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Found 93 results

  1. Hey guys. Today I'm happy to announce to development of Conflict '85. A re-imagining and recreation of Operation Flashpoint: Cold War Crisis. Conflict '85 was born out the CUP project as I created Russian and FIA units in the style of OFP units. From there the ideas grew and grew. Re-imaging: There's a lot of military hardware from 1985 that would fit sweetly into the OFP timeline. I aim to bring a unique yet fitting armory of vehicles and weapons into the fold. We'll get into a few examples later. Recreation OFP is a game adored by those who played here, those who yearn for that era one more time. There were vehicles and weapons in OFP that perhaps shouldn't have been used. (I'm looking at you OT-65) yet why the hell not have them back in A3. While a lot of vehicles don't exist right now. Hopefully as time goes on, it may be possible to bring back those missing vehicles. Screenies. M1 Abrams FIA captured T-72. Painted with the classic green stripe indicator. http://images.akamai.steamusercontent.com/ugc/505902374494994338/08E6AE6C33FA9B14DC8FA08F533ABA7CC4BCCC06/ RU T-72 M151 Jeep M113A1 and M577. The ever reliable M113 and it's cousin, the M577 command post.ambulance. Return in MERDC camo. Giving them a new look. http://images.akamai.steamusercontent.com/ugc/505902374502543185/82F5BE3A43D2020A48805BE6E574A7E1D1A1D034/ FIA encampment http://images.akamai.steamusercontent.com/ugc/509280040511509501/8F966F03C798E84F36357DD87F90FE36BD40AD72/ http://images.akamai.steamusercontent.com/ugc/509280040511509723/F5BAC5DCB3816B5F931D10EA410273DEE0E5846C/ US Army UH-60A armed with M2 MG http://images.akamai.steamusercontent.com/ugc/501399955305426393/489CE502859FF3832A20C40CDE7C080A0B1B362E/ RU Ot-65 FUG CUP will be at the heart of this mod. A standalone is out of the question before you ask :) I'm a man of few words who can't think of much more to say but if you have any questions or suggestions. Fire away and I'll do my best to answer as soon as I can :)
  2. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Special Thanks : Asaayu FrankForsyth Where to play : www.esportsmasters.org Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] MAZED - [CTF] S-Curve - [CTF] Mini Hexenkessel - [CTF] Adagio (QA Testing) - [DM] Andersen Gunship (WIP) Maps to come : - [CTF] Scotch Valley - [CTF] PRiSONyARD (by SOD clan) - [CTF] Dead Mans Alley (by SOD clan) - [CTF] Head Fuck (by SOD clan) - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] Cashville - [CTF] Dead Zone - [CTF] Yukon - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [CTF] PARADISE - [TDM] Double Tower Sniper - [TDM] SniperZ - [CTF] Labyrinthe ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC version). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Flag tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. License : https://drive.google.com/file/d/1lQ_sMCqxYaTz7rWZyJ6rfiKpc2FVWe0i/view?usp=sharing Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive MAZED : WorkShop / Google Drive S-Curve : WorkShop / Google Drive Mini Hexenkessel : Workshop / Google Drive @FlashRangerArma
  3. Flash-Ranger

    Capture The Flag

    Hello, My nickname is Flash-Ranger. I have played OFP since it's release in 2001. I am a huge fan of your work and of the BIS Spirit. This is why I am so pained to come to you with this request/question. In OFP, the CTF system was perfect. Do you remember the amount of hours we spent (And I'm sure you did too) chasing ourselves with the Flag ? Remember how the flag was attached to us when we captured it ? I hope you know what is coming next : The thing is I didn't play ArmA1 (Cuz it was ... Sorry) nor ArmA2 (cuz I was too afraid of being disappointed) and after spending 7 years on OFP ...... I finally said "Fuck it let's give them a chance" so here I am on ArmA3. So guess what, Hopping form OFP to ArmA3 was ... shocking. But in the good way. I know I'm talking a lot and I should come to the point. But I want you to take the time to read all this to understand why I'm so pissed off. With ArmA3 you killed the CTF system. I want to know why. And then here is my request, can you give it back... The CTF community (I know it is small - BUT STILL HERE) is suffering from your END GAME (THAT IS NOTTTTTTT CTF !!!!!!!) and we have had to create a CTF Template from scratch using Backpacks ... I know we are such a little part of the community ... but please, I am asking for the all of us : Give us back the Capture The Flag system !!!! PLEASE !!!! Some will say "Don't bother, ArmA3 is pure Simulation and this is not worth it" Well-I-Do-Not-CARRRRRE ! We play CTF and We love CTF, and Simulation or NOT, we want to continue playing this game-Style..... Please BIS, hear me. Your sincerely, Flash-Ranger. (This Mail will be posted in the Forum + By contact Form) NB : If you are of the same opinion as me, SPEAK UP, If not, please do not pollute this thread (I already know your arguments) Please compare yourself : OFP > ArmA3 >
  4. WW4 resources These are all the MLODs and textures released by Sanctuary, originally made public separately and now compiled in a single 7zip file. Download WW4 MLODs and textures compilation Permissions All these resources are public domain. No credit is required, although it'd be appreciated. Credits Sanctuary WW4 Extended resources Here is almost everything used in v1.1 of WW4 Extended. 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. Note that the texture masters are in GIMP format (.xcf). Download WW4 Extended v1.1 MLODs WW4 Extended v1.1 Infantry textures WW4 Extended v1.1 Infantry textures for Cold War and Arctic Permissions 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. Credits Sancturay - Base models and textures for infantry units kenoxite - Models and textures for anything not credited below (including the porting to OFP of the Arma 1 and 2 vehicle models) Bohemia Interactive - Original OFP, Arma 1 and Arma 2 models of the ported vehicles Macser - Desert 5t trucks Offtime, Jack, Agent Smith, FAB, Alderous - BRDM-2 Apocalypse83 - Desert retexture of BIS vehicles krzychuzokecia - National Army units ivosm - Unit textures afghan era SomerenV, Rusty and other members of the facepunch.com community - Digital Flora and other russian camo patterns
  5. VenoM218

    BRDM-2 pack

    BRDM-2 pack (v1.0) from Manfred and VenoM218 In game adds the following: East>MNF_Vehicles BRDM-2 BRDM-2 (Winter) BRDM-2U BRDM-2RKhB BRDM-2 (Sagger) BRDM-2 (Spigot) SA-9 (Gaskin) Resistance>MNF_Vehicles BRDM-2 Empty>Object Flag 'Danger Infected' BRDM-2 (Wreck) BRDM-2U (Wreck) BRDM-2RKhB (Wreck) BRDM-2 (Sagger) Wreck BRDM-2 (Spigot) Wreck SA-9 (Gaskin) Wreck More screenshots This pack requires: pack Crew from RHS (RHS_Crew.pbo) and MCAR Scripts version 0.9 or above (MCAR_Engine.pbo) More information about the add-on in the archive. Download (Yandex Disk) Download (MediaFire) Original thread on flashpoint.ru (Release of 23.11.2015)
