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		<title><![CDATA[Bohemia Interactive Forums - ADDONS & MODS: COMPLETE]]></title>
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			<title><![CDATA[Bohemia Interactive Forums - ADDONS & MODS: COMPLETE]]></title>
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			<title>WW4 EXTENDED - Unofficial expansion for WW4 2.5</title>
			<link>http://forums.bistudio.com/showthread.php?154829-WW4-EXTENDED-Unofficial-expansion-for-WW4-2-5&amp;goto=newpost</link>
			<pubDate>Sat, 11 May 2013 17:22:30 GMT</pubDate>
			<description>Image: http://imageshack.us/a/img845/8908/ww4ext02sshot1.jpg  
Unofficial expansion for WW4 v2.5 (by Sanctuary) 
 
 
*GOALS* 
_Main:_ 
- Adjust the...</description>
			<content:encoded><![CDATA[<div><div style="text-align: center;"><img src="http://imageshack.us/a/img845/8908/ww4ext02sshot1.jpg" border="0" alt="" /><br />
<font color="#696969">Unofficial expansion for WW4 v2.5 (by Sanctuary)</font><br />
</div><br />
<b>GOALS</b><br />
<u>Main:</u><br />
- Adjust the gear of infantry units so it matches more closely that of the military branch they represent<br />
- Modify or add new classes to fill the roles present in those units but lacking in vanilla WW4<br />
- Add rucksacks to units and the ability to use them (both for player and AI units), without the need of further scripting by the mission maker<br />
- Add vehicles based on those used by the given branch, while adjusting all the needed parameters so they blend well stat-wise with the rest of units and weapons.<br />
<br />
<u>Secondary:</u><br />
- Provide fixes to some bugs currently present in WW4 2.5<br />
- Provide some new built-in scripts for use in WW4 missions<br />
<br />
--<br />
<b>REQUIREMENTS:</b><br />
- <a href="http://forums.bistudio.com/showthread.php?124403-watch-WW4-Modpack-2-5" target="_blank">WW4 v2.5</a><br />
<br />
<b>DOWNLOAD:</b><br />
- v0.2: <a href="http://www.mediafire.com/download.php?99306gdwfwcm8go" target="_blank">http://www.mediafire.com/download.php?99306gdwfwcm8go</a><br />
<br />
<b>INSTALLATION</b><br />
- Download the files and extract the WW4_EXT folder in there to your OFP/CWA directory<br />
- Launch the game with WW4_EXT loaded using your preferred method (init line in icon shortcut, using Kegetys OFP Launcher, etc).<br />
<br />
--<br />
<b>About version 0.2</b><br />
<br />
This new release expands, fixes and updates the units present in the previous version.<br />
<br />
The currents group types are: <u>USMC, FORECON, US ARMY and insurgency</u>. From those only the first two are almost complete, the USMC now also <u>with woodland units and a pilot unit without masks</u>. The rest are only placeholders so far.<br />
<br />
A lot of vehicles have been added. The USMC now has the <u>CH-46E Sea Knight</u> (from Flashpoint Germany mod, via vektorboson), <u>AH-1W Supercobra</u> (from USMC mod, via NZXSHADOWS) and <u>LAV-25</u> (from OPGWC mod, public domain) at their disposal. The HMMWVS have also been expanded with woodland versions.<br />
<br />
The insurgency has now been provided with <u>Toyota pick-up trucks</u> (from DMA TOYOTA, via Sanctuary), with and without MGs and also some support versions (ambulance, ammo, etc).<br />
<br />
Now the M40 and M82 sniper rifles <u>can be zeroed in-game</u>. This allows for more accurate sniping beyond the default zeroing distance.<br />
<br />
And I decided to merge <u><a href="http://forums.bistudio.com/showthread.php?134397-Kodiak-%28fixed%29" target="_blank">my update to the Kodiak island</a></u> here (original island by Instructor, MIA). Seeing that it's going to be used at least for one mission/campaign already I think this will help reducing the addon hunting even further. Not to mention it's a damn good and big island without a single addon dependency (which is always a plus).<br />
<br />
As always, both AI units and players are equipped with rucksacks and given the ability to use them. This mod also includes fixes to some of the bugs found in WW4 2.5.<br />
<br />
