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Found 47 results

  1. Extended Effects Extended Effects (ExtFX) enables AI speech, dynamic environment sounds, tracers, bullet cracks and many other effects in vanilla CWA and any other mod Main features Enhanced animations, including leaning stances (by using WW4 animations) AI Speech (DSAI) with configurable languages for each side, including english, russian and arabic Dynamic soundscape: ambient sounds will play randomly when in forests, towns or shores Contextual stance for AI: AI units will stand up, crouch or go prone depending on the nearby objects Realistic tracers for MGs and MMGs Bullet cracks and reverb for shots indoors Dust effects for moving infantry and vehicles, bullet impacts, infantry shots, helicopter rotor wash, etc Smoke grenades now obscure AI vision. Also, AI with smoke grenades have a chance to throw them when in combat Flyby sounds for jet planes Destroyed trees will now obscure AI vision Engine volume levels inside vehicles adjusted to facilitate communication and be able to hear AI speech Other than this, the rest is the same as in vanilla OFP/CWA (same AI, same armor and damage values, etc). Gameplay will keep vanilla flavor. Optional features You can also enable other features that will modify vanilla gameplay further: Hand grenades will bounce before detonating AI units will flinch or fall down when hit by bullets AI units will be able to suppress an area occupied by enemy infantry Automatic launching of flares and chaff for air units Shots reverberate when indoors These optional features are disabled by default. You must manually enable them by editing the settings.sqf file found in the @extfx folder. Download Current version is in beta. This mod was created later past year but I haven't worked on it since december. Most features should work without problems. Only some minor bugs and some performance problems remain. It hasn't been tested in multiplayer, so I can only tell you that it works in single player. Also, due to the extensive use of getposASL and setposASL most of the features won't work in old OFP, and probably never will. My intention is to eventually keep testing, fixing and increasing the compatibily of this project... once I have more time on my hands, that's it. Main mod ExtFX - Beta version This always will be the latest patched version. Hotfixes will be listed below when needed. - https://www.mediafire.com/file/qu7e2e3c5x2922v/%40extfx_beta.zip - https://drive.google.com/drive/folders/0By2CaodBQ84GZTV1dDdIM1owMWs?usp=sharing Addon Packs These files include a series of addons that change the default vanilla visuals and sounds, making them more modern and, to some extent, more realistic. To enable them you need to change the definitions.hpp file in @extfx/bin with the corresponding one. You can learn more about how to change this in the included manual. - https://drive.google.com/drive/folders/0By2CaodBQ84GZTV1dDdIM1owMWs?usp=sharing ExtFX - WW4 models Models for infantry units from the WW4 mod. It's enabled with the WW4_FX.hpp definitions file. - https://www.mediafire.com/file/3u2urof85zc98a8/%40extfx_WW4.zip ExtFX - WW4 Extended models Models for infantry and vehicle units and sounds from the WW4 Extended mod. It's enabled with the WW4_Extended_FX.hpp definitions file. - https://www.mediafire.com/file/cn5a3ivm3i122an/%40extfx_WW4Ext.zip Hotfixes ExtFX - Beta version - Hotfix #2 This hotfix is only needed if you haven't downloaded the hotfixed main mod from above (if you downloaded a previous version). Each hotfix includes the fixes found in previous ones. To apply it overwrite the contents of @extfx folder with the contents of this zip file. - [none] --- Other OFP Materials - v1.2 Preview - http://www.mediafire.com/file/7a3fv9hi157j2ap/OFP_Materials_v1.2_preview.zip Mission: Clean Sweep (East) This is a version of Clean Sweep where soviets attack and US defends. It's the mission used to record the video found above. - https://www.mediafire.com/file/eswlcrh21hr41mw/06NinjasEast.Eden.pbo.zip Installation Shortcut method Delete any previous installation of this expansion (by deleting the @extfx and related folders) Decompress the zip file and place the @extfx folder inside your ARMA Cold War Assault one. Create a shortcut of the ColdWarAssault.exe file. Right click on the new shortcut and click on Properties. In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@extfx; Launch the game by using the new shortcut. Steam method If you don't want to use shortcuts and use the Steam version: Delete any previous installation of this expansion (by deleting the @extfx and related folders) Decompress the zip file and place the @extfx folder inside your ARMA Cold War Assault one . In your games list right click on Arma: Cold War Assault and select Properties. In the Properties window click on the SET LAUNCH OPTIONS... button. Write this in the text field: -mod=@extfx; Click OK. Click Close. Click Play. If you want to skip the OFP intro you can add -nosplash before the -mod line, like this: -nosplash -mod=@extfx; If you want to use the WW4 Extended definitions, models and sounds then you must launch the mod by adding the @extfx_WW4Ext folder this way (provided you already downloaded the ExtFX - WW4 Extended models file and correctly placed that folder): -nosplash -mod=@extfx;@extfx_WW4Ext Configuration files for other mods I've created a new folder with custom CONFIG.bin files for other mods. I've also included readmes to let all of you know what was changed in order to integrate both mods, along with the suggested mod order (which is, @extfx always before the mod you want to load). You can get them here: https://drive.google.com/drive/folders/0By2CaodBQ84GaDNQaGdpSjdpWU0?usp=sharing Basically, when integrating this with one of those mods you want to load first the definitions.hpp file (and place it in the mod's /bin folder first) and then add the EH define to the Man, LandVehicle, Air and Ship classes. You should also add PRELOADBANKS_CUSTOM to PreloadBanks and PRELOADADDONS_CUSTOM to PreloadAddons, to make sure the tracers pbo is correctly loaded when the game starts. You might also want to replace their CfgMovesMC class with ExtFX's one. For mods or addon packs that don't provide a custom config.bin you can just load @extfx AFTER the mod/addon. Manual You can find more instructions and information about the available features and options in the manual. The manual is already included in the the @extfx/_docs folder in pdf form (ExtendedEffects-Manual.pdf), and it's also available online here. Credits Kenoxite (main author) Krzychuzokecia (testing) Sanctuary (WW4 animations and base config and resource files) WGL team for inspiration and use of some scripts (smoke grenade occlusion, hand grenade bounces, modular structure of configs) STGN, for the standing reload animations BAS and Vektorboson, for rotor wash and autoflares scripts Raptorsaurus, for FlareAid and Weather_chute scripts Intro music: Difference, from the album Better Way, by Kai Engel - http://freemusicarchive.org/music/Kai_Engel/ Permissions This project falls under the Arma Public License Share Alike (APL-SA).
  2. 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
  3. Dear friends! Today we show you result a long and hard work - unofficial patch ArmA Resistance 2.01 by [4RTech] OFP Clan! We went to this event for a long time, make many tests for every upgrade and fix. Unofficial patch was checked for compability with different modifications (look for crash-test videos). We found and fixed a lot of bugs, lags, crashes and updated a network defence. So, this is a unofficial patch ArmA Resistance 2.01! Compatiblity: You need to install ArmA Resistance 2.01 on original game Arma: Cold War Assault 1.99 for it to work correctly. ArmA Resistance 2.01 confirmed its work on Windows XP, Windows 7 (x32, x64), Windows 8.1, Windows 10, and dedicated server also confirmed its work on GNU/Linux (Wine 32-bit): Ubuntu 16.04.3 LTS, CentOS 7. Contents [Included files]: Changelog [MUST READ ALL, also include 2.00 features]: Credits: Pictures: Some game features... ...and Windows and Linux friendly dedicated server Video demonstration: Crash-test playlist: Language expansion (since 15 june 2018): Download ArmA Resistance 2.01 (+ bonus: example mission with new commands use) Download ArmA Resistance 2.01 "Lite" («Lite» don't have dedicated server (console), GNU/Linux scripts, d3d8to9, Command Reference, no Backup original files and remove files manually from the game not needed. Provided only in archive .7z)
  4. RozekPoland

