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kenoxite

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Everything posted by kenoxite

  1. 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 ExtFX - Beta version This always will be the latest patched version. Hotfixes will be listed below when needed. - https://www.mediafire.com/file/qu7e2e3c5x2922v/%40extfx_beta.zip - https://drive.google.com/drive/folders/0By2CaodBQ84GZTV1dDdIM1owMWs?usp=sharing 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. - https://drive.google.com/drive/folders/0By2CaodBQ84GZTV1dDdIM1owMWs?usp=sharing ExtFX - WW4 models Models for infantry units from the WW4 mod. It's enabled with the WW4_FX.hpp definitions file. - https://www.mediafire.com/file/3u2urof85zc98a8/%40extfx_WW4.zip ExtFX - WW4 Extended models Models for infantry and vehicle units and sounds from the WW4 Extended mod. It's enabled with the WW4_Extended_FX.hpp definitions file. - https://www.mediafire.com/file/cn5a3ivm3i122an/%40extfx_WW4Ext.zip 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. - [none] --- Other OFP Materials - v1.2 Preview - http://www.mediafire.com/file/7a3fv9hi157j2ap/OFP_Materials_v1.2_preview.zip Mission: Clean Sweep (East) This is a version of Clean Sweep where soviets attack and US defends. It's the mission used to record the video found above. - https://www.mediafire.com/file/eswlcrh21hr41mw/06NinjasEast.Eden.pbo.zip 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: Difference, from the album Better Way, by Kai Engel - http://freemusicarchive.org/music/Kai_Engel/ Permissions This project falls under the Arma Public License Share Alike (APL-SA).
  2. kenoxite

    OFP Materials

    Same units, same time of day, same camera angle. Click to enlarge. Features Units, vehicles, objects, buildings, terrain, vegetation, etc should now react better and, to some extent, more realistically to lighting. Contrast in general should be enhanced, providing more depth and more vibrant colors to OFP/CWA while reducing the cartoony look (but, remember, this still is OFP). The differences between the interior and exterior of buildings and vehicles should be more noticeable. Dust and smoke particles won't be visible during night time any more. No more seeing the shining trail of dust of a tank that you can't actually see. Lighting effects similar to vanilla sunset and sunrise should be present for longer hours. Vehicles should provide more realistic shining effects. Description This addon modifies the lighting and glossiness properties of the terrain, vegetation, buildings, infantry, vehicles and virtually anything available in vanilla OFP/CWA. All those vanilla textures have been distributed in several categories (classes) which use new custom material properties. Each material definition has its own distinctive properties, and include: Buildings Terrain Vegetation Water Glass Generic metal Metal of vehicles Interior of vehicles Metal of weapons Human skin Clothing Gear made of plastic and similar materials Particles Shining particles The default OFP materials are also overridden using values similar to the new material definitions, so you should be able to see the effects of these new material properties on any island that doesn't use custom textures. Also included is a pbo which adds material properties to a lot of user made units and objects. While it doesn't cover them all (that's an almost impossible task) it should cover some of the more popular ones, including AGS buildings, BAS vehicles and some islands. This pbo also incorporates the texture listings for user made addons found in Locke's Original OBJ Material Def addon, although the textures themselves have been reorganized so they use the new material properties. Same units, same time of day, same camera angle. Click to enlarge. Download OFP Materials v1.1 (contains materials for Addons 1): Installer https://www.mediafire.com/download/k2l5i2ra5jx2tdc/OFP_Materials_v1.1_Setup.exeMirrors: Mirror: http://www.moddb.com/mods/ofp-materials/downloads/ofp-materials-v11-installer Manual installation: https://www.mediafire.com/download/1axm6ac4utyvrht/OFPmaterials_v11.zip Contents The zip file includes: A readme The addons folder proper, containing: ofp_matdef_core.pbo and ofp_matdef_addons1.pbo _pbo: You can find uncompiled versions of the pbos here high contrast: inside there’s a version of the ofp_matdef_core.pbo file using high contrast material definitions low contrast: inside there’s a version of the ofp_matdef_core.pbo file using low contrast material definitions _config_template: an empty config file you can use to add support for other addons Manual Installation Shortcut method Decompress the zip file and place the OFPmaterials 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=OFPmaterials; To see the new material definitions you must now launch the game by using the new shortcut. Steam method If you don't want to use shortcuts and use the Steam version: Decompress the zip file and place the OFPmaterials 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=OFPmaterials; 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=OFPmaterials; You can also add or remove this addon whenever you want. It won't break any current mission or campaign. You can also place the