For more details about what's changed for this release check the changelog at the bottom. And check the credits for proper attribution for all the 3rd party addons used. <u>A huge thank you to all of them, particularly (but not restricted) to vektorboson, NZXSHADOWS, Sanctuary and Williec!</u><br />
<br />
You can find the WW4 EXTENDED units and vehicles in:<br />
<small><b>Spoiler:</b></small><br />
<div style="border: 1px dashed gray; padding: 1px;"><div><button type="button" class="button" onclick="this.parentNode.parentNode.childNodes[1].style.display = ''; this.parentNode.style.display = 'none';" title="Click to show the spoiler.">show spoiler</button></div><div id="spoiler" style="display: none;"><br />
(West)<br />
- WW4 EXT: USMC - Infantry (D)<br />
- WW4 EXT: USMC - Infantry (W)<br />
- WW4 EXT: USMC - Vehicles<br />
- WW4 EXT: FORECON (D)<br />
- WW4 EXT: US ARMY - Infantry (M)<br />
- WW4 EXT: US ARMY - Infantry (A)<br />
- WW4 EXT: Insurgency (W)<br />
- WW4 EXT: Insurgency (D)<br />
- WW4 EXT: Vehicles West<br />
- WW4 EXT: Support West<br />
<br />
(East)<br />
- WW4 EXT: Insurgency (W)<br />
- WW4 EXT: Insurgency (D)<br />
- WW4 EXT: Vehicles East<br />
- WW4 EXT: Support East<br />
<br />
(Resistance)<br />
- WW4 EXT: Insurgency (W)<br />
- WW4 EXT: Insurgency (D)<br />
- WW4 EXT: Vehicles Res<br />
- WW4 EXT: Support Res<br />
<br />
(Civilian)<br />
- WW4 EXT: Vehicles Civ<br />
<br />
(Logics)<br />
- WW4 EXT Logics<br />
<br />
You can also find premade groups with those units in the GROUPS (F2) window.<br />
</div></div><br />
<br />
--<br />
<br />
<b>HOW TO USE THE NEW ZEROING SYSTEM IN YOUR MISSION</b><br />
1. In the mission editor, place the &quot;Enable weapon zeroing&quot; logic (found in Logics -&gt; WW4 EXT Logics)<br />
2. Copy/paste this to the description.ext file of your mission: #include &lt;ww4ext_scripts\zeroing\zeroing.hpp&gt;<br />
<br />
If you don't follow step two you will still be able to use the zeroing system, but without the handy dialog. You'll get an error but, apart from that, it'll work normally. Instead of using the dialog to change the zeroing you'll have to use the &quot;&gt; Zero up&quot; and &quot;&lt; Zero down&quot; actions in the actions menu. If you don't want to use the dialog version for some reason you can avoid the error displayed by directly calling the up and down scripts. For this, you could write this in your init.sqs: <br />
player addaction [&quot;&gt; Zero up&quot;,&quot;\ww4ext_scripts\zeroing\zeroup.sqs&quot;]<br />
player addaction [&quot;&lt; Zero down&quot;,&quot;\ww4ext_scripts\zeroing\zerodown.sqs&quot;]<br />
If you go this route remember NOT to place the previously mentioned logic on the mission editor, or you'll get the error again.<br />
<b><br />
HOW DOES THE ZEROING WORK?</b><br />
It's actually pretty simple. Every time you change the zeroing you're actually replacing your current weapon with an identical one, but with a different zeroing. Those weapons are (and must be) previously defined in the config of the addon (ww4ext_magazines.pbo), so you can't add new ones without tinkering with those previously. <br />
<br />
- For scripters:<br />
This method has its own peculiarities and, depending on what you want to do, drawbacks. For instance, every time you change the zeroing, the weapon is reloaded. This shouldn't be a big issue, as the time it takes to reload is the same as what it would take you to manually doing so. But it also changes the weapon itself, so if you have some script that checks for the class of the primary weapon hold by the player, you have to take this into account. In this case, there's already a script built in that can help you identifying the real class of the current zeroed weapon. A call for ww4ext_scripts\zeroing\checkWpn.sqf will fill an array (_arr) with all the classes belonging to that weapon. The first element is always the default zeroing, and the second the name of the base weapon.<br />
<br />
--<br />
<b><br />
PROBLEMS WITH 3RD PARTY VEHICLES</b><br />
This are current bugs or nuances that will be hopefully fixed in a future version.<br />
<br />
<u>LAV-25</u><br />
- Gunner sight obscured. No proper V sight (but, again, it's inheriting the &quot;car&quot; class, not the &quot;tank&quot; one)<br />