    OFP.info 2.0

    Today, on 22nd of June, 2018, we celebrate the 17th anniversary of OFP/CWA release. On behalf of [PFC] Polish Flashpoint Community, I would like to announce the revival project of the legendary OFP/CWA community website - OFP.info (that was closed down on 2nd of June, 2018) - on a modern website engine. This project is patronised and accepted by the OFP.info creator - @cervomix. The website is still work-in-progress so I will keep you posted. OFP.info 2.0 consists of: all the original news all the original community-made content catalogued in separate subpages all the original pictures all the original files that were hosted: on a website server on a separate ftp search function http://ofpr.info.paradoxstudio.uk
  5. Author: JTS Introduction: A mission in operation flashpoint style Description: Kolgujev. October 1, 2020. This military island, owned by United States, was abandoned for many years. But recently there was found a large activity of Russian army. The US considered it as a threat and sent two officers to the Russian headquarters in Kolgujev to assess the situation. But instead of peaceful negotiations, they captured them. October 20, the United States established a base on the coast of Kolgujev. On October 25, the US sent a squad to an operation to rescue two officers Features: - Start scene - OFP style mission - 2 localizations: English & russian - Revive (APEX Edition) - Respawn with respawn screen (Selectable locations) - JIP (Join in progress) compatible - Music from OFP - Conversation script (APEX Edition) Notes: - Read briefing carefully Credits & thanks: Mission was tested by: JTS (me), Urban Screenshots: Download (Steam workshop) Download (Armaholic)
  6. Leo TuPaS

