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Found 93 results

  1. 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
  2. That's right, as promised before work on Cold War Rearmed 2 has begun. Our goal is once again to bring back the original islands, content and campaigns to ArmA II. In a first step we convert the CWR 1 content to ArmA II and make minor modifications/fixes where possible/needed. Realism is not the goal here but 99% compatibility to existing OFP missions/campaigns. Once that is done and working without major bugs, we take another step and try to make it more realistic - but without breaking the campaign. That means proper equipment, vehicles, textures, weapon values and so on as well as additional content that wasn't in OFP. However nothing has been decided here yet - it's more like an idea. Both the "Cold War Rearmed 2" and the "Realistic Cold War Rearmed 2" should be as compatible as possible. Cold War Rearmed 2 is a complete community project. There is no "elitism", no limited signup. Everyone with talents in modelling, textures, scripting is welcome to participate. We also keep up the donations from other Mods/Addonmakers as this worked perfectly well in the past - no need to reinvent the wheel while it's already rolling. Right now we need the following people: Config expert for tweaking our weapon configs Website designer (creating the CWR2 website and Wiki pages) Texture artists (retexturing exisiting vehicles, creating new ones) - experienced ones only please Modellers (fixing and enhancing models, units) - experienced ones only please Scripters (converting all .sqs to .sqf) Terrain designers (fixing smaller issues with the old maps) A volunteer for briefings (creating multilanguage briefings/tasks) Expert for animations: Finding suitable replacement animations or convert/create old ones. Expert for cutscenes/intros (Fixing and enhancing the existing ones). Translators for: French, Spanish, Polish, Czech, Russian, Italian. If you're interested in working with us, or if you have created something you think we could use - contact me either by PM or send an email to cwrmod@googlemail.com - serious offers only please, no wannabe's which disappear after a week. And no, we don't need betatesters yet so please don't even ask. :p All our screens in one album Current project status: [u]Air[/u] [color=#008000]A-10 Complete A-10 (LGB) Complete[/color] [color=#008000]AH-1F Complete[/color] [color=DarkOrange]AH-64C Done, minor issues to fix [/color][color=#008000]Cessna 182 Complete[/color] [color=DarkRed][color=DarkOrange]CH-47D[/color] [/color][color=DarkOrange]Done, minor issues to fix[/color] [color=#008000]Mi-24 Complete Mi-8 Complete[/color] [color=#b22222]OH-58D WIP[/color] [color=#008000]Parachute Civ Originals must be replaced Parachute East Originals must be replaced Parachute Guer Originals must be replaced Parachute West Originals must be replaced Su-25 Complete UH-60 (FFAR) Complete UH-60 (MG) Complete V-80 Complete[/color] [u]Armored[/u] [color=#008000]BMP-1 Complete BMP-1 (FIA) Complete BMP-2 Complete BMP-2 (FIA) Complete M113A1 Complete M163 Complete M1A1 Complete M2A2 Complete M60 Complete T-55 (FIA) Complete T-72 Complete T-72 (FIA) Complete T-80 Complete T-80 (FIA) Complete ZSU-23-4 Complete[/color] [u]Cars[/u] [color=DarkRed]Bicycle Needs new textures[/color] [color=#008000]BRDM-2 Recon Complete Bus Complete Car (Blue) Complete (A2 model) Car (Green) Complete (A2 model) Car (Red) Complete (A2 model) Car (Yellow) Complete Jeep (Police) Complete M151 Jeep Minor problems to fix[/color][color=#008000] M151 Jeep (M2) [/color][color=#008000]Minor problems to fix[/color][color=#008000] Jeep (FIA) [/color][color=#008000]Minor problems to fix[/color] [color=#008000]M939 (Closed) Complete M939 (Open) Complete M939 / M2 (Closed) Complete M939 / M2 (Open) Complete M998 HMMWV Complete[/color] [color=DarkRed]Mini Cooper Needs new textures and model improvements (Xbox model) Motorcycle [/color][color=DarkRed]Needs new textures and model improvements[/color][color=DarkRed] (Xbox model)[/color] [color=#008000]Scud-B Complete[/color] [color=DarkRed]Sport Car (White) [/color][color=DarkRed]Needs new textures and model improvements[/color][color=DarkRed] (Xbox model) Sport Car (Yellow) [/color][color=DarkRed]Needs new textures and model improvements[/color][color=DarkRed] (Xbox model)[/color] [color=#008000]Trabant Complete Tractor