- Pos cargo is inverted somehow. Units enter and exit backwards<br />
- Not enough LODs, so poor performance. Also, most basic LOD still too high poly to cast shadows.<br />
- Problems with turning out (no correct 1st person position for driver, gunner doesn't turn with turret) (disabled by now)<br />
- Hitpoint LOD: no correct LODs for wheels, using tracks instead<br />
<br />
<u>CH-46E</u><br />
- Something should be done with the gunner. Either placing an MG on the side or removing him completely  (disabled by now)<br />
- Back part of texture is cut. Needs rework.<br />
<br />
<u>AH-1W</u><br />
- No textures for frame in chopper interior<br />
--<br />
<br />
This is a work in progress, but I thought that it'd be better to release it as I make it, just in case I'm not able to finish this properly.<br />
<br />
While my original intention was to rework the US Army also (West Army) I've decided to concentrate on the USMC by now. This way the chances of me finishing all this are more realistic.<br />
<br />
Just let me stress that this is an unofficial expansion and that Sanctuary is aware and approves of this. It also has a different focus from WW4, so even if Sanctuary releases his long-expected update it shouldn't be a problem. WW4 has always focused on providing units loosely based on real life ones, but which are more an abstraction of them, and that can be used for multiple purposes. This expansion, on the other hand, tries to recreate an existing military branch, unit, etc, being closer to the real life counterpart than what you'd expect from vanilla WW4 (and, hopefully, with vehicles).<br />
<br />
Feel free to comment on the current status. Whatever you like or dislike of all the new additions and changes. Keep in mind that this is a WIP, so everything is subject to change. This is also my first serious try to do something like this so, while there's no bugs that I'm aware of, there might and probably will be things that could be enhanced somewhere and, yes, bugs.<br />
<br />
Here's the list of vehicles I'd like to include:<br />
- AV-8B Harrier, by sfc.itzhak<br />
- CH-53E Super Stallion, by Scorpio<br />
- USMC UH-1N (M2), by Preparation H<br />
<br />
Also considering:<br />
- SEF LAV Pack, by FischKoopp<br />
- SEF HMMWV pack, by FischKoopp<br />
- M1A1 pack, by Sigma-6<br />
- Helo Transportable Tactical Vehicle, by Rifleman<br />
- FOX2_Zodiac, by SFP<br />
<br />
I'd also like to expand the resistance/insurgence with:<br />
- GMC Fleetside Pickup, by InQUisiToR<br />
- Generic Middle Eastern Rebels, by MunkD &amp; WheresMyRabbit?.<br />
<br />
Requests for permission to use those addons were already sent to the respective authors past Saturday, May 11, 2013.<br />
<br />
--<br />
<br />
<b>CHANGELOG</b><br />
<small><b>Spoiler:</b></small><br />
<div style="border: 1px dashed gray; padding: 1px;"><div><button type="button" class="button" onclick="this.parentNode.parentNode.childNodes[1].style.display = ''; this.parentNode.style.display = 'none';" title="Click to show the spoiler.">show spoiler</button></div><div id="spoiler" style="display: none;"><div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">v0.2 - Weapon zeroing, multicam test, LOTS of new vehicles<br />
All:<br />
- CHANGE: Prefix for all classes now set as WW4EXT_ . You'll need to edit your mission.sqm and use Search and Replace so the units call for the correct class.<br />
<br />
Weapons and ammo:<br />
- NEW: Some sniper rifles (M40,M82) can now be zeroed in game<br />
- NEW: Added M136 AT4 launcher. It uses the Carl Gustav model so far, as there's none in WW4<br />
- NEW: Added new version of M72 LAW<br />
- CHANGE: Upped dexterity for AT and ATH weapon types<br />
- CHANGE: Rocket launchers zeroed now at 300 (was 100)<br />
- CHANGE: Changed type of rocket and missile ammo to handgun ammo, to free more space from normal ammo slots and give those units more rifle mags<br />
- CHANGE: RPG-16 reamed to RPG-7. Among other things, an RPG-16 doesn't display the rocket, as it's the same size of the tube. The RPG-7 also decreases the range (the RPG-16 can shoot up to 800m) and it's way more common. (<a href="http://postfiles5.naver.net/20110818_276/citrain64_1313671238604snVBe_JPEG/RPG-1,_RPG-2,_RPG-4,_RPG-7,_RPG-7D,_RPG-16..jpg?type=w2" target="_blank">http://postfiles5.naver.net/20110818...6..jpg?type=w2</a>)<br />