  6. BennySouthSt

    23rd Realism Regiment

    23rd Realism Regiment Tactical, Organised Game-play in Operation Flashpoint/ArmA: Cold War Assault Who are we? We're the 23rd Realism Regiment. A relatively recently created group, the 23rd Realism Regiment attempts to build and maintain the tactical, organised style of game-play that Operation Flashpoint/ArmA: Cold War Assault in known for. With over 50 member, about 20 of which play with us regularly, we're able to hold relatively large scale co-op missions and, if we keep growing, eventually hope to host large scale, tactical PvP missions. We have a whole range of members, from traditional Operation Flashpoint veterans such as Alex to newer players such as myself. The same goes for ages and nationalities - our players are from countries across the world including but not limited to America, England, Poland, Czechoslovakia, Spain and Singapore just to name a few. As long as you're mature and can understand basic English, you're welcome within our ranks. We usually have weekly Sunday sessions at approximately 12:00 EST, with smaller, lighter sessions sprinkled in at other times in the week. Our WW4 EXTENDED server is up 24/7, as is the TS server we use to communicate and organize ourselves. Slightly interested? Give us a shot, and check out our steam page! All screenshots are taken In-Game and are of the 23rd Realism Regiment Minimum Joining Requirements - MUST have a Steam account that is in regular use. - MUST be running ArmA:Cold War Assault V1.99 (Steam version is already updated to this). - MUST be mature and possess the attitude described in this post. - MUST have a working microphone and Teamspeak 3 installed. - MUST understand basic English - it doesn't have to be perfect, but you gotta understand what's going on. Recommended - OFPMoniter is a great asset - it allows you to browse and join any public servers after the GameSpy closure and can launch the appropriate mods for any servers you join (assuming they're installed already). - CrossTalk for Teamspeak 3 - Only really necessary as a leader for distinguishing whispers from squad chat, but pretty cool/useful none the less. - The Mod - we'd appreciate it if you could get the mod installed before you join, but it's understandable that people would be hesitant to download something before they're part of the group. Need help installing it? Feel free to ask us! Steam Group: https://steamcommunity.com/groups/23rdrr Want to join? Add Dan_The_Man or BennySouthSt on Steam, expressing your interest. We'll run you through the basics and invite you to the group. Server IP: 51.254.37.84 TS3 Server: 51.254.37.4 TeamSpeak 3 is our primary method of communication on our games. I'd recommend installing the CrossTalk Teamspeak plugin - It allows you to set radio effects in Teamspeak. Although it's not necessary, I find it very useful when receiving whispers; if they have radio static, it's easy to tell you're being whispered to and aren't listening to chatter in your channel. Plus, it sounds freaking cool! YouTube Channel: https://www.youtube.com/channel/UCJgSRjRHTZUJoNDA7tI2Thw Not sure if the group is right for you? Take a look at our YouTube channel, organised by Saroonva! It currently features some snippets of some of our operations (and, i'll admit, a lot of me talking over the radio by accident!) Mod: http://www.mediafire.com/download/efh9k10nvh1v13d/23rd_WW4.7z We're currently running WW4 EXTENDED with a few extra maps thrown in - All credit goes to Kenoxite and Sanctury for WW4 and it's expansion, WW4 Extended! A 23rd tailored version of WW4 EXT is currently under development by yours truly, but won't be around for a while - even then, it's mainly back-end stuff i'm doing. For the average play, you won't notice the difference; enjoy the joy that is WW4 Extended! Admin Steam Profiles: BennySouthSt - Group 1IC - General Administration and Mods Dan_The_Man - Group 2IC - Recruitment and Operation Organisation Saroonva - Group 3IC - Youtube and Media ​Eazy - Server Maintenance Kotakulu - Missions and Scripting Got any questions about the above categories? Feel free to contact any of the above people! If it's not on the list, get in touch with me - using steam is preferable, but i'll respond to you on the forums too! Organisation and Gameplay The way we operate depends on a few things: The number of players in the session, whoever's acting as IC (Dan, Saroonva and I have very different command styles!) and the mission at hand. For example, if Dan was leading one of our weekly operations and we had a large player count, you could expect an open net between team leaders and command. I, on the other hand, would (probably) operate with a closed net, with fire-team leaders only communicating with the other fire-team leader and squad lead, who then communicates with command - trust me, it makes sense in game! Similarly, our more casual "Assassinate the President" mission would be significantly more relaxed than an organised "Zeus" mission (and yes, that is ArmA 3 Zeus in OFP - Check out this link for Kotakulu's amazing mission!). Generally speaking, your first few sessions will have you operating as a team member - you won't have to worry about the command structure or setting up whispers for a while. It's important you balance a decent level of initiative and discipline; whilst running off towards the T-72 might work, it's not the reason we play the way we do and will be frowned upon (and probably shot by some guy sat in a bush). Similarly, nobody is gonna object to you running 50m to that low wall to get a great flanking position on the hostile squad - it's better than clinging to you Team Leader and all getting wiped out by that lucky AI grenade, right? The ranks structure exists as a way to demonstrate leadership and experience - Simply having a load of hours in the game will not guarantee a rank,nor will topping the score board every game - you need to show an understanding of the best tactics and strategies for the mission as a whole as well as demonstrate your leadership abilities. Don't worry about a load of bollock-y "Sir, yes Sir" stuff - having a rank system simply makes it easier when determining who's taking what roles and what positions. You'll be granted "Cadet" once you join the group and will be promoted to "Private" once you complete your first large operation (or a series of smaller, weekly sessions if no op is running at the time).
