download links in the first post.

     

    ---

    Fixes:

    • Squad bar should now be correctly positioned
    • Fixed crew members being assigned EH twice when entering and exiting vehicles (I think there's still some instances where it still might happen - I'll keep looking into it later)

    Changes:

    • Added a readme and manual in pdf form. They can be found in the main @extfx and in @extfx/_docs folder.
    • Disabled all the "optional features" that were enabled in the first releases. They should have been disabled from the start, but I forgot to do so (they were enabled for the development version). To enable them again you now need to edit the settings.sqf file. Check the manual for more instructions about how to go about this.
    • I've added an Aspect_Ratio.hpp file to the root of the zip file. Place it in your main CWA folder if you don't have one already. I've edited it so it defaults to 16:9 aspect ratio and to not be dependant on Fwatch.
    • Like 1

  18. On 12/2/2017 at 11:27 PM, Heks said:

    1-I did like the white screen you get when you get hit but it could be better with some sound where you can't hear anything for some seconds ? like when a grenade hits you and you can't hear anymore and then later the sound gets back ,and only thing you could hear is the heartbeating ?

     

    2-And how about adding reload animation while running + walking animations ? like Binmod's ?

    3-Or disabling the tank radio voice for faster response ?

     

    4-When my character is injured he keeps screaming injured voices without bleeding , not sure if it's intentional or not

     

    5-the "ENGAGING" radio voice is disabled, also not sure if it's intentional or not but all you can hear when someone pulls off the "ENGAGING" voice is the radio buffering , like the voice is not found at all.

     

    Hi Heks. Glad you like it.

     

    1. I thought about it, but decided not to just to keep the hit effect at minimum. I just wanted some extra visual cue to know when you're hit (and to disorient you, to some extent). I might work on it at a later time, though.

    2. That's not planned

    3. You can either use the words_none.hpp preset or create a new custom one where you mute any phrases or words you don't like by deleting them from the file

    4. Units start yelling for medic whenever they are below a certain threshold of their global health. The thing is, by working on another project I later discovered that units are only considered wounded whenever a given body part is below a health threshold. Actually, a unit could have just 0.1 points of global health left and it would still feel like he's totally ok. But this current project (ExtFX) is actually quite old and didn't revise the system to take into account this new knowledge. I might change it later, but this means adding yet another eventhandler (hit) to all infantry units which, among other things, is local.

    5. As mentioned in #3, you can add or remove any voices you want by editing the words.hpp file or creating a new custom one. The sound you hear is idd the radio noise played after a phrase. I decided to keep it there, as it is used by the words that aren't disabled and it also alerts you in a subtle way that someone said something.

     

    On 13/2/2017 at 1:14 AM, Heks said:

    1-There's no walking / running grenade throw animation
    2-When jets passes by my character i get this error: ww4ext_cw_tx\ea\emer1.paa not found

     

    1- I didn't change the grenade throwing animations. They are still there. It's just that in OFP is quite hard to trigger them.

    2- That was from a line that added or removed the oxygen masks from pilots when piloting helicopters or where outside a jet plane. It was mainly focused on WW4 Extended, so it gave you an error whenever you didn't use that mod extension. I've commented out those lines for now. It was a harmless (if annoying) error, anyway.

     

    On 13/2/2017 at 1:55 AM, Marc13Bautista said:

    Another bug, team ui thingamajig is out of place.

     

    That should be fixed in the latest release. There was some kind of syntax error or other conflict in the config.cpp file. I wasn't able to track it down, so I've had to rebuild it from scratch.

     

    On 14/2/2017 at 7:19 AM, Marc13Bautista said:

    Is there a way to reduce cloudlets (disable dust and other performance heavy stuff)? I'd like to disable huge dust and explosion effects like in ECP since my laptop isn't the greatest.

     

    Yes, you can enable or disable almost any feature in this mod. I've included a pdf manual in the latest release. You can also check it out online here.

     

    The setting you want to set to false is this one in settings.sqf (in the @extfx folder):

    ["wpndustfx", true],

    You might also want to disable this one:

    ["unitdustfx", true],

     

    As mentioned in the manual, you can disable them by just changing the true boolean to false (so it would look like: ["wpndustfx", false],).


  19. I've updated the hotfix to include a fix for the BMP and BMP2, which caused them to not use any of the features available in this mod.