Complete (A2 model) UAZ-469 Complete UAZ-469 (FIA) Complete Ural 375D (Closed) Complete Ural 375D (Open) Complete V3S (Civilian) Complete V3S (FIA) Complete Ural 4320 (Closed) Complete[/color] [u]Men[/u] [color=#008000]US, RU, FIA Complete[/color][color=DarkRed] [color=DarkOrange]Civilians in progress[/color] [/color] [u]Ships[/u] [color=DarkOrange]Boat West Done, minor issues to fix[/color] [color=DarkRed]Boat East [/color][color=DarkRed]Needs new textures and model improvements[/color][color=DarkRed] (Xbox model) LHD [/color][color=DarkRed]Needs new textures and model improvements[/color][color=DarkRed] (Xbox model)[/color] [u]Support[/u] [color=#008000]Ural 375D (Fuel) Complete Ural 375D (Repair) Complete Ural 4320 (Ammo) Complete M939 (Fuel) Complete (needs fuel tank) M939 (Repair) Complete M939 (Ammo) Complete V3S (Fuel) Complete V3S (Repair) Complete V3S (Ammo) Complete M113 Ambulance Complete BMP Ambulance Complete UAZ Ambulance Complete[/color] [u]Weapons[/u] [color=#008000]All done, except and CZ75 which is replaced with APS[/color] [u]Islands[/u] [color=#008000]Desert Island Complete Everon Complete Kolgujev Complete[/color] [color=DarkOrange][/color][color=#008000]Malden Complete[/color][color=DarkOrange] [/color][color=#008000]Nogova Complete[/color] [u]Campaigns / Missions[/u] [color=DarkRed]All WIP[/color] Visit us at: http://cwr.armedzone.com
  3. 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.
  4. MAPFACT RUCKSACK WW4 Hi all, This is a special release of MapFact's Rucksack that adds ammo from the WW4 v2.5 mod and fixes some bugs that happen in CWA. It also adds east mines to the rucksack ammo. This addon is based on Mapfact's Rucksack v1.1, so it also contains all the features present on that version. While initially this addon was created for personal use, BadAss kindly granted permission to make it public. In order to differentiate this version from the regular MapFact releases he asked me to rename it to “WW4†instead of continuing the version numbering (which would make this v1.2). So, this is finally version 1.0 of the WW4 branch. Please refer to the “Readme_eng.htm†file in the “old v1.1 docs†directory (online version), in the linked file, for extended info and instructions about how to use this add-on. You can also find more information in the old release thread of v1.1. Also, in the included pdf you'll find a list with the class names of all the ammo. You can also read the file online here. The linked file below also includes a demo mission. Download MAPFACT'S RUCKSACK - WW4 v1.0 - http://www.mediafire.com/download.php?jmg4me45m8purk5 - http://www.multiupload.nl/ASISRBCMTJ More screens: ADDING RUCKSACKS TO YOUR MISSION Copy/Paste this in your mission's init.sqs: ; Init MAPFACT's Rucksack - WW4 ~1 [] exec "\MAP_Rucksack\Scripts\MAP_RuckInit.sqs" To add the rucksacks to units it's recommended that you use this script package: MAP AI RUCKSACK - WW4 It will automate the process of adding rucksacks and will also allow AI units to make use of them (so they can use the ammo stored in them when they run out of it). USE: [<unit>,<template to use>,<SD ammo?>,<HD ammo?>,<rucksack type>,<generic class>] exec "MAP_AIruckWW4\add.sqs" EXAMPLES: [this,"west_shadowops",false,false,"MAP_RucksackAlice"] exec "MAP_AIruckWW4\add.sqs" [e1u2,"east_army",false,true] exec "MAP_AIruckWW4\add.sqs" [unit1,"west_recon",false,false,"","sniper"] exec "MAP_AIruckWW4\add.sqs" Check the readme in the linked file for more info. DEMO MISSION: http://www.mediafire.com/download.php?uc8bkauh29oa9ts Includes the scripts MAP AI RUCKSACK - WW4, HEAL GROUP and an updated version of REASSIGN WEAPONS WW4. If you don't want to allow AI units to use rucksacks or you have your own method to add them, you still need to add this "fired" eventhandler to the units you want to use their rucksacks: _unit addEventHandler ["fired",{if (_this select 1 in MAP_RuckSackTypes) then {_this exec "\MAP_Rucksack\Scripts\MAP_DropMag.sqs"};}] HOW TO USE THE RUCKSACK To take a magazine out of a rucksack you need to do the following: Select the rucksack in the actions menu If the desired magazine isn't loaded, select the desired mag in the actions menu and reload it Fire the rucksack like any other weapon You will bend down and put a single magazine on the ground Pick up the magazine you just dropped. Don't take too long to pick up the dropped magazine, as it will disappear after a couple minutes. AIs