pbos in any other addon folder. Load order doesn’t matter. High contrast or low contrast? There's two versions of the ofp_matdef_core.pbo file you can use: high and low contrast. Each one has its own benefits and drawbacks, so it's up to you which one to use. Note that the default one is the high contrast version, but only because it showcases better what this addon is all about. Use high contrast if... You want more dramatic lighting (and more realistic and better IMO) applied to everything You are not planning on creating or playing missions that use dynamic spawning You are not using user made addons which don't have the new custom material definitions You want to create good looking videos or screenshots Use low contrast if... You are planning on creating or playing missions that use dynamic spawning You are using user made addons which don't have the new custom material definitions You don't mind losing enhanced lighting for units, buildings and other structures (terrain, vegetation, water and glass will still have the enhanced lighting). Basically, the low contrast version is the most compatible all around, but it loses some lighting effects. The high contrast is the one that provides more eye-candy, but it makes dynamically spawned and unsupported addon units, structures and weapons look flat and ugly. Changing contrast settings OFP materials uses by default the high contrast version. If you want to use the low contrast version instead, simply copy the ofp_matdef_core.pbo file found in the low contrast folder and paste it inside the addons one, overwriting the existing version. To change it back to high contrast then follow the same steps, but copy the pbo found in the high contrast folder instead. You can also edit the provided Config.cpp (found in _pbo\ofp_matdef_core) and comment and uncomment the #include line of the contrast file you want, and then compile the pbo. More comparison media Videos Album https://imgur.com/a/q8my7 Adding support for your own or preferred addon(s) You can find the template of a configuration file in the _config_template folder. It’s already commented, so refer to it for further instructions. Feel free to share it publicly once you’re done, be it in the release thread of this addon, another thread, or bundled in the addons folder of your own addon or mod. Known issues OFP is unable to apply materials to dynamically spawned units, objects and weapons. Anything that wasn't present at the start of a mission won't use any material at all, and will look flat and way too bright compared to the rest. Note that all this only affects the High Contrast version. The Low Contrast is exempt from all this, as its goal is to allow spawned and unsupported units to blend better. Solutions Let me advance that there’s no real long term, no-hassle solution that I’m aware of. If you know of any, please, let me know. With that said, there’s ways to work around this, none of them optimal or practical. Place in the editor objects, units, etc of the same class you are planning to spawn dynamically This might work when you want to spawn one or two classes, but it’s a very bad solution for most cases, as it would require manually placing dozens of units and structures. You should also not remove them during the mission. For materials to be applied there must always be an unit of the same class already present in the editor. If you remove the units you manually placed, further spawned units will be material-less. Alt+Tab Yes, really. Alt+tabbing resets the rendering, so it reapplies materials to all present units, structures and weapons. If you are using Windowed Mode then you can minimize and maximize the OFP/CWA window for the same effect. Spawned unit while using High Contrast version. It looks flat and out of place. The same unit after Alt+Tabbing. Material limitations Just remind you that, as with anything related to materials, you can only see their effects if you have Hardware T&L (Hardware Transformation and Lighting) enabled in the Video Options menu. It should be enabled by default. If it’s disabled then you most likely are using a very old or weak graphics card that doesn’t support this feature. Also, roads and any other object with vertices placed On Surface won’t receive any material lighting effect. The same applies to non-binarized models. Changelog v1.1 CHANGE: Vegetation now less reactive to lighting CHANGE: Updated template config with more and more extended comments CHANGE: Added some missing classes to template config CHANGE: Moved WW4 and Mi2 textures from ww4ext_matdef to ofp_matdef_addons1 NEW: More addons supported by ofp_matdef_addons1, including MAP, BAS, AEF and OFPL objects and a bunch of Vietnam era addons - v1.0 * Initial release Credits Locke@Germany for inspiration and for the glass and metal texture lists of user made addons krzychuzokecia and Apocalypse83 for testing Permissions All my released work falls under the Attribution-NonCommercial-ShareAlike 4.0 International license, unless specified otherwise. You don't need to contact me if you want to distribute or modify any of my projects, but it'd be appreciated. Some of my work might include content by other authors. My permission doesn't extend to their work, so you should contact them if that's the case.