  7. I bring to your attention a new pack (v1.1) of soviet intercity buses LAZ-697R "Tourist" (Lviv bus plant). It includes early variants of this modification (about 1978-1980 years of graduation) in three colourings. I also would like to emphasize general features of the addon: dinamic suspension with side tilts, animated doors, the shine on the sun and other light sources, an English localization. Thanks to all who helped me in creating of this addon. Link for download: Google.Drive
  8. All the subforums related to OFP editing (from scripting to configuration or modelling) are gone now. There's just an OFP EDITING subforum that is actually empty. Is this something temporary, something that has slipped through while upgrading to the new forums engine, or is it permanent?
  9. Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  10. 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)
  11. 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.
  12. krzychuzokecia

    WW4 Texture Templates

    WW4 Texture Templates Hello all! Today I'm presenting a set of files that may be useful for many addonmakers - begineers or not. These are texture templates for WW4 mod, that allow to make a fairly detailed textures for WW4 models. While WW4 Modder Resources contain most thing that You would need, they lacked good templates for vests. Due to this most of the WW4 retextured vests are of "camo-all-over" nature like on picture below. See the difference? I've wanted to have some more details, like visible webbing or PALS. Also I couldn't find any template for PASGT vest. So I've jumped into GIMP and made what I wanted to have. Most of this work is quite old, earlier versions of these files were used to make units for Revan's Brotherhood Rising mod, but now I've revamped them a little bit and released to public. I hope some of You will find them useful. Download here. To edit the .xcf files GIMP is needed - for those who don't know it's a free but very useful (and powerful) image editor. Get it here. When You're done save as .png or .tga, and then conver to .pac using Your converter of choice. Included are: 1. Uniforms: BDU - containing also webbing for units without vests BDU with baseball hat - that was made by Sanctuary later and never got into Modder's Resources Pullover - useful for civilian-looking insurgents. 2. Vests: 6B23 - Russian style vest with webbing inspired by RD-54 and Neva LBE IBA - early version with OTV shell with PALS/MOLLE PASGT - contains ALICE webbing for Your Cold War purposes. Credits go to Hyakushiki (author of the models which Sanctuary used as a basis for his work), Sanctuary ('nuff said) and Jklv (who made "wrinkle" textures for IBA and 6B23). I've just put it all together, made PASGT template, cut the details (straps, webbing) and so on. Uniform models have lapels deleted so on-body webbing (without vest) will look nicer. For more clothing parts and camo patterns check aforementioned WW4 Modder Resources. You may also find useful a camo patterns made by SomerenV. Also, there are some more templates in my cooker, namely Ranger Body Armor (Blackhawk Down!) and IOTV variant of IBA. Oh, and the best part - it's all open-source! :)
  13. I thought I'd share this little workaround I've come up with regarding wrong texture sorting. As per title, it refers to the cases where units aren't hidden by particles, usually smoke. Like here: This has been discussed before, and even some solutions were provided by a dev. Unfortunately, none of those worked for me for this particular texture. For some reason, the texture used for the equipment of the units shown in the screenshot above was causing all this problem with sorting. Nothing mentioned in that thread worked for me. Neither changing the name of the texture, copy pasting in a new file, exporting from the blood version (with blood hidden), exporting to tga through Irfanview (instead of GIMP), etc. There were some oddities regarding the texture, though. Its size, once conveted to .paa, was particularly big (about 300kb when the rest were 170). Also, checking the texture in TexView2 (as it provides more feedback than TexView) showed that the texture was in AI88 format and not DXT1, as it should. Why this was the case, I don't know. The workaround Seeing that nothing I was trying worked, and that the exported tga seemed to be the root of all the problems, I decided to export to jpg instead, and created the paa from version. This solved it. So, if you ever happen to be in this same situation, consider exporting as jpg instead of tga. No idea how to work around this when using textures with alpha channels, though. Not sure the jpg can preserve the alpha information. The same units with fixed textures (they are properly hidden now): And here's a zip file with the faulty texture and both the bugged and fixed paas, just in case you're curious or come up with another workaround: https://www.mediafire.com/download/3sd6bm2z9klsvph/bugged_texture_example.zip