aren't able to use the rucksacks. If you're the squad leader you can order an AI to drop a whole magazine pouch, so you can pick it up and drop single magazines yourself. Then order the AI to pick up those single magazines. Please use the med-kit only when you're hurt. Otherwise it'll be wasted. CHANGELOG WW4 v1.0: - Added support for WW4 ammo - Dropped magazines are a bit ahead from the player now, so they're clearly visible - Players can interact with dropped magazines instantly - CWA: Fixed player being stuck when placing or packing tents and camonets - Fixed instance where player wasn't able to pack something if he still had loaded (although empty) the thing that he wanted to pack - Minor corrections to stringtable.csv - Added Mine East CREDITS Original addon: BadAss, Flashpoint_k and raedor (see “Readme_eng.htm†for extended credits) WW4 version: kenoxite
  5. 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
  6. http://cwr2.arma2.fr/media/images/cwr2_thread_picture.jpg (104 kB) Aloha from the CWR² Team! If you asked where the August DLC was, now here's your answer. We worked hard in the past weeks and we're happy to present you the fourth (and definitely last) Cold War Rearmed² Demo. (Yeah I know, we said that last time too) Besides the many units, weapons, and vehicles from the past Demo and a lot of big and small fixes this one also contains: * All 5 original Terrains from OFP, all with updated terrain textures and little enhancements * Assistant MG, AT and LAW/RPG units added * Squad leaders added to West and East factions * M151 and Willy's Jeeps added (thanks vilas) * Ladas added * Gaz-24 added * Round parachutes added (thanks ACE2 Mod) * Upgraded 6G30 and MM1 launchers (thanks hcpookie) * Some more editor objects from the OFP days are back, e.g. tables with maps * Old ugly field hospital replaced with one from ArmA2 * All previous 'DLC' added (Scud, Cessna and Kamov) And a lot more I can't remember now. As a 'little bonus' we also included: * Saint Adam Terrain by Jakerod * Dutch Marines units and weapons by Sander * British Armed Forces units, weapons and vehicles by Col Stagler This release is dedicated to James 'Planck' McNicoll. You will be missed and we're sure you would be happy with what we achieved in the past years. See the included readme files in the CWR² Documentation folder for install instructions. These files also contains important informations for mission designers, e.g. class names. ------------------------------------------------------------------------------------ Important if you have the previously released Demo and/or standalone Islands: As before, this is a complete new package! Please make sure you have removed all previously installed CWR² Mod folders! All of the previously released files are no more required or horribly outdated. Everything you need to play is in below Downloads. ------------------------------------------------------------------------------------ Please note: Both ArmA2 and Operation Arrowhead (Combined Operations) is required! ------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------ Install Instructions: 1) Remove all previous Demo 4 content (if present) 2) Download and install CWR² Public Beta R1 3) Download and install the optional content if wanted Confirm when asked if you want to replace/overwrite files ------------------------------------------------------------------------------------ Read this: You are NOT allowed to port this Mod (or parts of it) to Arma 3! We do not make exceptions, so don't even bother to ask! ------------------------------------------------------------------------------------ Download Cold War Rearmed² - Public Beta: Link temporarily removed due to technical problems. Optional Content: Outdated links removed Mission creators: Give Mikeros cwr2ofp a try when editing/converting old OFP missions. It could save you a lot of headache trying to find the correct replacement classname! How to use our islands without the Mod: See also: CWR² Coop pack by Sander VanhA's CWR² COOP Pack Domination Everon - 1985 Edition by Demon Cleaner CWR² Icon courtesy of Clawhammer If you encounter bugs or issues, please report them at our Community Bugtracker, here in the thread or by PM or email at : Finally, a huge thanks to the team, our donators and supporters. Your hard work and kind donations are really appreciated. Without you we wouldn't be able to master this giant task.