  3. Unofficial expansion for WW4 v2.5 (by Sanctuary) Features Lots of new units and vehicles that expand the original WW4 selection for all sides Several support call options (CAS, transport, fire missions) Custom menu to issue squad orders and call for support Infantry units can be equipped with rucksacks, and AI units are able to use them Visual and sound effects (tracers, bullet cracks) All extra features are toggleable Fixes to some vanilla WW4 bugs Requirements WW4 v2.5 (already bundled in the installer version) Download Installer WW4 Extended v1.1 Complete Installer This installer contains the main expansion plus the Cold War and Arctic extensions. Vanilla WW4 is also included in the installer. - https://www.mediafire.com/download/f6x39b45drv0mkh/WW4_Extended_v1.1_Setup.exe Mirror: http://www.moddb.com/mods/ww4-extended/downloads/ww4-extended-v11-complete-installer OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_full_v11.exe WW4 Extended v1.1.1 Patch Installer Installer that patches WW4 Extended to version 1.1.1. It includes the previously released scripts hotfix. Apply this patch after the main installer. - https://www.mediafire.com/download/jry2rnbcsr0uc3x/WW4_Extended_Patch_v1.1.1_Setup.exe Mirror: http://www.moddb.com/mods/ww4-extended/downloads/ww4-extended-v111-patch-installer OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_Patch_v1.1.1.exe Hotfix https://copy.com/vhAGUc9cqkurWiC4 Zip files Main EXT v1.1 Infantry, objects, scripts and music. - https://www.mediafire.com/download/yxc227kn2bf86rd/WW4_EXT_v11.zip Main EXT v1.1.1 Patch - https://www.mediafire.com/download/r654y307y6ssdyp/WW4_EXT_v111_patch.zip Vehicles EXT v1.1 Just vehicles. Requires Main EXT. - https://www.mediafire.com/download/5nx4nkc7t4oydh6/WW4_EXT_VEH_v11.zip Vehicles EXT v1.1.1 Patch - http://www.mediafire.com/download/4dum8u1qhg8jmge/WW4_EXT_VEH_v111_patch.zip OFP v1.96 compatibility patch Rename the file from ww4ext_inf_cfg.pbo.OFP to ww4ext_inf_cfg.pbo and place it in the addons folder inside WW4_EXT. - https://www.mediafire.com/download/86d97zspupnjk9c/WW4_Extended_OFP_patch_v111.zip Manual Installation Shortcut method Delete any previous installation of this expansion (by deleting the WW4_EXT and related folders) Decompress the zip file and place the WW4_EXT 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=@ww4mod25;WW4_EXT;WW4_EXT_VEH; 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 WW4_EXT and related folders) Decompress the zip file and place the WW4_EXT 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=@ww4mod25;WW4_EXT;WW4_EXT_VEH; 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=@ww4mod25;WW4_EXT;WW4_EXT_VEH; I've written more detailed instructions here. Configs for non-bundled vehicles For them to work properly you'll have to download both the custom config and the addons proper. All these vehicles listed here are entirely optional. Download non-bundled configs for v1.0: - https://www.mediafire.com/download/sx6fgmb7l8v6e6r/WW4_EXT3P_v1.zip Check the readme of the configs for detailed instructions and a list of the required pbos for each listed addon. Mi-2 Requires: Mi-2 version 1.1, by Our Weapons team(ftp://ftp.ofpr.info/ofpd/unofaddons2/Mi-2pack_byNO.exe) Extra Addons for EXT These are already included in the installer version. WW4 Extended: Cold War: Infantry and vehicle units from the 80’s Cold War era for all sides (already bundled in the installer version) WW4 Extended: Arctic: Infantry and vehicle units for arctic and winter islands from the 80’s Cold War era for all sides (already bundled in the installer version) Editor Categories You can find the units and vehicles in: You can also find premade groups with those units in the GROUPS (F2) window. Vehicle and Unit Classes There's now some txt files with class names inside WW4_EXT\_docs\Class names. Here you can check spreadsheets with the unit names and classes of the vehicles and units used in WW4 EXT: (Outdated) https://drive.google.com/folderview?id=0By2CaodBQ84GT3RYVW5fWEIzT1k&usp=sharing&tid=0By2CaodBQ84GN1RDM0ctazhyNlk#list Screenshots v1.0 album: http://imgur.com/a/NXoiC Assorted images from previous versions: Extra Features Manual The Extra Features Manual can be found here. This document is also bundled in the zip and installer files. MLODs and textures for v1.1 I've finally gone ahead and sorted and updated almost everything used in v1.1. The only things you won't find are the models that aren't explicitely public domain or that I'm able to share for one reason or another (middle east units, zils, BTRs, BMDs...) and the vehicle texture masters. With that said, if there's still something that shouldn't be there please let me know and I'll reupload the zip files with those models removed. WW4 Extended v1.1 MLODs WW4 Extended v1.1 Infantry textures WW4 Extended v1.1 Infantry textures for Cold War and Arctic Note that the texture masters are in GIMP format (.xcf). Use them at will, as long is in an Arma game (there's the ported Arma vehicles there, and those have that restriction). No credit is required, although it'd be appreciated. Changelog You can see the full changelog here. Credits Credits can now be found here. This document is also bundled in the zip and installer files. -- EDIT: Updated to v1.1.1
  4. 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).