- CHANGE: Changed name and stats of M72 LAW to that of the M-72A7 LAW<br />
- CHANGE: M72 LAW no longer autoloads<br />
<br />
Infantry:<br />
- FIX: Fixed team leaders and spotters ammo count that was causing OFP to freeze<br />
- NEW: M-72A7 LAW and M136 AT4 launchers will be automatically removed after being shot<br />
- NEW: New pilot class without mask: Pilot (Helo)<br />
- NEW: USMC rifle units in woodland camo<br />
- NEW: US Army rifleman in multicam and ACU camo. Multicam camo provided in two variants, to decide which one will be the default one. Pick yours!<br />
- NEW: Some new insurgency unit classes<br />
- NEW: USMC rifle team leader with LAW instead of rucksack<br />
- CHANGE: Reduced inventory slots for MGunners<br />
- CHANGE: AutoRiflemen carry one extra drum instead of a hand grenade<br />
- CHANGE: Assitant AR carry more mags and less grenades<br />
- CHANGE: Replaced a rifleman with rifleman AT light in default 12 man squad<br />
- CHANGE: Spotters are now leaders of the default groups, so they are the ones directing the targetting<br />
- CHANGE: Spotters equipped now with ACOG rifles, instead of GL<br />
<br />
Vehicles:<br />
- NEW: AH-1W SUPERCOBRA, LAV-25, TOYOTA pick-up trucks, CH-46E SEA KNIGHT<br />
- NEW: WW4 HMMWV M2 Woodland<br />
- CHANGE: Reworked armor and other values for the humvees<br />
<br />
Terrain:<br />
- NEW: Added Kodiak v1.1<br />
<br />
<br />
v0.1 - USMC infantry<br />
Weapons and ammo:<br />
- FIX: Fixed abakan gl muzzle<br />
- FIX: Fixed V94 tracer color<br />
- FIX: Added HD string to HD ammo not properly tagged<br />
- NEW: New zeroing. Default: 300m. ACOG,etc: 500m<br />
- NEW: Added several levels of dexterity based on weapon type<br />
- CHANGE: Overall ammo stats updated (sources: wikipedia, WGL, personal taste). Recoil values mostly maintained<br />
- CHANGE: Long range ammo (WLR, ELR) rate of fire reduced considerably, so marksmen don't shoot like machinegunners<br />
- CHANGE: AT-4 renamed to RPO-A Shmel<br />
- CHANGE: M72 launcher renamed to M72 LAW launcher<br />
- CHANGE: LAW launcher now autoloads (to simulate to some extent you pulling out a new one, instead of manually reloading it, which can't be done)<br />
- CHANGE: Major tweaks to rocket and missile launcher values, so they reflect the real counterparts better. The progression is now more noticeable, particularly regarding distances<br />
- CHANGE: Improved/Added class inheritance<br />
- CHANGE: HD ammo also has slightly reduced speed<br />
- NEW: Added dispersion coeficients from WGL<br />
<br />
Units:<br />
- New USMC group class, using units from West Marines<br />
- New FORECON group class, using units from West Recon<br />
- New units and retextures: USMC recon and FORECON direct action<br />
- New unit classes that reflect the structure and naming in the USMC<br />
- Units equipment updated to reflect real life counterpart<br />
- Added MapFact rucksacks to new units<br />
- AI units can use the rucksack automatically (no need for extra scripts or init lines)<br />
- New models added (USMC pilot, crew and recon units, FORECON direct action operators)<br />
<br />
Vehicles<br />
- New vehicle classes based on those already present in WW4</code><hr />
</div></div></div><br />
--<br />
<br />
<b>CREDITS:</b><br />
<small><b>Spoiler:</b></small><br />
<div style="border: 1px dashed gray; padding: 1px;"><div><button type="button" class="button" onclick="this.parentNode.parentNode.childNodes[1].style.display = ''; this.parentNode.style.display = 'none';" title="Click to show the spoiler.">show spoiler</button></div><div id="spoiler" style="display: none;"><div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">- Sanctuary (WW4 and moral support)<br />
- vektorboson (assitance with 3D modelling and general awesomeness and support)<br />
- BadAss, Flashpoint_k and raedor (original MapFact Ruckack)<br />
- WGL team (used as guide for some units gear and weapons and ammo configs)<br />
<br />
And all those below, I can thank them all enough!<br />