  7. * FOR OFP / CWA * DOWNLOAD v1.2.1: http://www.mediafire.com/download.php?7v5rc5rappo4rtg The linked file includes a template and a demo mission. The goal of this script pack is to provide an addon-free and easy to use way of including suppressive fire in user missions. Every time a shot is fired the position of the bullet will be checked at given intervals, until it disappears or impacts. If the bullet comes close enough to a unit the suppression level of that unit will raise. If the suppression level is high enough that unit will either have their fire rate reduced or immediately lay down and stop doing anything. Only the most skilled ones will have a chance to keep crawling or keep firing. In addition to this, units detecting an incoming grenade will try to run away from it. FEATURES Every single bullet is checked for suppression Two levels of suppression: moderate and full Suppressed units will fire at a considerable reduced rate Fully suppressed units are forced to lay down Only very skilled units will have a chance to return fire and/or move when fully suppressed Units will try to run away from incoming grenades, if they detect them While any weapon can suppress, MGs, LMGs and sniper rifles have a bigger suppression effect Secondary weapons won't suppress Specific units can be excluded from being suppressed, including players Vehicles and their crews are unaffected by suppression, but can inflict it Killing or damaging an enemy unit will raise the suppresion levels of its nearby allies Works both in SP and MP (optional) Very skilled units may have a chance of skipping suppression altogether (for that given bullet) (optional) Fleeing units can be automatically excluded from suppression (you might want to use this for compatibility with some missions) INSTRUCTIONS In order to use kSuppression in your mission follow these steps: Merge the template mission into yours. Copy all the folders and files in the template mission to that of your mission If you plan to only use this for single player you can skip the CoC NS 2 ones. So you could just copy: kSupp, kScustom and ofp_scriptlib If you have your own "stringtable.csv" copy/paste its contents to the end of your own. Adjust the options to your liking in the "kSupp_settings.sqf" file Add this line to the init of any empty vehicle (that includes static machine guns): [this] exec "kSupp\prepEmptyVeh.sqs" Advanced: NOTES Only MGs, LMGs and sniper rifles have a reliable suppression effect. Suppressing with ARs or pistols will require significantly more effort This pack only uses a single global variable, and a few others for functions, etc, so it shouldn't cause any savegame bug CoC NS 2 is only used if the mission is detected to be played in MP. In that environment this whole system won't start working until CoC NS 2 loads properly and the suppression scripts are initialized. For SP this wait will be significantly shorter, as CoC NS 2 won't be used. KNOWN ISSUES Sometimes units are caught between bullet position checks and aren't suppressed. That also applies to those near to bullet impact points. Empty vehicles will be assigned the fired EH twice if manned before being registered in the kSupp array Suppressive fire affects units of all sides but those belonging to the one of the suppressing unit. So, in situations where two sides are fighting together they may end up suppressing each other. CHANGELOG CREDITS Chain of Command team (for CoC NS 2, probably the best system for server/client synching) Vektorboson (for ofp_scriptlib, a varied, lighteweight and generally awesome pack of functions) Igor Drukov and his bro (for getrelpos.sqf) Drongo69 (for the script to register groups, and for support and inspiration in general) TPWC AI suppression system (the idea to use balls over units for debugging and different suppression levels comes from there) ECP (for using an array to store global values without creating SP savegame crash) SLX (for the simple yet effective way to detect null vars and general inspiration on suppression) Have in mind that those are the ones I've kept track of and/or remember. It's more than likely many others that should be credited here. If you feel that you or someone else should be added just let me know and I'll update the credits accordingly. DOWNLOAD v1.2.1: - http://www.mediafire.com/download.php?7v5rc5rappo4rtg Older versions:
  8. 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.