  5. 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.
  6. Add-on for WW4 Extended, an unofficial expansion for WW4 v2.5 (by Sanctuary) Requirements WW4 v2.5 by Sanctuary WW4 Extended v1.0 or greater (both infantry and bundled vehicles) Download v1.1 - https://www.mediafire.com/download/6w738syn3o2mgdg/WW4EXT_CW_v11.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_CW_v11.zip Hotfix - https://www.mediafire.com/download/eozc382t51oe4v1/WW4EXT_CW_v111_mission.zip Cold War is now also bundled in the new WW4 Extended installer. You can find download links here if you want an automated, no hassle, way to install all this. Manual installation Shortcut method Delete any previous installation of this expansion (by deleting the WW4EXT_CW folder) Decompress the zip file and place the WW4EXT_CW 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=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW; Use the new shortcut to launch the game. 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 WW4EXT_CW folder) Decompress the zip file and place the WW4EXT_CW 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=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW; 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=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW; Editor Categories You can find the units and vehicles in: West WW4 EXT/US Cold War/Rifle WW4 EXT/US Cold War/Recon WW4 EXT/US Cold War/SOF WW4 EXT/US Cold War/SOF/Rangers WW4 EXT/US Cold War/Vehicles WW4 EXT/US Cold War/SOF/Vehicles East WW4 EXT/Soviet Cold War/Rifle WW4 EXT/Soviet Cold War/Spetsnaz WW4 EXT/Soviet Cold War/Vehicles Resistance WW4 EXT/Guerrilla Cold War WW4 EXT/Guerrilla Cold War/Vehicles You can also find pre-made groups with those units in the GROUPS (F2) window. Changelog Credits Sanctuary (WW4!) krzychuzokecia (help on several aspects for v1 release) Apocalypse83 (feedback and testing)
  7. This is something I wanted to post several weeks (months?) ago, but never got to do. It's a series of scripts, single and packs, that some of you might find useful. Beware that some of them aren't properly tested or simply unfinished (meaning that they basically work, but might contain bugs as aren't properly tested or developed). I'll tag those as I list them (and as I remember). -- MAP AI RUCKSACK - WW4 v1.0 REQUIRES: MapFact's rucksacks - WW4 Gives rucksacks to WW4 units and allows them to use the ammo stored there when needed. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Tents, etc aren't supported by this script. Only rifle, pistol, etc mags and grenades (hand, smoke, launcher). *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?jwdzaj12bpspvbt -- HEAL GROUP v1.0 This script pack will automate the healing process of a whole group, as long as there's a medic in their group. It is initiated by selecting the corresponding option in the player's action menu. When using the MapFact's rucksacks - WW4 addon, units lightly damaged will try to heal by using their own bandages before calling for a medic. DOWNLOAD: http://www.mediafire.com/download.php?93ks69dru11n1s9 -- kVEHICLES v0.1 Unfinished/Untested Several fixes and features related to vehicles in OFP. FEATURES - Replaces empty vehicles with clones, to force AI units in the player's group stop firing at it - Crew bails out if vehicle can't move, can't fire or has no ammo - Cargo of land vehicles dismount if vehicle is hit or in danger - It might work in MP (I'm not sure if I included it in this version) IMPORTANT: In kVeh\start.sqs you'll probably want to change this: kVeh set [ 0, "wgl_units"] to this kVeh set [ 0, "list allUnits"] Or whatever array you use to keep track of all units. This is needed in order to vehicles to know when they're in danger DOWNLOAD: http://www.mediafire.com/download.php?98ck2f6aewysu2b -- WGL AI RUCKSACK v1.0 Allows AI units to use items stored in their WGL rucksack. