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Found 74 results

  1. Hi, I made a simple mission with editor and a briefing with Chris' OFP Script Editor, so i exported to Single Mission but what I get on the menu is: "title of my mission".Intro.Pbo (but I did no Intro at all). If I click on it to play it starts without the usual briefing static section like the other single missions but directely on the battlefield, and if I press M for map and briefing agenda the briefing section appears empty, and the mission name I get is _ _cur_sp. The notes section is non existent btw... So problem is that I get briefing showed only in preview... Thank you for helping :)
  2. 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. The new OFP.INFO website 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 BETA version is LIVE: http://ofpr.info.paradoxstudio.uk
  3. Hey guys. Today I'm happy to announce to development of Conflict '85. A re-imagining and recreation of Operation Flashpoint: Cold War Crisis. Conflict '85 was born out the CUP project as I created Russian and FIA units in the style of OFP units. From there the ideas grew and grew. Re-imaging: There's a lot of military hardware from 1985 that would fit sweetly into the OFP timeline. I aim to bring a unique yet fitting armory of vehicles and weapons into the fold. We'll get into a few examples later. Recreation OFP is a game adored by those who played here, those who yearn for that era one more time. There were vehicles and weapons in OFP that perhaps shouldn't have been used. (I'm looking at you OT-65) yet why the hell not have them back in A3. While a lot of vehicles don't exist right now. Hopefully as time goes on, it may be possible to bring back those missing vehicles. Screenies. M1 Abrams FIA captured T-72. Painted with the classic green stripe indicator. http://images.akamai.steamusercontent.com/ugc/505902374494994338/08E6AE6C33FA9B14DC8FA08F533ABA7CC4BCCC06/ RU T-72 M151 Jeep M113A1 and M577. The ever reliable M113 and it's cousin, the M577 command post.ambulance. Return in MERDC camo. Giving them a new look. http://images.akamai.steamusercontent.com/ugc/505902374502543185/82F5BE3A43D2020A48805BE6E574A7E1D1A1D034/ FIA encampment http://images.akamai.steamusercontent.com/ugc/509280040511509501/8F966F03C798E84F36357DD87F90FE36BD40AD72/ http://images.akamai.steamusercontent.com/ugc/509280040511509723/F5BAC5DCB3816B5F931D10EA410273DEE0E5846C/ US Army UH-60A armed with M2 MG http://images.akamai.steamusercontent.com/ugc/501399955305426393/489CE502859FF3832A20C40CDE7C080A0B1B362E/ RU Ot-65 FUG CUP will be at the heart of this mod. A standalone is out of the question before you ask :) I'm a man of few words who can't think of much more to say but if you have any questions or suggestions. Fire away and I'll do my best to answer as soon as I can :)
  4. Hello, fellas. Is there any possible way to download more maps for Arma CWA? Or islands? I tried to google any, and nothing of sort came by.
  5. 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
  6. 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.
  7. 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
  8. You are free to use it on your own will : _v = -1 _t = 0.99999 _j = 1000 _a = [0] _b = [] FPS_NOW = 0 FPS_AVG = 24 FPS_MAX = 48 #loop _t0 = _time ~0.001 _t1 = _time _v = _v + 1 _a set [_v , 1 / (_t1 - _t0) * acctime] _k = 0 _i = 0 {if (_i <= _j) then {_k = _k + _x} else {_a set [_i , objnull]} ; _i = _i + 1} foreach _a _a = _a - [objnull] _k = _k / count _a ? FPS_MAX < count _a : FPS_MAX = count _a if (FPS_MAX >= _k - _k % 1) then {FPS_NOW = _k - _k % 1} else {FPS_NOW = FPS_MAX + 1} ? _t < _time : _j = _v ; _v = -1 ; _t = _time + 0.99999 ; _b = _b + [count _a] ; _c = 0 ; {_c = _c + _x} foreach _b ; FPS_AVG = _c / count _b player groupchat format ["FPS_NOW : %1 , FPS_MAX : %2 , FPS_AVG : %3" , FPS_NOW , FPS_MAX , FPS_AVG] goto "loop" FPS_NOW = Shows your monitor's FPS realtime FPS_MAX = Maximum FPS that your monitor can achieve (Works only if it has reached that much FPS) FPS_AVG = The average amount of FPS your monitor had from the start This script is great for optimizing loop's by increasing your delays or making the unit move with setPos command the way you wanted even though it gets slowed down in a loop. I have done this on my climb script and AI take cover script but those were showing FPS per second instead of showing it real-time. For example lets say that you got a loop like this : #loop ~1.5 some code... goto "loop" And if you do this to your delay like this : #loop ~1.5 * FPS_MAX / FPS_NOW some code... goto "loop" Your loop