  14. BIForums personal (highlights) Gun light flash - how to remove or decrease 15th anniversary of OFP/CWA DXDLL - advanced tweaking (and 12th anniversary) 14th anniversary of OFP:CWC transitionsSimple making trees disappear when destroyed PRIMARY in config.cpp (regarding weapons)? Exclude face class(es) Berghoff's nature packs alignment fix ButtonFullSave Proxy driver/cargo - action relation DXDLL source code bn880's Tracers 1.25 Grades in CfgWeapons Discover and Identify IncomingMissile EventHandler [FIX] Workaround for faulty texture sorting (units visible through smoke, etc) Island Map in a Dialog MiniMap script This thread (highlights) Sniper crouch (animation) test 'Forest experiment' 'Building destruction experiment' (01) coop @c2 papier - intro Bike horn test (cut) JAM Smokeblock FDF smokeblock Handgun visibleSize bug (01) Handgun visibleSize bug (02) 'Parachute experiment' 'Mirror image experiment' 'Physics experiment' 'When a game becomes a meme' Adding user values to your models will increase the section count dramatically. 'Building destruction experiment' (02) ClimbOver Animation JumpOver Animation Building destruction (01) Building destruction (comparison) Forest destruction Forest destruction (comparison) Obscuring AI field of view after forest destruction Climbing script An example of model rescaling via island-editor Fixing forest ViewGeometry (01) Improved AI scipt (Take Cover script) Fixing forest ViewGeometry (02) Comparison of original and fixed Forest ViewGeometry CCS - @customfix cargo system (01) CCS - @customfix cargo system (02) On-the-fly loading of island's buildings Building destruction (02) Use view geometry lods to Occlude sunlight Totally Destructible Environment (TDE) 'A fallen static objects' geometries bug' HUD Evolution How to fix broken triangle-shaped forest model How I discovered the way Forest ViewGeometry works How to make Forest use ViewGeometry components How to build proper Forest ViewGeometry -benchmark Models replacement via mission folder FILE(s) NOT FOUND Security Flaw & Fix Checkfiles Aspect Ratio registry-derived issue Usage of black texture for ignoring FireGeometry components Fast Addon Testing SQUAD.XML - Problem & Solution A lone road sign on Everon Automatic Body Removal A lone road sign on Kolgujev Zamerny - memory point Geometry of fallen tree - FIXED The tallest OFP/ACWA model 1.96 vs 1.99 Gamma & Brightness (G&B) settings An update on HUD Evolution Change OFP/ACWA in-game fonts globally via CfgFonts Secret 5T-Truck Crate Animate (rotation) bug A 2nd update on HUD Evolution
  15. krzychuzokecia

    Magnum Force - revolver pack

    Version 1.2 An addon by Krzychuzokecia For all the enthusiasts of "the most powerful handgun in the world" - the iconic .44 Magnum Smith & Wesson - I give You MAGNUM FORCE! Have You ever dreamed about being just like Your childhood idol "Dirty" Harry Callahan? The dreams come true! So don't waste Your time, and feel the unleashed power of .44 Remington Magnum! This addon contains 4 variants of the Smith & Wesson N-Frame revolver: iconic Model 29 with 6 inch barrel, Model 29 with 4 inch barrel, stainless steel Model 629 with 6 inch barrel, and Model 625 JM - .45 ACP match gun named after Jerry Miculek, world's fastest shooter. Class names are provided in readme, additionally You can find those guns in editor, under class "Empty->Ammo". There You'd find ammo box and weapon holders. Also, under class "Civillian->Man" there are three units armed with Smiths. Requirements: Operation Flashpoint: Resistance 1.96 or ArmA: Cold War Assault 1.99 JAM3. Credits: Krzychuzokecia - models, textures, config Bohemia Interactive - basic S&W model and texture Wannabe - model and texture of Hogue grip Sam Barker (Jackal326) - sounds Earl, Suchey - muzzle flash textures JAM3 Team - ammo values and .45 ACP sound. Download: Mirror 1 Mirror 2 by OFPr.info.
  16. marseille77

    Bundeswehr 1985 Addon

    This pack contains West German Army Units of the 1985's era. West German Infantry and Weapon Pack (15-05-2017) Download Needed: BWMod 1.6 ----------------------------------------------------------------------------------------------------------------------------------------- Additional West German Tank Pack 1.2 (15-08-2015) Download West German Vehicle Pack 1.3 (08-05-2017) Download West German Objects Pack 1.0 (16-05-2017) Download needed: West German Infantry and Weapon Pack, BWMod Marder, Leopard & Wiesel ----------------------------------------------------------------------------------------------------------------------------------------- Gallery Scene HS-30 Jupiter trucks Tanks ------------------------------------------------------------------------------ Credits Marseille77 (Textures, Models) Sanctuary (models, Textures) Cubus (models)
  17. Just a heads up that I've completed a v1.99 (so, CWA) version of the scripting commands page. It also includes quick references to all the changes since 1.96. You can find it here: https://community.bistudio.com/wiki/Category:Scripting_Commands_OFP_1.99 As mentioned there, I used information present in the useful CWA scripting document by Faguss for some of the new commands.