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG, MG or some type of rocket launcher it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Bandages and other items aren't handled by this system. Hand grenades (explosive and smoke) are, though. *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?bi15575ln8w3y3a -- REASSIGN WEAPONS WW4 v4.2 This had its own thread somewhere, but I'm adding it here for convenience. Equips individual units or whole groups with predefined sets of weapons. The weapon sets are based on the ones being used by the different types of WW4 units. It can also equip high dispersion (HD) ammo, suppressors, night vision goggles, antimaterial rifles (for the snipers) and grenade vests or flare pouches (for the grenadiers). CHANGELOG: DOWNLOAD: http://www.mediafire.com/download.php?af5f2gjl4ycc62h -- kFLARES v1.0 The passed unit will be equipped with a grenade launcher and flares and will shoot them during nighttime if it detects enemies close DOWNLOAD: http://www.mediafire.com/download.php?3ttaelx2na4dopy -- kINFOSHARE v1.2 Allows group leaders to automatically share information about enemy units with each other. The distance at which they can transmit this information will depend on their side and wether or not they have an RTO or a vehicle with a radio in their group (in this case they can transmit to all friendlies on the map, without distance restrictions). Singleplayer and multiplayer. DOWNLOAD: https://www.mediafire.com/download/isz92piv9bawpe8/kInfoshare_v12.zip -- REFILL CRATE WW4 v1.0 Refills crates or vehicles with ammunition (and weapons) associated to a given side The type and amount of ammo and weapons to be used as cargo is predefined in the code You can fill a cargo with ammo and weapons from several sides at once. You can also fill it as many times as you want from a single call, or fill it only with high dispersion (HD) variants of the ammo DOWNLOAD: http://www.mediafire.com/download.php?qdbejdjsj2868k0 -- BAS STAND AND CROUCH v1.0 Modification of the BASriverStandup.sqs script Original script by Rom These are two separate scripts, one for stand up and the other for crouch. Periodically forces all the units inside a trigger area to crouch, and reverts them to auto when they are outside. Those units that can't stand up (hurt legs), are inside a vehicle, don't have any ammo left or are players are automatically excluded DOWNLOAD: http://www.mediafire.com/download.php?g7lkx5sv39a71go -- WALKERS MANAGER v1.0 Standalone version of the CivPopulate script Adds a unit to the walker manager The walker manager then will take care of moving them around at random intervals to random positions [i just noticed I didn't include a proper readme for this, so I'll post the instructions below] INSTRUCTIONS Put this line somewhere (like in init.sqs): [] exec "walkersManager.sqs" Add this line to any units you want to walk randomly (values are just examples): [this,getPos this,30,"full","careless"] exec "addWalker.sqs" It has this format: [<unit>,<current position>, <wander range>,<speed>,<default behaviour>] exec "addWalker.sqs" DOWNLOAD: http://www.mediafire.com/download.php?0623ap6rnp5q114 -- HD AMMO WW4 v1.0 Changes every magazine of any array of units to its HD (high dispersion) equivalent, if it exists DOWNLOAD: http://www.mediafire.com/download.php?vcyfkgrokcusldm -- That's all, folks.