    TuPaS Team

    New TuPaS MDO Visit our site download our OFP mod and joing on line game shttp://tupas.ddns.net/
  7. -Snafu-

    SP The Bridge at Davle

    SP The Bridge at Davle This is a Cold War combined arms mission based on the 'Soviet Assault (Large)' scenario featured in the 'Cold War Gone Hot: World War III 1986' book of the Force on Force wargame series. During 1987's spring season, the Soviets launch a massive assault across the Inner German Border. Elements of the US Army's 2nd Battalion, 64th Armor and 2nd Battalion, 30th Infantry occupy a German village and nearby high ground awaiting the enemy assault across the bridge. The Soviet forces consist of the lead tank company of the advanced guard battalion of the 120th Guards MRR, 39th Guards Motorized Division. This scenario is based on an actual training mission fought by these US Army units NE of Schweinfurt, Germany during January 1987. Can you succeed? Required Addons The mission requires Mikero's Editor Update 103 which can be downloaded from the link below: https://www.ofpec.com/editors-depot/index.php?action=details&id=158&game=OFP Readme Download Link https://drive.google.com/file/d/1ZgO3VTXfA2m4sPjwcRLUWJO-NblL8nL2/view?usp=sharing
  8. Okay, I posted topic about "my" mod, and here's just explanation of one the element that I pretty proud of: jamming. Basically: every weapon defined in CONGIF may use multiple magazine types, and if removed and added to soldier - it will instantly load highest magazine listed in it's definition. Eg. class Rifle { magazines[]={"mag1","mag2","mag3"} } If solider has all three types of magazines and add him rifle - it will be instantaneously loaded with "mag1". Here starts magic: I created two types of "Jamming" magazines to match weapons with single mode (M21) and two modes (M16A2, M14 etc.): class Jamming: Riffle { scopeWeapon=0; scopeMagazine=2; displayName="$STR_MN_Jamming"; displayNameMagazine="$STR_MN_Jamming"; shortNameMagazine="$STR_MN_Jamming"; Count=1; ammo="Default"; modes[]={"this"}; canDrop = false; picture = ""; magazineType="0*256"; }; class Jamming2: Jamming { modes[]={"this","this"}; }; Then defined jamming in every weapon first magazine: class FAL:20rnd_762x51_FAL { [...] magazines[]={"Jamming2","20rnd_762x51_FAL"}; modes[]={"Single","FullAuto"}; }; Then created a script, running only on PLAYER (using it for AI would be pointless) that checks if weapon will get jammed at every shot: _soldier = _this select 0 _weapon = _this select 1 _muzzle = _this select 2 _jam = random (100) if (Time > 10) then {} else {goto"end"} #M21 if (_muzzle in ["M21","M21_SD"]) then {} else {goto"M249"} if (_jam < 0.3) then {goto"jam"} else {goto"end"} [...] #RPD if (_muzzle in ["RPD"]) then {} else {goto"FAL"} if (_jam < 0.25) then {goto"jam"} else {goto"end"} #FAL if (_muzzle in ["FAL"]) then {} else {goto"end"} if (_jam < 0.4) then {goto"jam"} else {goto"end"} goto "end" #jam _soldier addmagazine "jamming"; ~0.1 _soldier removeweapon _weapon; _soldier addweapon _weapon; _soldier selectweapon _muzzle; goto "end" #jam2 _soldier addmagazine "jamming2"; ~0.1 _soldier removeweapon _weapon; _soldier addweapon _weapon; _soldier selectweapon _muzzle; goto "end" #end exit For clearing the jammed weapon it was two options: - just enable player to shoot with rest of bullets in his magazine (possible but complicated beyond usefulness) - make him change magazine to full - easy and effective. To clear jammed weapon player need to reload it twice - it seemed much more natural that using action-menu. First reload will clear the weapon, second will load full mag. animChanged = "if (((_this select 0) == PLAYER) and ((_this select 1) in [""combatreloadmagazine"",""crouchreloadmagazine"",""lyingreloadmagazine"",""handgunstandreloadmagazine"",""handguncrouchreloadmagazine"",""handgunlyingreloadmagazine""])) then {((_this select 0) removemagazines ""Jamming"") and ((_this select 0) removemagazines ""Jamming2"");nul}"; I suppose this may work also with Arma 1/2/3 weapons: so if anyone wish to use it: feel free. Just mention me in credits, as it's something I'm really and finally proud of :D
  9. 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.
  10. damotr