  18. Add-on for WW4 EXTENDED, an unofficial expansion for WW4 v2.5 (by Sanctuary) Requirements WW4 v2.5 WW4 Extended v1.0 or greater (full installation) WW4 Extended: Cold War Kegetys' Winter Nogojev v1.1 Download Version 1.3 - https://www.mediafire.com/download/yd1tit11htfdnhz/WW4EXT_ARCTIC_v13.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_ARCTIC_v13.zip Patch 1.3.1 Install after the main download. - https://www.mediafire.com/download/cyxy87v31kwmgy6/WW4EXT_ARCTIC_v131_patch.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_ARCTIC_Patch_v1.3.1.zip Hotfix Install after the patch. https://copy.com/ONYWMvPAi4CgV39v Arctic 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_ARCTIC folder) Decompress the zip file and place the WW4EXT_ARCTIC 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;WW4EXT_ARCTIC; 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 WW4EXT_ARCTIC folder) Decompress the zip file and place the WW4EXT_ARCTIC 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;WW4EXT_ARCTIC 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;WW4EXT_ARCTIC Editor Categories You can find the units and vehicles in: You can also find premade groups with those units in the GROUPS (F2) window. Available winter islands for OFP/CWA Check this list: http://ofp-faguss.com/islands.php?type=Winter&reviewed=Any&sort=Rating&order=DESC Screenshots Album (v1.0): https://imgur.com/a/hWHzJ Changelog Credits - Sanctuary (WW4!) - Kegetys (Winter Nogojev sounds and vehicle models and textures) - krzychuzokecia (help on several aspects for v1.2 release) - Apocalypse83 (feedback and testing)
  19. Yes, not the most original name ever. This is yet another variant of a mission I've been creating and recreating for personal use since the beginning of times. One team attacks, one team defends. You are a rifleman in a VDV squad, in singleplayer, or you can also choose to be a member of the resistance in multiplayer (up to 6 players each). Nothing too fancy, in any case. Just something short and simple that can be replayed every now and then for some quick fun. FEATURES Short and action packed mission (around 15 minutes) Assault the base as VDV or defend it as a member of the resistance (the latter only in multiplayer) Compatible with both single and multiplayer modes (no respawn) Spectating script on death that works both in single and multiplayer (by Kegetys and Faguss) Make it more challenging by playing in Veteran mode: skill levels are higher and fleeing chance lower for all units All WW4 EXT unit features enabled (rucksacks, tracers, bullet cracks...) except deletion of disposable launchers CAS support requested by the AI for east side Jet flybys for jets and personal menu enabled Cover script by General Barron and Random Building Position by Tophe to help the AI provide a solid static defense kInfoshare script that allows AI units share knowledge about enemy locations DTV script package to activate dynamic speech for all AI units (requires DrongosToolkitVoices.pbo and ECP_DSAI.pbo (found inside ECP)) kSuppression script package allows AI units to react to suppressing, incoming fire and grenades REQUERIMENTS WW4 v2.5 WW4 EXTENDED v0.9.3 or higher DOWNLOAD v1.2: http://ge.tt/9Y9LTWk1 There's two versions included in the linked file. The normal one includes all the features mentioned above. The "simple" one has DTV and kSuppression deactivated. Use that one if you don't want to download the required pbos and/or don't want those extra features for whatever reason. I've also provided both missions unpboed for you to take a look at how things work internally in an easy way. Or to tweak the mission to meet your own preferences or system requirements. There's quite a lot of units in a relatively small area (about two platoons for each side), so you might find it somewhat sluggish at moments, depending on your system and performance standards. On the other hand, it can be quite spectacular to watch and play through. FWATCH recommended, just in case you end up being the leader. Being able to use a key to show up the personal menu is a godsend compared with the sluggish action menu method. Also, if you have the time and will, get both pbos mentioned above so you can activate DTV properly. It really livens up the atmosphere of the mission. Have fun. CHANGELOG: v1.2 - Reduced change of BRDM platoons to be fully manned - Res reinforcements transported in cargo should now properly disembark when reaching AO - Res reinforcement squads now have one more AT unit each - Res reinforcement truck in west area placed closer to AO - Uses the new activation logic for jet flyby sounds - Updated to new version of spectating script v1.1 - Added missing picture called from overview.html - Minor corrections to how overview.html is displayed
  20. 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
  21. 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.
  22. DRONGO’S TOOLKIT VOICES (DTV) Based on the Drongo's Voices module found in Drongo's Toolkit, by Drongo69 Modified and made standalone by kenoxite Standalone dynamic speech/speaking AI (DSAI) tool for mission makers. DOWNLOAD v1.0: http://www.mediafire.com/download.php?3d2hi983iapaj85 Features AI units are able to say different phrases, depending on context English, Russian and Arabic voices You can exclude entire sides, groups, classes or specific units from saying anything Units will either whisper or don’t say anything when it’s considered nighttime Units will yell and call for help when wounded Compatible with kSuppression (units yell for incoming grenades, when they’re pinned down, etc). Overrides ECP DSAI, if present Works in MP Requirements DrongosToolkitVoices.pbo (included) ECP_DSAI.pbo (found in ECP) Installation Merge the template mission into yours Copy all the files and folders from the template mission (except mission.sqm) to your mission’s directory Edit the DTV_settings.sqf file, if appropriate Notes Female civilians will yell when in danger. Otherwise they’ll be silent, as there’s no feminine voices provided in the pbos. DTV is less responsive to the environment than ECP’s DSAI, as it tracks groups at a very basic level, and lacks a built-in infoshare. On the other hand DTV is way more flexible, allowing you to specify the language spoken by each side, including arabic. Changelog v1.0 - Initial release Credits Drongo69, original DSAI scripts vektorboson (OFP script lib) General Barron (randomint.sqf) ECP, for inspiration and DSAI pbos CoC guys, for CoC NS 2 SLX, for inspiration EXTRA DTV includes a yet again modified version of DrongosToolkitVoices.pbo. This time all the arabic voices have been converted to wss format and lip versions of each one have been created. That means that now any unit speaking arabic won't use telepathy anymore to comunicate, but will move his mouth accordingly. You can download this modified version separately, through the below link. DrongosToolkitVoices.pbo (modified arabic voices): http://www.mediafire.com/download.php?l7bwm93jt9fsli2 All credits to Wolfrug and Sickboy, who created the arabic voices in the first place.