with this script will get optimized. Now how does this work - let's say that FPS_MAX is 60 and FPS_NOW is 60 Then that means : 1.5 * 60 / 60 = 1.5 * 1 = 1.5 So that means loop's delay wont change it will be the same since the computer has calculated that this is the maximum amount of frames that you can achieve. But what if FPS_NOW is 30 then this will happen : 1.5 * 60 / 30 = 1.5 * 2 = 3.0 So your loop got optimized depending on the FPS. Here's another example - when you want to make some movement with setPos on a loop like this : #loop ~0.016 player setvelocity [0 , 0 , 0] player setpos [getpos player select 0 , getpos player select 1, (getpos player select 2) + 0.001] goto "loop" And if your frame rates drop then the setPos movement you made will slow down too. But if you add this at the 3rd element of setPos array : #loop ~0.016 player setvelocity [0 , 0 , 0] player setpos [getpos player select 0 , getpos player select 1, (getpos player select 2) + 0.001 * FPS_MAX / FPS_NOW] goto "loop" It will fix this issue. So this means that if you have started to lag and this will automatically fix your setPos movement script depending on your frame rate. By the way FPS_NOW might go over 60 FPS even though your monitor can achieve 60 FPS and can't go beyond that. This is the work of V-sync it's going to correct itself slowly or when you ALT + TAB Here's a video on this script in action : If you look closely then you will see that if my screen is aiming towards the tanks then not only I will start to lag the FPS counter will also decrease That's it if you find bugs please let me know here.
  9. 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)
  10. 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'
  11. 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:
  12. Take cover script Features of TC (Take Cover) script : 1) AI can dynamically take cover behind 3 different types of sandbags and 2 wreck jeeps 2) Not only that they can take cover inside houses too 3) The nearby enemy position is calculated and defenders will take cover on positions that fits right for them (For example if AI is taking cover in a house then they will take cover behind the nearest window to the enemy position) 4) There is also the assaulters they behave differently. They either push/flank or take cover using bushes by setting them on "RED" combat mode (Depending on the situation) 5) AI can be suppressed - just shoot somewhere near AI and they will go prone (If they are taking cover) Instructions are inside TC_Init.sqs there is also more in-depth info there Features of SW (Swimming script) and how it works : The main feature of SW is that you literally swim but there is few conditions - the unit must be in prone and must be slightly above sea level You will swim up if you fell into the water The way the script works is that a pallet spawns under you and that keeps you from falling The file : https://bit.ly/2FZJwps Oh also there is 1 more feature on take cover script that AI sends info about enemy positions time to time There is something on OFP that bothers me when there is a nearby group that is getting killed the other nearby group doesn't notice that but that feature fixed that NEW UPDATE! -Script is slightly more optimized -When the AI died and spawned again the AI didn't had the effects of the script but now it does -I think I might have fixed a bug where the game freezes completely it doesn't even crash if you see it happen then post here so we can fix it I'm still not sure if this is the fix though -I improved revive script too now when a unit dies the body bag spawns right at their location and also they automatically follow their leader after they revived (I'm not taking credit for the work though I already credited them inside the missions briefing) -The test mission had some bugs itself like to some players in MP , the objective didn't progress to them Now in future updates I might improve the system of take cover script right now the script controls the units per script but in future I might do it groups per script it increases the optimization and fixes some things that I wanted to fix And also after all of these I'm going to make a mod for this so people who want to play with this wouldn't waste their time trying execute the script for each soldier It's the same link as previous one but I thought I should still put one in this post too Cya
  13. Visual Studio Code SQF Language v1.0.4 Lastest update: 12.03.2016 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  14. Red Hammer II **Project Release**