  8. kenoxite

    CCE2 beta 7.x series

    Hi all, I've been given approval by Drongo69/TacRod to publish a fixed version of his CCE2 beta 7 template. ABOUT COIN COOP ENGINE 2 Your goal is to succeed in the COIN operation by hindering all resistance activity in the area. To do so, you will be assigned a range of missions. The countryside is crawling with resistance squads and camps. As you complete missions and kill enemies, you may requisition additional vehicles and troops. ABOUT THE DIFFERENT VERSIONS In this thread you'll find two iterations of the original CCE2 created by Drongo69. The first one is beta 7.1.x, which doesn't change anything from the original CCE2 releases and is only focused on fixing bugs. The second one is beta 7.2 onwards, which uses the fixes from beta 7.1 and expands CCE2 with new features and gameplay changes. So, it's up to you to decide which version to use. If you want oldschool CCE2 then pick 7.1. If you want more stuff pick 7.2. You can find more info about CCE2 in the threads of old CCE versions by Drongo69, such as this: http://forums.bistudio.com/showthread.php?98846-CCE2-for-Operation-Enduring-Freedom -- CCE2 BETA 7.1.1 REQUIRED ADDONS - CoC Unified Artillery (if you use CWA you'll also need to apply this fix) This update includes the following fixes: beta 7.1.1 - Enemy unit won't be seen mounted in crashed chopper anymore (in CCE\Mission\RecoverIntel.sqs) - Convoy groups will enter ActionLoop if the vehicle is destroyed OR can't move (in CCE\Mission\ManageConvoy.sqs) beta 7.1 - Added check to control amount of CAP groups spawned, so it doesn't spawn so many that there's no room for mission groups or custom enemy units. (in mission editor, CCE\Misc\sideCount.sqf, CCE\StartCCE2.sqs, CCE\CAP\SpawnSquad.sqs and CCE\CAP\SpawnVehicles.sqs) - Enemy groups spawned in missions should be removed properly now once a new mission is requested (in CCE\Misc\CleanUp.sqs) - Fixed destroyed vehicle counter (in CCE\Units\KilledEnemyConvoyVehicle.sqs) - Fixed serveral problems in CAP\spawnsquad.sqs and CAP\spawnsquad2.sqs - Fixed "simultaneous mission" bug which was causing the spawn of tons of enemy mission groups and targets in the same one mission (in CCE\Mission\requestMission.sqs) - Fixed mission target counter displaying wrong count after aborting a mission (in Mission\MissionMonitorGroup.sqs) - Convoy destination marker now isn't visible once the Convoy mission ends or is aborted (in Mission\MissionOver.sqs) - Rescue mission should be aborted properly now, deleting the unit to be rescued (in Mission\rescue.sqs, Mission\rescueAI.sqs and Mission\MissionOver.sqs) - Fixed being able to abort missions when there weren't any, which caused the next requested mission to auto-abort on start (in CCE\Client\AbortMission.sqs) - Added check to spawning scripts, so they stop running if the leader is dead while the script is still forming the squad. (in CCE\CAP\SpawnSquad2.sqs and CCE\CAP\SpawnVehicles2.sqs) - Fixed counter of enemy units killed in the Search and Destroy mission. Previously the mission needed 1 more kill than it was asking for (in CCE\Mission\SnD.sqs) - Fixed artillery units being added to global array without checking if they were already in the artillery vehicles. (in CCE\Add\artillery.sqs) - Chance of enemy groups spawning over water greatly reduced (in CCE\Misc\overwater.sqf, CCE\StartCCE2.sqs, CCE\CAP\StartPatrol.sqs, CCE\Mission\MissionLocation.sqs and CCE\Mission\ConvoyDestination.sqs) - Added missing CoC markers (in mission editor) - Cost of CAS and Airstrikes is now displayed when requesting them (in CCE\Support\StartCAS.sqs and CCE\Support\StartAirstrike.sqs) - Blowing up the chopper after recovering the intel won't tag you as "enemy" and be killed by your teammates anymore (in CCE\Mission\RecoverIntel.sqs) - Fixed weather not following the values set in DefineMission.sqs (in CCE\Server\Weather.sqs and CCE\Client\Weather.sqs) I think those are all the bugs in the beta 7 version that needed fixing. Note that I mean fixing bugs (broken stuff), not gameplay issues (like mission X being too hard or whatever). For the latter, read below. To apply the fixes over your mission just copy/paste the CCE directory over your that of your mission (make a backup first, just in case), then tweak DefineMission.sqs and DefineUnits.sqs accordingly (or copy the content of the CCE dir but those two files to avoid having to re-tweak). Then copy the trigger in the middle of the map in the mission editor to your mission or create a new one yourself with the settings: Axis a and Axis b about 8000 both (adjust depending on the size of your island, but it has to cover every single unit), Activation: anybody, Once (so, no repeat), Condition: CCE_Ready, On Activation: CCE_All = thislist DOWNLOAD CCE2 beta 7.1.1 Template: http://www.mediafire.com/download.php?zzs9vwrp73huuyg -- CCE2 BETA 7.2.3 This version of CCE2 expands on the