  23. I've been collecting, expanding and creating documentation for various addons and mods. Initially this was done for myself, as I found very convenient being able to access all of them on a single place via browser, but I think this might be useful for someone else. The current compiled documentation consists of: WW4 - Units: name, class, 3d model, weapons, magazines... - Weapons: real name of the weapon, class, muzzles, magazines... WGL Everything in the docs directory of this mod, with some added info. - WGL5 manual (draft) - WGL4 tech and field manuals - Ammo values - Damage values - Groups - Infantry units - Laser designator values - Crew, magazines, weapons, etc of weapons and vehicles - Rucksack magazines - Vehicles - Weapons (with muzzle names added) - WGL ZM classes, global vars, etc CoC - CoC NS2 guide (the one already posted) Markers Names and classes of markers from several addons - Default BIS markers - USMC markers - WGL markers You can browse and view the documents here: https://docs.google.com/folder/d/0By2CaodBQ84GN1RDM0ctazhyNlk/edit?usp=sharing The documentation provided here might be expanded in the future. If so I'll notify about here to let anyone interested know.
  24. SQUAD CONTROL (SQCTL) The goal of this tool is to provide mission makers an easy to use, easy to implement, way to control more than one squad or group at once. While this tool allows you to control an unlimited amount of squads (up to the hardcoded max of 63 groups per side) it’s mainly focused on scales from fireteam to platoon size. Anything beyond that can easily become a management nightmare, even with all the tools provided. I wouldn’t suggest going beyond company level, but it’s obviously up to you. Features Manage several groups at once, from fireteam level to company and above Keep track of the health status, current orders and position of all the squads under your control Issue orders to individual squads or to the groups they belong to Transfer units between any of the squads under your control Create new groups and assign squads to existing ones Rename your groups or squads to be easily identifiable The location of enemy squads will be broadcasted among each side Squads will move and follow the player in formation DOWNLOAD v1.0: http://www.mediafire.com/download.php?lu7473dgt6ddc97 Includes the template, a demo mission where you control a platoon and another one where you control several fireteams in a USMC squad (this one requires WW4). Requires USMC Symbols v1.2: - ftp://ftp.ofpr.info/ofpd/unofaddons2/USMCsymbols12.zip - http://www.ofpec.com/addons_depot/index.php?action=details&id=69 Installation Merge the template mission into yours Copy all the files and folders in the template mission (except mission.sqm) to your mission’s directory Edit the SQCTL_settings.sqf file you copied, if appropriate. Advanced: Instructions To put a squad under the player's control you'll have to add it first, using something like this: [<this group>,<nameOfTheSquad>,[<groupItBelongsTo>,<nameOfTheGroup>]] exec "SQCTL\addSq.sqs" So, if you want to add a squad to group number one you'd do something like this: [group this,"",[1]] exec "SQCTL\addSq.sqs" To add a squad to group number two you'd write: [group this,"",[2]] exec "SQCTL\addSq.sqs" etc If you'd like to name the squad you'd do something like this: [group this,"1st SQUAD",[1]] exec "SQCTL\addSq.sqs" And if you'd like to also name the first group you'd do: [group this,"1st SQUAD",[1,"1st PLATOON"]] exec "SQCTL\addSq.sqs" If you don't provide a name the squads and groups will be named automatically ("SQUAD <x>" and "GROUP<x>" respectively). To name groups you only have to provide the name in one of the squads. It doesn't matter if it's the first or the last. To issue an order to a squad or group: Click on the “ORDER†button to issue orders to the selected squad or group Select the order you want to issue from the combo box. Using the arrow buttons move the map where you want the squad or group to execute the order Click the “ISSUE†button Expanded instructions: Known Issues Sometimes an error will occur when issuing a follow or any order that requires a formation if the squads or group is already in one. This might occasionally stop the new formation script, forcing the player to repeat the order. This will be fixed in a future version. Notes This version isn’t MP compatible. This feature will be included in a future release. I’ve considered allowing the queue of several orders per group, but I finally discarded it. The goal of this tool is to provide a simple way to manage several squads at once, through simple orders. For other uses you should probably use something more feature-packed, such as the Command Engine or Drongo’s Toolkit. This tool makes extensive use of the forceMap and mapAnim commands. I always wanted to figure out their potential and decided this was a good project to try them out. While it has the big disadvantage of having to navigate by clicking buttons and not dragging with the mouse it allows me to forget about the headache inducing and easy to break onmapsingleclick. So far I like this, but if you think it's a nuance feel free to say so. Credits vektorboson (OFP script lib) Toadlife (formation_extended.sqs) Snypir (distancepos.sqf) bn880 (sortbubble.sqf) Drongo’s Toolkit and Command Engine for inspiration EXTRA Below it's the OFP Dialog Maker file I used to create this. Take it if you want to edit the appearance of this tool or add or remove features for your own use. Or whatever. DOWNLOAD OFP Dialog Maker save file : http://www.mediafire.com/download.php?dpxlp08347p9b2t
