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About kenoxite

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  1. kenoxite

    2035 Central Africa

    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
  2. 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) 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. 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. 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 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: Bocano North Lombakka South Lombakka Suggested terrains Here's a Steam list with some terrains that could work with these factions: 2035 Central Africa terrains Credits Textures: anitaanitawartihamid (camos) - Background Vectors by Vecteezy krzychuzokecia (Orca CSAT Pacific) 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 This project falls under the Arma Public License Share Alike (APL-SA).
  3. kenoxite

    OFP Materials

    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).
  4. kenoxite

    Extended Effects

    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.
  5. kenoxite

    Extended Effects

    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.
  6. kenoxite

    Extended Effects

    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.
  7. kenoxite

    Extended Effects

    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. 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. I might add that. I thought about it, but never actually did it. While it'd be nice to have I'm still not too convinced. Yes, I guess you have a point here. We'll see. 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. 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. 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. 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. Ok, I'll check it out. That's not a big problem, but it adds to the time and difficulty of recreating that gun, yes.
  8. kenoxite

    Extended Effects

    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.
  9. kenoxite

    Extended Effects

    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).
  10. 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?
  11. kenoxite

    OFP/CWA Infantry Armor Calculator

    I've added a download link to an xlsx version of the calculator.
  12. kenoxite

    OFP/CWA Infantry Armor Calculator

    Thanks for the heads up. I've revised the protected ranges. You should be able to use it as intended now.
  13. 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.
  14. kenoxite

    Extended Effects

    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.
  15. kenoxite

    Extended Effects

    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. 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. 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. 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],).