original, fixing bugs and adding new features and gameplay changes. REQUIRED ADDONS - CoC Unified Artillery (if you use CWA you'll also need to apply this fix) These below aren't actually needed, but heavily recommended: - SNYSptPack.pbo (from SP/MP support pack) - for the rope and rappel anims - DrongosToolkitVoices.pbo (a modified version from Drongo's Toolkit), ECP_DSAI.pbo and ECP_DSAI_2.pbo (from ECP and its patch) - to activate DSAI - BN_tracer.pbo (BN880 version) - to see the tracers OTHER - FWATCH - to be able to show the personal menu with a key press - HIGHLY RECOMMENDED NEW FEATURES - New mission: Liberate Hostage - Helicopter insertions and extractions: The insertion types available are normal (by landing), fast rope, paradrop and HALO - Informer: There's a local informer in the camp that might know the approximate location of active camps, for a price. (additions in CCE\Informant, CCE\CAP\CampBossAI.sqs, CCE\Client\Start.sqs) - Equipment automatically assigned to players on (re)spawn (starting gear can be edited at CCE\respawnGear.sqs) - Disband: You can disband any of your units. When doing so, those units will be able to be recruited by any player. They'll be removed after a few minutes (in CCE\disband) - Reorder Unit(s): You can now send any unit or units to the end of your group formation. This way you can now, for instance, easily sort the big gaps in formations when units die or by having vehicles in the middle or the start of your group. (in CCE\reorder) - Reinforce: You can access the Reinforce menu from anywhere - Request Airdrop (CWA ONLY): Players can request vehicles and ammo crates to be airdropped to a specific location, for an increased fee. Only works for CWA. It's automatically deactivated for OFP servers. - Rearm: Players can now rearm the whole squad with their standard equipment. They'll keep radios and NV goggles given by the player, though. - civPopulate is now integrated into CCE2, in a modified version that works in MP. This allows to populate all the towns (and any other desired area) with civs, while actually using just a handful of civ units. It also features traffic, but only while playing in SP. For the full changelog refer to the readme in the /docs directory. BETA 7.2.3 MISSIONS WW4 Lead a Special Forces squad in your mission to hinder resistance activity in southern Everon. REQUIRED ADDONS - WW4 v2.5 For the rest of addons needed refer to the ones listed in the beta 7.2.3 template FEATURES PARTICULAR TO THIS MISSION - Modular Weapon System (MWS): You'll be able to apply different modules to your weapon on the fly. You can find this feature in the actions menu. CREDITS - Sanctuary, for WW4 DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4: http://www.mediafire.com/download.php?y906t32eneyvisa WW4 - MAPFACT's RUCKSACK Same mission as above, but with rucksacks. REQUIRED ADDONS - WW4 v2.5 - MAPFACT's Rucksack - WW4 DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4, MAPFACT's Rucksack: http://www.mediafire.com/download.php?p705mgcxa9ranm0 -- EXTRA Modified DrongosToolkitVoices.pbo While you can use the default DrongosToolkitVoices.pbo found in Drongo's Toolkit it is recommended that you use this version instead. I edited the sound levels so they are like those found in ECP. Previously, all were set to 1, the maximum level, and it was hard to tell the distance from you of the yelling enemies as they all sounded like they were a few meters ahead. Now this issue should have been solved. DOWNLOAD MODIFIED DrongosToolkitVoices.pbo: http://www.mediafire.com/download.php?kiro3zbgvgkv6cz -- CREDITS - Drongo 6-9. Because, you know, CCE2. Props to the man. - Blip, for his Multi Rappel scripts - snYpir, for SNYSptPack.pbo and overwater.sqf - David Berka, for helidrop.sqs (renamed to airdrop.sqs) - toadlife (Real Halo scripts and shuffle.sqf) - Backoff (createunit2.sqf) - Liquid_Silence (distancepos3d.sqf) - General Barron (nearestobj.sqf) - Tophe of Östgöta Ops (randomBuildingPos.sqf) - weasello (rndPosInRadius.sqf) - Igor Drukov (getrelpos.sqf) - bn880 (sortbubble.sqf, tracers) - Faguss (FWATCH) - The BAS team, for the river crossing and helo rotor wash scripts (permission obtained through Ebud) - The VTE team, for the mist script (permission obtained through Snake Man) - Sanctuary, for the sandstorm script (used with permission) - The people who still maintain OFPR.info, OFPEC.com and the other few sites that still host OFP stuff. You are a very important part of why OFP is still alive. - All the rest of modders, scripters, modellers, forumites and contributors in general to OFP, those still active and those who left. None of my stuff would have been released without your work, guidance and tools. So, a big thank you to you all. - Anything else not credited was created by either Drongo69 or kenoxite
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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).