  25. Chain of Commands Network Services 2 (CoC NS2) How the hell does it work? Why use it? Because: Automatically generates and updates a list of all the players in a MP mission It’s able to broadcast strings, sides, arrays and multi-dimensional arrays globally, and virtually any data type including those supported by publicVariable (number, boolean, object, group) Can send data to all, specific clients, all clients or just the server Allows you to execute calls or functions sent from the server to clients and viceversa It’s able to share global arrays among server and clients Reduces the amount of global variables needed for clients in MP Eliminates the need of looped scripts and other synchronization methods Getting it The last version can be found here: http://www.ofpec.com/forum/index.php?PHPSESSID=h0tkc4h997vpefijgf0tc5el21&action=dlattach;topic=30650.0;attach=5472 If you get it from somewhere else make sure it's version 2.0, not 1.1. The latter should be avoided, as it's inferior in all aspects. Read the included Intro_to_CoC_NS_D2.pdf file, by the main coder of Sinews of War. It's short and simple, and good to have a general sense of this tool. Note that all his examples are focused on the exclusive use of fnRemoteCall, disregarding other methods. Setting it up For the addon version: NOT NEEDED IF YOUR MISSION USES COC UA: Place the CoC-SERVER logic in the editor (found in Game Logic -> CoC Utilities) For the script version: Copy the contents of CoCNS_2_0_ScriptTemplate.intro to your mission folder. It can be found inside the CoC NS 2 zip file. ONLY IF YOUR MISSION DOESN'T USE COC UA: Place a game logic in the editor and name it CoC_Server. Stuff you should know The official documentation can be found here: http://web.archive.org/web/20060112070534/http://www.thechainofcommand.com/docs/ Nodes: Nodes are connected sessions, listed in CoC_ClientList. That means that nodes actually refer to players, except for the case of the server when dedicated, which refers to a logic instead. Node index 0 is always the server (can be a player or a logic), node index 1 is the first player client, node 2 the second, etc. CoC_ClientsReady: Use this to check if CoC NS 2 is fully loaded before executing anything related to it. You'll probably just use it once, in an init script or somewhere along those lines. CoC_ClientList: 2D array listing all connected nodes. There's another equivalent global var, CoC_PeerList, so you can use whichever you like most. It has this format: [player object, player name, reserved var, connected]. The server is always at index 0. To retrieve the player object of the first client you would do something like this: (CoC_ClientList select 1) select 0. CoC_ClientChannel: It contains the index of the local node in CoC_ClientList. It’s stored locally, so its value will be different for each machine. fNSend: Use this to send stuff to specific nodes. Append "NO_NQ" if you want to send it ASAP, as it avoids the queue, and "NO_DISC" to ignore disconnected nodes. fNSendAll, fNSendClients and fNSendServer: Use them to send stuff to all nodes, just the clients or just the server, respectively. All of them share the same syntax and can use the "NO_NQ" and "NO_DISC" tags. fNSendGlobal: This seems to be the most optimized function to send data, so use it to send stuff to all or specific nodes when you aren't sending strings or sides, and if you don't need the "NO_DISC" and "NO_NQ" tags. Otherwise use either fNSend or fNSendAll. fNRemoteCall: Use this to execute calls on all or specific nodes. It only works with boolean, number, string, array and multi-dimensional array data types, though. CoC_isClient, CoC_isServer, CoC_isServerClient and CoC_isServerDedicated: Use them to know if the specific node is a client, a server (without specifics), a listen server or a dedicated server, respectively. Run the checks either locally or via fNRemoteCall. CoC_PublicArrays: Contains a list of all the arrays publicly shared. CoC_NSFunTable: Array containing all the custom functions you want to use in CoC NS2 There are way more interesting global vars and built-in functions, but those listed here are the ones I actually found more useful so far. So, how do I use all this? You have two main ways to share data. The one you'll probably use more often is by sending petitions to execute one of the custom functions referenced in CoC_NSFunTable, via fNSendAll, fNSendClients, etc. The other one is by using the public array system. You can also use fNRemoteCall, although it has more limitations than the both mentioned before. Custom functions Before getting into custom functions let me tell you that there's a few built-in ones present already, like: fNPing: Sends a ping request to the specified nodes fNPrint: Prints the specified data in the specified nodes. For debugging, mainly All the ones included are: "fNPing","fNPingr","fNCS","fNUP","fNPrint","fNBlank","fNClearQ","fNCall". Don't create new functions with any of those names, or you'll overwrite them and break all this. For other specific tasks you'll need to create and load the functions yourself and add them to the CoC_NSFunTable array. Before anything, you'll need to init the CoC_NSFunTable array if you are using the script version. It's initialized automatically in the addon one or if you use CoC UA in your mission. Anyway, I think it's good practice to check if this array exists before touching it: _null=format["%1",_nullstring]; ? (format["%1",CoC_NSFunTable]==_null) : CoC_NSFunTable=[] Then you load and add the functions to be used by CoC NS2, like this: ? (format["%1",fPlayAnim]==_null) : fPlayAnim = preprocessFile "fu\fPlayAnim.sqf", CoC_NSFunTable set [count CoC_NSFunTable,"fPlayAnim"] ? (format["%1",fSay]==_null) : fSay = preprocessFile "fu\fSay.sqf", CoC_NSFunTable = CoC_NSFunTable set [count CoC_NSFunTable,"fSay"] ? (format["%1",fClientChat]==_null) : fClientChat = preprocessFile "fu\fClientChat.sqf", CoC_NSFunTable = CoC_NSFunTable set [count CoC_NSFunTable,"fClientChat"] Those are just examples. You can add any function you want. Also, note that I make sure those functions aren't defined already. That's to avoid problems when two script packs which both use CoC NS2 are running together. Otherwise it'd add unneeded entries of functions to the CoC_NSFunTable array. Alternatively you could