    4GB RAM CWA

    I recently found this: http://www.ntcore.com/4gb_patch.php and updated my CWA. Maybe it's just placebo effect, but I think FPS goes up by 7-12. Any thoughts?
  11. 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)
  12. 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 XML weird problem 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 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'
  13. -Snafu-

    SP The Green Zone

    I was inspired to create this mission after reading some accounts written by British troops who fought in Helmand Province in the late 2000s/early 2010s. Set in March 2007, command a troop of Royal Marines with an attached Fire Support Group as 3 Commando Bridage takes the fight to Taliban territory. You will lead the troop in a mission to clear a section of the Green Zone to the designated Limit of Exploitation. A battery from 29 Commando Regiment Royal Artillery will support you. Can you develop a sound plan and make effective use of supporting assets to get your troops home alive? The mission is in development and will be finished when it's done. Features: - Blackblood's UK desert troops - PUKF weapons and Landrovers - CoC's artillery and mines - Reno's Afghaneveron - Kenoxite's squad control - Platoon command - Basic intro with custom music giving some historical background To Do: - Test Screenshots:
  14. Since I won't have possibility to check my scripts on another machine for some time I want to ask: is "publicVariable" able to handle arrays in 1.99 ? And if not: Any idea how to achieve the same effect using fwatch?
  15. (Picture created by Rożek, edited by Rożek, remixed by Rożek) Within a few days we are going to celebrate 12th anniversary of DXDLL 1.0 release that took place on 12th of July, 2004. I decided to share with you all the information I've found on BIForum and discovered myself about this amazing tool created by Kegetys and Feer. I am not going to repeat the information that is available in the readme and the configurator. Using DXDLL on modern OS (Vista, 7, 8, 8.1, 10) It is a known problem that DXDLL do not like the modern OS. It crashes the game at the startup or while ALT+TABing. The solution is: Set ColdWarAssault.exe in Compatibility Mode with Windows XP (Service Pack 3). DXDLL is conflicting with other overlay(s) DXDLL is an overlay itself that is why it is not possible to run DXDLL with Steam Overlay, Overwolf or TeamSpeak Overlay at the same time. It even seems that it is not possible to run CWA with DXDLL through Steam with or without Steam Overlay. However, it is possible to run DXDLL and FRAPS together. GENERAL Use Trilinear Filtering Enabling this feature on a computer with modern graphic card lowers quality and sharpness of textures on farther distance. It is because Trilinear Filtering is obsolete and was replaced by Anisotropic Filtering which is turned on by default (in graphic card's control panel). Remove night pixelshader effect Removes black&white night shader effect. Highly usable feature. DISABLED | ENABLED Handle printscreen key The output format of the printscreen is TGA. Its final size is huge and taking a photo stutters a game for a second. There are better alternatives for taking photos ingame (FRAPS). Stage 0 mipmap LODbias Sets normal texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry). http://imgur.com/a/BeTsg Stage 1 mipmap LODbias Sets multitexture texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry). http://imgur.com/a/G3KZq POSTPROCESSING Enable postprocessing Enabling this feature disables AntiAliasing (not available in the game itself) turned on in the graphic card's control panel. Use special NV Goggles effect Works only with vanilla OFP/CWA nightvision texture and FDF mod. DXDLL does checksum (CRC32) for 25% (1/4) of nightvision texture (size). DISABLED | ENABLED Hard Light effect Allows to change RGB channels. The best thing of DXDLL next to water reflections. If you don't like the original values you may want to try Kegetys' personal settings (0.5, 0.5, 0.9). DISABLED | ENABLED Desaturate effect ARMA2-Chernarus-like feature. Not really usable in regular playing but a nice effect for a specific screenshots/screenarts. If you don't like the original values you may want to try Kegetys' personal settings (0.2, 0.4, 0.2). DISABLED | ENABLED Glare Blur, Bloom or whatever you call it. Eveything shines around you. Not useful for regular playing but (as above) a nice effect for screenshots/screenarts. If you don't like the original values you may want to try Kegetys' personal settings (Strength 0.4, Size 4). DISABLED | ENABLED Darken sky Darkens the sky by 15% and the fog color by 10%. All these just to avoid overbrightness caused by Glare effect. Possible to be enabled without Glare effect set to ON. DISABLED | ENABLED Use fading Useless because of making lighting show on your screen. Every bright source of light will stay on the screen for as long as another bright source will not show up to take place of the previous one(s) (explosions, searchlights etc.). REFLECTIONS Enable reflections This feature requires setting Landscape textures resolution (by ColdWarPreferences.exe) to at least 512x512. Works with vanilla OFP/CWA water textures only. DXDLL does checksum (CRC32) for 25% (1/4) of each water texture (size). Water reflections may not work for unbinarised models (MLODs). It is possible to manually set water reflections resolution (Configurator.exe limit is 1024x1024) by opening config.cfg (in dxdll folder), finding and changing sizeX and sizeY values. DISABLED | ENABLED Use exponential fog on water Introduces the specific fog on water that hides the irregularities of OFP/CWA water shorelines. Use lighting on reflections Introduces wider amount of colors on water reflections. Bumpmap strength Strength of bumpmap water reflections. 0 | 10 HIDDEN Requires manual change in config.cfg (in dxdll folder). Use Notepad to open the file. EnhancedTracers Enhances tracers to make them more visible. Less laser guns, more like the real ones. Disabled by default. LODbias Sets reflection texture mipmap level of detail, range -1.0(sharp) to 1.0(blurry).
  16. 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.
  17. -Snafu-