     

    You can either download the hotfix here:

    Hotfixes

    • ExtFX - Beta version - Hotfix #2
      This hotfix is only needed if you haven't downloaded the hotfixed main mod from above (if you downloaded a previous version).
      Each hotfix includes the fixes found in previous ones.
      To apply it overwrite the contents of @extfx folder with the contents of this zip file.

     

    Or you can manually delete this line from the definitions.hpp and all the hpp files found in @extfx\bin\definitions:

    class Eventhandlers { init = " if(format[{%1},EXT_on]=={scalar bool array string 0xfcffffef})then{_this call loadfile{\EXT_scripts\init_EXT.sqf}}; "; };

     

    I've also updated the main mod zip file to include the released hotfixes. So don't apply the hotfixes if you plan on dowloading the main one again or if you download it for the first time.

     

     

    ---

    I've also added a download link in the main thread where you can download the mission I used to record the demo video.

     

    • Like 1

  20. Thanks for the heads up, Marc13Bautista.

     

    I've revised and created this public release a bit too hastily, and mainly on a computer that's not my own. A couple of pbos still had some path references directed to the development version instead of the release one.

     

    I've created a small hotfix (linked in the main post above) that should fix all this. Let me know if there's any other error like this.

     

     

     

     

    15 hours ago, Marc13Bautista said:

    Thank you very much keno! I've always looked for a way to use (ECP) DSAI as a standalone mod and you figured it out! I'll help in locating any bugs and report them back here.

     

    btw is this also usable with the ecp dsai extension? 

    (here's the download for the above ftp://www.ofpr.info/ofpd/unofaddons2/CAM_DSAI_Extension.rar)

     

    ExtFX DSAI doesn't actually use any of the ECP voices by default, although you can enable support for them by uncommenting a copule lines in the DSAI settings sqf file (and you must place the ECP DSAI pbos in the extfx addons folder).

     

    All the voices used in ExtFX are either from OFP campaign and missions (it took a lot of time finding, revising and editing bits to use as banter) and for later Armas (Arma and Arma II). It also includes the public domain kenney voices, but the point of this DSAI version is that it should have no restrictions of use for any other mod and no problems with copyright or permissions. Everything is either public domain or from BIS themselves, so anybody can use this as they please (with the obvious limitations).

     

    I really don't have much time right now, so I can't go into specifics about this and other features, but I'll provide more info in the following days. Anyway, feel free to keep asking questions.

     

    Also, I think I haven't mentioned, but all this project also falls under the Creative Commons NonCommercial Sharealike license, or it's equivalent in Arma. Later I'll update the main thread accordingly.

    • Like 1

  21. Extended Effects

     

    Extended Effects (ExtFX) enables AI speech, dynamic environment sounds, tracers, bullet cracks and many other effects in vanilla CWA and any other mod

    Main features

     

    • Enhanced animations, including leaning stances (by using WW4 animations)

    • AI Speech (DSAI) with configurable languages for each side, including english, russian and arabic

    • Dynamic soundscape: ambient sounds will play randomly when in forests, towns or shores

    • Contextual stance for AI: AI units will stand up, crouch or go prone depending on the nearby objects

    • Realistic tracers for MGs and MMGs

    • Bullet cracks and reverb for shots indoors

    • Dust effects for moving infantry and vehicles, bullet impacts, infantry shots, helicopter rotor wash, etc

    • Smoke grenades now obscure AI vision. Also, AI with smoke grenades have a chance to throw them when in combat

    • Flyby sounds for jet planes

    • Destroyed trees will now obscure AI vision

    • Engine volume levels inside vehicles adjusted to facilitate communication and be able to hear AI speech

     

    Other than this, the rest is the same as in vanilla OFP/CWA (same AI, same armor and damage values, etc). Gameplay will keep vanilla flavor.

    Optional features

    You can also enable other features that will modify vanilla gameplay further:

     

    • Hand grenades will bounce before detonating

    • AI units will flinch or fall down when hit by bullets

    • AI units will be able to suppress an area occupied by enemy infantry

    • Automatic launching of flares and chaff for air units

    • Shots reverberate when indoors


    These optional features are disabled by default. You must manually enable them by editing the settings.sqf file found in the @extfx folder.