  9. So, I land my medium chopper on the helipad, set the throttles to idle, get out of the helicopter to have a look around, when I get back in, the engines are running at full throttle. I tested this several times. I also noticed that If I run the starters on the medium chopper, then release them without engaging the throttle, the engines don't slow down until I press the throttle closed button. Don't know if that is a bug or intended, though.
  10. kenoxite

    Kodiak (fixed)

    Hi, I've tweaked the Kodiak island (normal version) to lower the City Halls enough so that they are enterable now (as in the winter version). I've also lowered the piers in the small E/SE islands, which were originally positioned too high. All the City Halls should be fixed, but it's probable that there's one missing. If you're familiar with that island and remember their location, please, check that all of them are correctly positioned now and report any unfixed ones. Thanks. <- All fixed now. The intro animation included is the same as the one in the original Kodiak. If you have the original island installed just overwrite the folder in Addons by the one provided here. You'll see that now you'll have the old ones plus "intro.kodiak_fixed". Summary of fixes: All City Halls correctly positioned Piers in E/SE small islands are usable East area of big military base north of Sako elevated, so it doesn't sink under the tides Port of Sako also raised for the same reason ILS fixed. AI planes can now land and take off properly Download v1.1: - http://www.mediafire.com/download.php?kqw8rfeq8g1p120 - http://www.multiupload.nl/IS8MZ0PXIV (Test mission without BAS dependencies: http://www.mediafire.com/download.php?7j8cj79ajbuhxlr ) All the credits go to Instructor, the creator of the island. Also, thanks to Nikiller for helping in finding bugs and giving suggestions.
  11. A template of a small forward operating base (FOB) for OFP/CWA built with Hesco bastions. To use it you can either copy/paste it or merge it with your mission. Just remember to delete the info markers after doing so. It's loosely based on the work of Mike-USA and some reference photos. DOWNLOAD: http://www.mediafire.com/?dfi555g528xpeai CONTENTS - The template itself (fob_templ_addons_1.0b.Intro) - A demo mission showcasing features and issues with this FOB (fob_templ_addons_1.0b_demo.WW4_DesertEden2) - A binarized version of the mission above (fob_templ_addons_1.0b_demo.WW4_DesertEden2.pbo) ADDONS NEEDED - WW4 - http://www.moddb.com/mods/sanctuary1 or http://forums.bistudio.com/showthread.php?124403-WW4-Modpack-2-5 - Editor Update 1.02 or greater - http://www.ofpec.com/ed_depot/index.php?action=details&id=158&game=OFP - MAPFACT's Military Objects - http://ofp.gamepark.cz/index.php?showthis=7084 KNOWN ISSUES: HOW TO EASILY MODIFY THE COLOR OF THE BASTIONS HOW TO CHANGE THE FLAG That's all. I hope this is of use to anyone. Feel free to use, modify or distribute this template at will. You don't need to notify me, although mentioning where did you get it from and who initially made it would be appreciated. SCREENSHOTS Full album: http://imageshack.us/g/827/coldwarassault201203312.jpg/ DOWNLOAD: http://www.mediafire.com/?dfi555g528xpeai --- EDIT: File updated. I've added the forcegetin script to the infantry guys too in the demo mission. Just to avoid the rare case where they aren't able to get in the truck if the chopper lands in a weird position.