have done this: fPlayAnim = preprocessFile "fu\fPlayAnim.sqf" fSay = preprocessFile "fu\fSay.sqf" fClientChat = preprocessFile "fu\fClientChat.sqf" CoC_NSFunTable = ["fPlayAnim", "fSay", "fClientChat"] It actually doesn't matter, one way or the other. But if you want to avoid double entries the former method is preferred. What it does matter is to init all that in all clients and that the functions listed in CoC_NSFunTable are in the same order everywhere, so a good place for that would be in the init.sqs of your mission. Public Arrays You can share arrays publicly, so they can be automatically updated in all nodes and can also be edited by any of them. The public arrays are stored in the CoC_PublicArrays global var. It must be initialized manually in all nodes and all of them must be identical, so a good candidate is the init.sqs. To init CoC_PublicArrays you’d do something like this: globalArray1 = [] globalArray2 = [<stuff>] CoC_PublicArrays = ["globalArray1","globalArray2"] As you can see, CoC_PublicArrays is actually a reference to the arrays you want to be global. The arrays themselves can be either empty or not. You can always change their contents later and broadcast them via fPublicArray. To add a new array to CoC_PublicArrays after it's been initialized you'd need to do something like this: [[],{myNewGlobalArray = []; CoC_PublicArrays set [count CoC_PublicArrays, "myNewGlobalArray"]}] call fNRemoteCall And to remove one: [[],{NameOfTheArrayToDelete = nil; CoC_PublicArrays = CoC_PublicArrays - ["NameOfTheArrayToDelete"]}] call fNRemoteCall To modify a global array you'd use the built-in fPublicArray function, like this: oneOfTheGlobalArrays = oneOfTheGlobalArrays - [unusedObject] "oneOfTheGlobalArrays" call fPublicArray This way all the nodes will receive the request to update their respective versions of the oneOfTheGlobalArrays array with the content of the one of the node that is sending the request. Examples Killed EH The killed eventhandler is local to the computer the unit belongs to. That means that the server won't be aware of when a player is killed unless some looped scripts and global vars are used (which can be dozens depending on the amount of players). CoC NS2 allows to simplify all this by sending the message from the client to the server when the player is killed, so the server can act accordingly. This is a way of doing so: Initialize the CoC_NSFunTable global var: _null=format["%1",_nullstring]; ? (format["%1",CoC_NSFunTable]==_null) : CoC_NSFunTable=[] Create a custom function that will serve as a parser for the sent killed EH. For this example we'll name it fKilled.sqf and will place it in a directory named fu. The code of the function would look like this: private ["_unit","_killer"]; _unit = _this select 0; _killer = _this select 1; [_unit,_killer] exec "eh\killed_server.sqs"; Note that we'll be sending the unit and killer vars to a script named killed_server.sqs in the eh directory, but we could as well run our killed EH code here. Now we load the function this way: ? (format["%1",fKilled]==_null) : fKilled = preprocessFile "fu\fKilled.sqf", CoC_NSFunTable set [count CoC_PublicArrays, "fKilled"] The killed EH should have been added to the player's unit somewhere, like this: this addeventhandler ["killed", {_this exec "eh\killed.sqs"}] And in killed.sqs we put this: _unit = _this select 0; _killer = _this select 1; [[_unit,_killer],"fKilled"] call fNSendServer So, when a player client is killed this would happen: The player's killed EH script would run on his computer, and send a petition to the server to execute the fKilled function with the _unit and _killer vars passed. The server would receive the notification and execute the fKilled function, which in turn would execute the killed_server.sqs script locally This same system can be used to handle the hit EH, which is also local. Strings in global variables Strings are one of the data types not supported by publicVariable. With CoC NS2 we can update and synchronize its value to all nodes with something like this: [[],{myStringGlobalVar = "Some text here"}] call fNRemoteCall By using fNRemoteCall we'll execute the content in brackets in all nodes, including the server. We could have sent this to specific nodes by specifying the nodes, like: [[1,4],{myStringGlobalVar =... While we used a string in this example, this same system would work with global vars that contain any of the other data types supported by fNRemoteCall (booleans, numbers, arrays and multi-dimensional arrays). Notes Be aware that you won't be able to send objects as parameters with a fNRemoteCall. The call executed needs the object to be either local to the receiver or known globally. Something like this, where _unit is defined locally on the server, won't work: [[],"format [{%1 say %2},_unit,_what]"] call fNRemoteCall. By formatting _unit you will actually send the reference of the unit, not the unit object (the client will try to execute something like WEST 1-1-A:1 say phraseWhatever, which obviously won't work). So, if you want to execute something on a unit use a custom function instead, like this: [[_unit,_what],"fSay"] call fNSendAll. The fSay function must have been previously added to the CoC_NSFunTable array, and it would contain something like: _unit say _what; Alternatively, you could make use of the CoC_ClientChannel and CoC_ClientList vars, as shown in the examples in the Intro_to_CoC_NS_D2.pdf file. Drawbacks CoC NS2 can take a long time to load, particularly for the script version. Conflicts with CoC UA in the scripted version if a CoC_Server logic is manually placed in the editor -- Online PDF version of this guide: https://docs.google.com/file/d/0By2CaodBQ84GUTJfSVFyYW54alE/edit?usp=sharing -- Feel free to contribute to this guide and point out any wrong information or coding that could be improved. This guide will be updated in that respect as seen appropriate.
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