    SP Breach and Clear

    Hi all I'm currently working on a mission featuring STGN's great Abrams addon. The mission involves the player and the rest of the tank platoon breaching a defensive line and capturing a position. ETA, when it's done (soon hopefully). EDIT Version 1.1 released. Download - https://drive.google.com/open?id=0BzRflMUsChYlMDI5R3ZXVkFRazQ ReadMe
  18. 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).
  19. -Snafu-

    SP OFPL Hasty Operation

    Hello all This is a short but hopefully fun mission featuring OFPL addons. Your squad is tasked with clearing a CP and securing a village from enemy paramilitary forces. Conduct recon, develop a plan and get your squad through alive. I hope you enjoy the mission! Download https://drive.google.com/open?id=0BzRflMUsChYlNzZySk9kbWVXV2M Requirements OFPL Lechistan http://ofp.gamepark.cz/index.php?showthis=9499 OFPL Soldiers and Extension Pack http://ofp.gamepark.cz/index.php?showthis=9738 Air Pack http://ofp.gamepark.cz/index.php?showthis=8089 DMA Resistance http://ofp.gamepark.cz/index.php?showthis=9265 JAM 3 http://ofp.gamepark.cz/index.php?showthis=9369 ReadMe
  20. Hey peeps, Just wanted to share something I discovered. I cannot see it has been mentioned here on the BI forums before. After meddling with a ECP + WW4 + WW4EXT mod combination, I noticed that I started crashing on startup when adding a few extra islands to the mix. It seemed like some memory limit was reached somehow due to all the mods I had loaded. There were also some strange issues with sudden extreme lag, all textures (including menus) where blurry and some random objects showed the lowest level of detail, even though I was up close. I have previously messed around with mods in Morrowind/Oblivion, and remembered an application called the 4GB patch by NTCore, which basically allows 32-bit application to utilize 4GB of virtual memory instead of 2GB. This only works in 64-bit environment however. After downloading the application I patched ColdWarAssault.exe, and now it runs sweet as hell with all the mods I want. After patching, I have played approx 10 hours of single player, and have not encountered any crashes or instabilities. I was using the steam version of Arma Cold War Assault, but I also tested briefly on the GOG-version and encountered no issues there either. Just wanted to share this piece of information to anyone having similar issues. The patch can be found on the link below (please note that I have no affiliation with NTCore what-so-ever). The application also backs up the original file (ColdWarAssault.exe.Backup) in case you would experience any issues. http://ntcore.com/4gb_patch.php Cheers.
  21. kenoxite

    CCE2 beta 7.x series

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

    stretched optics on widescreen

    Any way to fix this problem, it's been a pet peeve of mine honestly. Would love to receive any kind of help. Thanks!
  24. -Snafu-

    Coop Groups?