<br />
Vehicles:<br />
<br />
CH-46E Sea Knight<br />
&nbsp; based on the V-107 from the Flashpoint Germany mod<br />
<br />
&nbsp; Permission obtained from Gachopin through vektorboson<br />
&nbsp; Model: ??<br />
&nbsp; Textures and original config: vektorboson<br />
<br />
AH-1W SUPERCOBRA<br />
<br />
&nbsp; Original: AH-1W Cobra Addon (beta)<br />
&nbsp; From USMC Mod<br />
<br />
&nbsp; Permission granted by NZXSHADOWS<br />
<br />
&nbsp; Original credits:<br />
&nbsp; BAS = Scripts = Textures = Model<br />
&nbsp; Tomasz Sopylo = Scripts<br />
&nbsp; BIS = AH-1 Cockpit = Textures<br />
&nbsp; NZXSHADOWS = Textures = Model<br />
&nbsp; <br />
TOYOTA PICK-UP TRUCKS<br />
<br />
&nbsp; Original: DMA TOYOTA<br />
&nbsp; Permission granted by Sanctuary<br />
<br />
&nbsp; Original credits:<br />
&nbsp; Unit Models and textures: Williec/BIS<br />
&nbsp; Configs: Honchoblack, Sanctuary<br />
&nbsp; Testing: Williec, Honchoblack, DMA Testing team<br />
&nbsp; Scripts: Honchoblack<br />
<br />
LAV-25<br />
<br />
&nbsp; Original: US LAV 25<br />
&nbsp; From Operation Gulf War Crisis mod (Beta)<br />
<br />
&nbsp; All the content from OPGWC is public domain.<br />
<br />
&nbsp; Created by the OPGWC team<br />
&nbsp; <br />
&nbsp; <br />
Islands:<br />
<br />
Kodiak v1.1<br />
<br />
&nbsp; Original: Kodiak<br />
&nbsp; Created by Instructor</code><hr />
</div></div></div></div>

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			<category domain="http://forums.bistudio.com/forumdisplay.php?23-ADDONS-MODS-COMPLETE"><![CDATA[ADDONS & MODS: COMPLETE]]></category>
			<dc:creator>kenoxite</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154829-WW4-EXTENDED-Unofficial-expansion-for-WW4-2-5</guid>
		</item>
		<item>
			<title><![CDATA[Unofficial "UPGRADE" 1.96-1.99 for License version Arma: CWA]]></title>
			<link>http://forums.bistudio.com/showthread.php?154070-Unofficial-quot-UPGRADE-quot-1-96-1-99-for-License-version-Arma-CWA&amp;goto=newpost</link>
			<pubDate>Sun, 28 Apr 2013 18:16:01 GMT</pubDate>
			<description><![CDATA[Today I present you new informal "patch" which allows to make version 1.96 updating to version 1.99 w\o downloading of an original distribution kit...]]></description>
			<content:encoded><![CDATA[<div>Today I present you new informal &quot;patch&quot; which allows to make version 1.96 updating to version 1.99 w\o downloading of an original distribution kit <a href="http://forums.bistudio.com/showthread.php?121146-Arma-Cold-War-Assault-Free-Update-1-99&amp;p=2111885#post2111885" target="_blank">from here</a>.<br />
<br />
Advantages:<br />
1 . Small size of the file - 6.3 mb<br />
2 . Start as 1.96 so 1.99 from one folder, independently from each other.<br />
3 . Installation in some clicks.<br />
<br />
&quot;Patch&quot; contains an <b>original config and binary files</b> from license BIS version!<br />
<br />
The video instruction will be later. ;)<br />
<br />
<div style="text-align: center;"><a href="http://nervps.tk/npstools/patch_custom_1.99_stable_v32_EU_lic_bis.zip" target="_blank"><b><font size="4"><font color="blue"><u>&gt;&gt;&gt;DOWNLOAD [32] EU&lt;&lt;&lt;</u></font></font></b></a><br />
<a href="https://www.virustotal.com/en/file/05629f566f702ecd873adca700ebbe4f0373e07f0974c150d18324b8f7ce1964/analysis/1367171290/" target="_blank">VIRUSTOTAL.COM LOG (✔ - Clear file) [32]</a><br />
<br />
<a href="http://nervps.tk/npstools/patch_custom_1.99_stable_v42_CIS_lic_bis.zip" target="_blank"><b><font size="3"><font color="red"><u>&gt;&gt;&gt;DOWNLOAD [42] CIS&lt;&lt;&lt;</u></font></font></b></a><br />
<a href="https://www.virustotal.com/en/file/84eed131d16e22a9a2f31aa08f63ef7a5bdff4882de7ef9dcba0b010c63712a5/analysis/1367258570/" target="_blank">VIRUSTOTAL.COM LOG (✔ - Clear file) [42]</a><br />
<br />
<b>Warning! Binary files in source codes - <u><i>fake</i></u>. They Are necessary for concept of the principle of work but not for use!</b><br />
<a href="http://nervps.ru.vu/src/src-96-99.zip" target="_blank">Source code</a></div></div>

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			<dc:creator>_XeTeX_</dc:creator>
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