    Well, after 5 months i finished this project, was a long way and was hard, but glad of what i have achieved. This could not have been completed without Marcin Szałek (Shelter for other ppl), so, thank you for your help. The information displayed next can be found inside the .rar file; FEATURES: Red Hammer 2: -All missions from scratch. -27 missions -17 Cutscenes (w/o count the start scenes in the actual missions) -Easter Eggs in several missions. -Characters: 1- Guba: Playable. 2- Colonel Eusev (Regular Army): No Playable, controllable. 3- Major Doskij (Spetsnaz): No Playable, controllable. 4- Captain Kornikov (Air Force): Playable. 5- Lieutenant Lukin (Spetsnaz): Playable. 6-Lieutenant Volkov (Cavalry): Playable 7-Lieutenant Dukov (VDV): Playable 8-Sergeant Vasilev (Spetsnaz): No Playable, controllable. 9-Sergeant Ivanov (Spetsnaz): No Playable, controllable. 10-Sergeant Rebrov (Spetsnaz): No Playable, controllable. -Missions type: A-Infantry Missions: 15 missions B-Tank Missions: 2 missions C-Air Missions: 4 missions -Idioms: -Spanish & English (Polish is not available for now) Resistance Remastered: -Scenes glitches fixed. -New ending -All missions/cutscenes modified. -New equipment (weapons) -New vehicles (tanks and cars in missions) -Fixed spanish subtitles in some missions. -Callsings are now showed properly; ex: BlackWood, Tiger, Hawk. -Idioms: -English, French, Italian, Spanish & German. Red Hammer Remastered: -All missions/cutscenes modified. -Fixed the time btw dialogues. -Fixed glitches. -Add 1 easter egg. -Add 1 mission -Removed 2 missions. -Changed the final of 1 mission. -Some briefings from missions are only available in Spanish & English. Too much to translate to make Italian, French and German. Sorry. -Fixed spanish subtitles in some missions. -New intros has been added. -Callsings are now showed properly; ex: Eagle, Roman, Ivan. -Idioms: -English, French, Italian, Spanish & German. 1985 - Cold War Crisis Remastered: -All missions/cutscenes modified. -Fixed all glitches (like the chat in the tower of the castle btw David and the leader of the resistance). -Changed 1 end of a scene. -Changed several endings of missions. -Added a new cutscene -New equipment (weapons) -New objetives in missions (some missions) -Fixed problems related with view distance (the original campaign was developed to be played under 500ms, playing with 1k or more will destroy friendlies units or make your fail the mission) -Added 1 easter egg. -Callsings are now showed properly; ex: NATO Command, HOUDAN Command, November, SwordFish. -Idioms: -English, French, Italian, Spanish & German. Extra Comment: The only version compatible with the campaigns is 1.99 (others can give you glitchs as fuck) , you will need 2 addons as well (voicerh and editor102) these 2 does not affect your gameplay, both in the .rar. Other thing, play the campaign WITHOUT MODS/ADDONS THAT MODIFIES THE GAMEPLAY, animations, effects, AI enhancement can ruin the experience and make you fail objetives or missions. Also, play in cadet, veteran will stuck you because the waypoints are not showed. DOWNLOAD LINK: http://www.mediafire.com/file/3vohaod1sd8u77n/RH2+Project+RELEASE+Day+6+Month+11+Year+2017+.rar
  15. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Credit : CTF Template: General work flow : Flash-Ranger DM & TDM Template: General work flow : Flash-Ranger WeaponSystem, Heal system : [88] Murcielago Friendly Tag System : JTS Mission recreation : Flash-Ranger Where to play : Map already recreated :- [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] Ultimate Gunship (WIP) - [CTF] S-Curve (WIP) Maps to come : - [CTF] Dead Mans Alley - [CTF] Head ♥♥♥♥ - [CTF] Scotch Valley - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] MiniHexenkessel - [CTF] Cashville - [CTF] Dead Zone - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [DM] Sin City - [DM] Mazed - [TDM] Double Tower Sniper - [TDM] SniperZ ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC verison). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. CHANGELOG : (Send FeedBack : flashrangerarma3@gmail.com) 30/01/2018 : - [TDM] Urban Sniper First Release. 18/01/2018 : - SNIPER SHOWNDOWN : No-Respawn bug Fixed 17/01/2018 : - ALL MAPS Intro Synchro Fixed 16/01/2018 : - All CTF maps : open doors problem fixed 15/01/2018 : - CTF system Update (All CTF maps) - TEQUILA SUNDOWN > Fixed MP bug 14/01/2018 : - 1st Release of [TDM] Sniper Showdown 30/12/2017 : - 1st Release of [DM] Tequila Sundown Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive @FFtA3 @FlashRangerArma
  16. (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).
  17. 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.