  14. 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?
  15. kenoxite

    OFP/CWA Infantry Armor Calculator

    I've added a download link to an xlsx version of the calculator.
  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.
  17. 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.
  18. 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.
  19. 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],).
  20. kenoxite

    Extended Effects

    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. Mediafire: https://www.mediafire.com/file/c8nsqxb1ef6z2b6/%40extfx_beta_hotfix2.zip 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. Mission: Clean Sweep (East) This is a version of Clean Sweep where soviets attack and US defends. It's the mission used to record the video found above. Mediafire: https://www.mediafire.com/file/eswlcrh21hr41mw/06NinjasEast.Eden.pbo.zip
  21. kenoxite

    Extended Effects

    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. ExtFX - Beta version - Hotfix 1 Overwrite the contents of @extfx folder with the contents of this zip file. Mediafire: https://www.mediafire.com/file/7p20ya11jt6xgrl/%40extfx_beta_hotfix1.zip 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.
  22. OFP LANGUAGE DEFINITIONS FOR NOTEPAD++ Language definitions for: SQS, SQF, EXT and CSV Comes in three different color schemes: black, orange and blue Notepad++ is a free, open source text editor with several and powerful built-in tools. I've been coding for OFP/CWA (and anything, really) with this text editor for years now, but it lacked a complete and updated SQS, SQF, etc language definition. That's why I decided to create one myself and sharing it with other OFP scripters. DOWNLOAD: - http://www.mediafire.com/download.php?cp6h9od9t24296y - http://www.multiupload.nl/183S10NIHH INSTALLATION 1. Decompress the zip file 2. Open Notepad++ 3. Click on "Language" (at the top menu) 4. Select "Define your language..." 5. Click on the "Import..." button, browse to the directory you decompressed the zip file and select one of the xml files of the scheme you want to use 6. Repeat step 5 until all the xml files of that scheme are imported 7. Restart Notepad++ 8. Open any SQS, SQF, EXT or CSV file. You'll see that now the syntax is correctly highlighted You can download Notepad++ from here: http://notepad-plus-plus.org/ -- I'm not sure if this is really the right place to post something like this. But being it related to scripting I thought it'd fit better here. Feel free to move this to wherever it should be if this isn't the right place. -- I just realized two things: I totally forgot about .ext syntax. And there's quite a lot of this stuff already posted, but all for Arma 2. Oh, well. I hope this is useful for someone else anyway. I'll update this with the .ext support later -- Ext suppport added. File updated
  23. Apart from what Macser mentions, AGS are an FPS hog when you use the default OFP particle effects for explosive rounds. Stutters also happen with vanilla M2A2 if you fire in front of you in first person. This is actually fixed in the next patch Krzy, this is only fixed in our development version :P There's also other limitations when you derive wheeled APCs from Car instead of Tank, such as not being able to have a commander position in the vehicle, having to use some tricks so the gunner view works as intended (for the stryker the gunner view is actually only available in 3rd person), and probably others I don't recall right now. It's a pity that we can't have proper wheeled apcs in OFP. And actually the BTR config as a tank isn't something from WW4 proper, but from VIT's own config, which Sanctuary used for his BTR-999.
  24. Thanks, barccy. I'll check it out. There's also kenney's voices, which include a lot of lines for females that can be included while in combat. Right now I'm 200% busy, but if I ever update all this I'll surely include those. Meanwhile you could probably edit the scripts yourself to make use of those voices.
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