  12. New campaign - Spetsnaz Pride! Storyline: After serving lots of years, having survived many crucial moments and being shocked because of cruel views in bloody Chechnya, Spetsnaz team, which always been a part of elite military platoon, has signed a contact for participation in hostile-controlled island of Nogova. Surely, Spetsnaz have never expected truly simple operations for highly-paid actions and they probably knew what this all will be about! They must start taking part in liberation of Nogova from local murderers, which are mainly supported by NATO forces, holocaust. Rapid genocide of local nations must be stopped and there's only way to do this - act as fast as imposible and seek for appropiate revenge against joint enemy forces. Althrough, Russias haven't invaded Nogova, but they will in near future - until that, Spetsnaz must operate on their own and survive in horrible conditions. The question is - will you lead them to success? Requirements: OFPR 1.96 or Arma: CWA 1.99 Editor103 by Mikero Features: Intros & Outros Detailed briefing & notes sections for every mission Dynamics to increase overall replayability Realistic mission design Quite complex and thinking-requiring missions, which will test your skills Co-op *Note that all of the features mentioned here will be only in the playable beta version of whole campaign! Campaign will also be playable with: WW4 2.5 Modpack WGL 5 mod FDF mod Spetsnaz Pride is a singleplayer & multiplayer coop type campaign. Currently avaiable missions to download & play: Spetsnaz Pride 1 Spetsnaz Pride 2 Spetsnaz Pride 9 Spetsnaz Pride 11 Plans: Whole campaign, containing all planned missions, should be released this year. More episodes coming soon, but they won't be released in a row. Stay tuned and provide feedback on currently avaiable parts of Spetsnaz Pride! Keep in mind that every opinion or even constructive explanation of things you've experienced is appreciateable and helps me to improve overall quality. :)
  13. how do im making a script and want to play a sound clip when a certain number of kills are reached on spawn and that those sounds are reset when u die. Any clue about how to make this ? ---------- Post added at 06:34 PM ---------- Previous post was at 06:17 PM ---------- anyone know how i should script this
  14. BI Interview, CombatSim.com, April 2000 Really interesting to read this interview after 9 years. (and for those saying ARMA or ARMAII is still the same graphics / engine as the original PC game, hmm, maybe check out the screenshots again and not rely on your fond memories of FLASH POINT or what was the name of that game only Sorry for posting such an old news, but I hope some may find it interesting as well. It is the oldest one I found. How easy everything seemed to be back then: Flash Point Online anyone? And why have we decided to give you Oxygen and Visitor? I really don't remember as I clearly stated it will not be available
  15. Yrkidding

    Dc-3

    I was looking through the original Arma site and I took a look at the Queen's Gambit expansion and I happened to see the DC-3 as an added vehicle and i was wondering it it would be in Arma 2 too because ii think it would be good for some of the insurgent forces to have it because A. Im sure someone other in military or even EX-Military would know how to fly in the entire state of Chernarus....B. the DC-3 is a readily available plane thats been since like the 30s and as is still used by several touring agencys etc around the world. C. Its simple to fly and reliable meaning not alot of effort would have to be put into maintaining suiting the insurgents lack of knowledge in planes perfectly! D. It wouldn't be too impractical also because the insurgents could fly low under radar and go in the country side flying through vallies etc. to trans supplies and men from hideout to hideout. An Image Of The DC-3
  16. If you don't know what Cold War Rearmed (CWR) is, read more here. For job offers, please see above link.
  17. Hi i have copied my complete OFP GOTY 1.96 Folder including all the addons and Mods to a different computer, forgetting to export the registry-entries. Is there a way to get it to run without a complete re-installing? Thanks!
  18. This related to a mission I've just made: http://www.flashpoint1985.com/cgi-bin....t=55410 I used one of the CTF's included with ArmA as a basis for my CTF and after running it with two players we noticed that the mission is trying to upload an insane amount of data on the client side. For this two player CTF it was causing the client to upload at ~30KB/sec which was the limit of their connection, therefore they had a very large ping. At first I thought this might be to do with the -server command being used, but the same results were produced with using the hosting function built into the game. I proceeded to try some of the CTF's included with the game to find out that they too cause the client to upload like crazy. Next I tried it with a computer on my LAN hosting the game via -server and when I connected and started a CTF it was uploading less than 10kbit/sec the entire time, often it averaged ~4kbit/sec and I also had desync. The server has a dual core, 2.8ghz CPU with 1GB ECC memory so there's nothing wrong with the server which leads me to believe its something wrong with the game? Is anyone else finding this or know of any way to fix this issue? I'm running 1.01.
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