  18. Capture The Flag

    Hello, My nickname is Flash-Ranger. I have played OFP since it's release in 2001. I am a huge fan of your work and of the BIS Spirit. This is why I am so pained to come to you with this request/question. In OFP, the CTF system was perfect. Do you remember the amount of hours we spent (And I'm sure you did too) chasing ourselves with the Flag ? Remember how the flag was attached to us when we captured it ? I hope you know what is coming next : The thing is I didn't play ArmA1 (Cuz it was ... Sorry) nor ArmA2 (cuz I was too afraid of being disappointed) and after spending 7 years on OFP ...... I finally said "Fuck it let's give them a chance" so here I am on ArmA3. So guess what, Hopping form OFP to ArmA3 was ... shocking. But in the good way. I know I'm talking a lot and I should come to the point. But I want you to take the time to read all this to understand why I'm so pissed off. With ArmA3 you killed the CTF system. I want to know why. And then here is my request, can you give it back... The CTF community (I know it is small - BUT STILL HERE) is suffering from your END GAME (THAT IS NOTTTTTTT CTF !!!!!!!) and we have had to create a CTF Template from scratch using Backpacks ... I know we are such a little part of the community ... but please, I am asking for the all of us : Give us back the Capture The Flag system !!!! PLEASE !!!! Some will say "Don't bother, ArmA3 is pure Simulation and this is not worth it" Well-I-Do-Not-CARRRRRE ! We play CTF and We love CTF, and Simulation or NOT, we want to continue playing this game-Style..... Please BIS, hear me. Your sincerely, Flash-Ranger. (This Mail will be posted in the Forum + By contact Form) NB : If you are of the same opinion as me, SPEAK UP, If not, please do not pollute this thread (I already know your arguments) Please compare yourself : OFP > ArmA3 >
  19. 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
  20. A remake of the Operation Flashpoint single mission "AMBUSH", using CUP USMC units. This one should resonate with some of us old school OFP players. I remember playing this demo mission from a demo disc attached to a PCGAMER mag back in the day, and I lost my mind at how amazing it was. The mission was a tough rock to crack. Very hard to get the AI to cooperate and for the mission to flow as it used too back in OFP. But finally, I've got it working to a playable standard. It's still hard though, you need to pull your weight in the squad and accept the fact the AI can be unpredictable. You'll probably need to revert to a save once or twice. So please enjoy this mission because I put a lot of work, time and effort into making it and getting it just right. Link to Steam Workshop ------- Ambush - OFP Remake
  21. A remake of the Operation Flashpoint single mission "Commander", using CUP USMC units. Lead a squad of grunts on a mission to defeat the enemy forces in the area. You'll have a lot of armored units at your disposal. I've also made it CO-OP for you to enjoy with a mate or two. Link to Steam Workshop ------- Commander - OFP Remake
  22. 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).
  23. A remake of the Operation Flashpoint single mission "Rat Hole", using CUP Russian Federation units. Take your KA-52 and use it to smash the enemy’s base! I've replaced the V-80/KA-50 single seat helo to the KA-52 twin seat, mostly because this mission is almost impossible to play without a gunner to help you, and it just wasn't enjoyable. I've also made it CO-OP so you can play with a gunner. Link to Steam Workshop ------- Rat Hole - OFP Remake
  24. A remake of the Operation Flashpoint single mission "War Cry", using CUP US ARMY units. A large-scale combined arms operation. Liberate the town of Mirov in central Nogova, currently held by renegade Russian troops. I've also made it CO-OP so you can play with some friends. Link to Steam Workshop ------- War Cry - OFP Remake
  25. Bundeswehr 1985 Addon

    This pack contains West German Army Units of the 1985's era. West German Infantry and Weapon Pack (15-05-2017) Download Needed: BWMod 1.6 ----------------------------------------------------------------------------------------------------------------------------------------- Additional West German Tank Pack 1.2 (15-08-2015) Download West German Vehicle Pack 1.3 (08-05-2017) Download West German Objects Pack 1.0 (16-05-2017) Download needed: West German Infantry and Weapon Pack, BWMod Marder, Leopard & Wiesel ----------------------------------------------------------------------------------------------------------------------------------------- Gallery Scene HS-30 Jupiter trucks Tanks ------------------------------------------------------------------------------ Credits Marseille77 (Textures, Models) Sanctuary (models, Textures) Cubus (models)
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