     

    Download

    Current version is in beta. This mod was created later past year but I haven't worked on it since december. Most features should work without problems. Only some minor bugs and some performance problems remain.

    It hasn't been tested in multiplayer, so I can only tell you that it works in single player. Also, due to the extensive use of getposASL and setposASL most of the features won't work in old OFP, and probably never will.

    My intention is to eventually keep testing, fixing and increasing the compatibily of this project... once I have more time on my hands, that's it.

     

    Main mod

     

    Addon Packs

    These files include a series of addons that change the default vanilla visuals and sounds, making them more modern and, to some extent, more realistic.

    To enable them you need to change the definitions.hpp file in @extfx/bin with the corresponding one. You can learn more about how to change this in the included manual.

     

    KhWDuUO.pnghttps://drive.google.com/drive/folders/0By2CaodBQ84GZTV1dDdIM1owMWs?usp=sharing

     

     

    Hotfixes

    • ExtFX - Beta version - Hotfix #2
      This hotfix is only needed if you haven't downloaded the hotfixed main mod from above (if you downloaded a previous version).
      Each hotfix includes the fixes found in previous ones.
      To apply it overwrite the contents of @extfx folder with the contents of this zip file.
      • 0cCLXOV.png - [none]

    ---

    Other

     

    Installation

    Shortcut method

    • Delete any previous installation of this expansion (by deleting the @extfx and related folders)

    • Decompress the zip file and place the @extfx folder inside your ARMA Cold War Assault one.

    • Create a shortcut of the ColdWarAssault.exe file.

    • Right click on the new shortcut and click on Properties.

    • In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@extfx;

    • Launch the game by using the new shortcut.

     

    Steam method

    If you don't want to use shortcuts and use the Steam version:

    • Delete any previous installation of this expansion (by deleting the @extfx and related folders)

    • Decompress the zip file and place the @extfx folder inside your ARMA Cold War Assault one .

    • In your games list right click on Arma: Cold War Assault and select Properties.

    • In the Properties window click on the SET LAUNCH OPTIONS... button.

    • Write this in the text field: -mod=@extfx;

    • Click OK. Click Close. Click Play.

     

    If you want to skip the OFP intro you can add -nosplash before the -mod line, like this:

    -nosplash -mod=@extfx;

     

    If you want to use the WW4 Extended definitions, models and sounds then you must launch the mod by adding the @extfx_WW4Ext folder this way (provided you already downloaded the ExtFX - WW4 Extended models file and correctly placed that folder):

    -nosplash -mod=@extfx;@extfx_WW4Ext

    Configuration files for other mods

    I've created a new folder with custom CONFIG.bin files for other mods. I've also included readmes to let all of you know what was changed in order to integrate both mods, along with the suggested mod order (which is, @extfx always before the mod you want to load).

     

    You can get them here:

    https://drive.google.com/drive/folders/0By2CaodBQ84GaDNQaGdpSjdpWU0?usp=sharing

     

    Basically, when integrating this with one of those mods you want to load first the definitions.hpp file (and place it in the mod's /bin folder first) and then add the EH define to the Man, LandVehicle, Air and Ship classes. You should also add PRELOADBANKS_CUSTOM to PreloadBanks and PRELOADADDONS_CUSTOM to PreloadAddons, to make sure the tracers pbo is correctly loaded when the game starts. You might also want to replace their CfgMovesMC class with ExtFX's one.


    For mods or addon packs that don't provide a custom config.bin you can just load @extfx AFTER the mod/addon.

     

    Manual

    You can find more instructions and information about the available features and options in the manual.

     

    The manual is already included in the the @extfx/_docs folder in pdf form (ExtendedEffects-Manual.pdf), and it's also available online here.

    Credits

    • Kenoxite (main author)

    • Krzychuzokecia (testing)

    • Sanctuary (WW4 animations and base config and resource files)
    • WGL team for inspiration and use of some scripts (smoke grenade occlusion, hand grenade bounces, modular structure of configs)

    • STGN, for the standing reload animations

    • BAS and Vektorboson, for rotor wash and autoflares scripts

    • Raptorsaurus, for FlareAid and Weather_chute scripts

    • Intro music:

    Permissions

    APL-SA.png

    This project falls under the Arma Public License Share Alike (APL-SA).

     

    • Like 8
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