    Are there any groups or people still playing coop? I've been playing OFP since 2001 but I wasn't part of the community until 2006 when I got access to fast enough internet (and bought Resistance) to download addons, then Arma hit the shelves later that year so I never really got around to trying coop in OFP. I would like to finally play some good coop games, maybe with WGL, WW4 EXT, or with classics like FDF mod and the old Tonal.
  25. Originally, when I was trying out ECP Redux, I was amazed at how most of the buildings were replaced by newer, enter-able ones. (Little did I know they were originally from FFUR 2008). I bring to you a standalone pack that brings only the buildings and vegetation without FFUR's other cool (yet performance heavy) addons. The buildings and vegetation are really resistance objects but converted for game wide use. You will find that most of the buildings from vanilla OFP/CWA's Nogova, Everon, and Maldova islands are now replaced by enter-able ones (though some may be out of place) along with neat looking grass and resistance trees that are so damn beautiful! Since this makes all objects from vanilla into resistance objects, there will be very few out of place objects (play "Steal the Car" for example and look at one of the apartment buildings) but nothing game breaking. This addon could be applied to any other mods such as ECP and Kenox's latest mod, Extended Effects. It also works without errors with missions like Abandoned Armies (which inspired me to make this updated pack because of some error popping up when replacing islands)! Installation: 1. Download these two files: Data (http://www.mediafire.com/file/w52425y6j1a4241/Data.pbo) and Data3D (https://www.mediafire.com/view/td735j39jjrr893/Data3D.pbo) 2. In your OFP/CWA directory, find a mod folder to use (or create a new folder called @buildings) and then find a folder called "dta" (create a new folder called "dta" if there isn't one) and create a folder called "HWTL" inside the dta folder.. 3. Place the Data and Data3D files you just downloaded into the HWTL folder. 4. In the launch options of your OFP/CWA shortcut add "-mod=@buildings" or whatever mod you are using. 5. Enjoy! You can see if the building addon is working by loading up a mission such as "Steal The Car" and see if some of the buildings has changed 1. To install, just go into the "FFUR Buildings & Grass" folder and extract "DTA" to the OFP/CWA directory and Addons in any custom addons folder or the same directory. (*If you're are modding dev and would like to edit the objects and textures at your own hand then go right ahead to "Backups & Tools". Have fun!) (Updated) *7zip or winrar extractor is required to extract. Download the zip file: http://www.mediafire.com/file/xfhv1eb3q6i8lib/Resistance+Enter-able+Buildings+and+Vegetation+Replacement+Addon+(FFUR+2008).zip (2/20/17) (Latest) (FFUR Buildings and Grass) * http://www.mediafire.com/file/82co5ei2bgp86pg/Less+Lag+Option.zip (2/22/17) (Alternate verison if you don't want SLX grass and want more performance instead) Download the zip file: http://www.mediafire.com/file/g86mazy16z6l77d/Black+Hawk+and+Buildings+Addon.zip (2/14/17) Download the zip file: http://www.mediafire.com/file/49gg9aua76r87sa/DTA.zip (2/18/17) (Old) (You can ignore this one) Re-modified to fix Black Hawk error. (adds custom Sikorsky UH-60L Black Hawk BAS texture from BAS studios). Follow the provided read me for further instructions (and be careful to follow the format to avoid problems). Please report any more errors that appear below. I almost forgot about adding in JAM!!! Credits: FFUR 2008 - The creators of the addons you're using right here! (https://forums.bistudio.com/topic/64427-ffur85-2008-edition/) Me (Marc) - The one who modified it as a standalone pack for people like myself. ;) THIS ADDON IS NOT CREATED BY BOHEMIA INTERACTIVE STUDIO S.R.O. OR CODEMASTERS SOFTWARE COMPANY LTD. AND THEY DON’T HAVE ANY RESPONSIBILITY FOR THE ADDON. BE AWARE THAT THIS ADDON MAY BE PERFORMANCE HEAVY EVEN WITHOUT SLX GRASS!!!
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