kenoxite

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About kenoxite

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  1. effects

    1. Now I understand what you meant. Yes, you're right, modelOptics was using the unsuppressed MP5 muzzle. I'll fix this in a next release, but meanwhile you can make the change yourself by changing the #define HK_SMG to this: #define HK_SMG model="\ww4_wpn\WW4_MP5SD.p3d"; modelOptics="optika_HK"; reloadMagazineSound[]={"\ww4ext_sounds\rifle\M4Reload.wss",0.010316,1}; 2. True, but if we go this path we can find many other instances where model styles and quality won't match, particularly in vehicles. I'll see what we can do with this, though, although @krzychuzokecia is the one revamping most guns for next WW4Ext version (he also revamped the AKs). 3.1. The M2 sound I think came from the Stryker addon. Can't remember. It's one of the few sounds that haven't been redone. The rest were done by scratch by using YouTube videos as source (that and a lot of postediting). You can try the M82 sound instead, which is a tweaked version of the M2 one and sounds way more beefy. To do so change the #define M2_MAG to this: #define M2_MAG sound[]={"\ww4ext_sounds\sniper\m82barrett.wss",1.0,1}; soundContinuous=0; I personally find this one a little bit too much, but you might enjoy this more than the default one. 3.2 The XM sounds are the ones used in the next WW4Ext release for the M4s. I honestly haven't researched how an XM117 sounds, though. 4. Yes, that and almost all the vehicles have been revised. There were still some to be polished, but the majority are already. Also, information like the blackening of vehicles when destroyed, z levels of transparent textures, etc was lost or corrupted when converting the BIS models to MLOD through ODOL explorer. We were tweaking all that kind of stuff too.
  2. effects

    I've updated the config in the shared folder in google drive. There's now two versions of the config file, one for version 5.1 and one for version 5.1.2. Use the one corresponding on the WGL version you have installed. I've also included a version with WGL settings with everything disabled but smoke, explosion and fire effects for destroyed vehicles. Regardless of your settings it's important that you disble the tracers, as they conflict with the new CWA "find" scripting command and might cause OFP/CWA to crash. You should be able to use the extfx 5.1 config with ShackTack's version, as long as they were using the vanilla 5.1 config.
  3. effects

    The only thing the WW4_Extended_FX definitions file modifies are the models and sounds of the weapons. Ammo, RoF and all the rest of parameters aren't modified, so what you're seeing is vanilla behaviour. Maybe it's just the new sound for AK bursts, which is a bit faster than the original BIS one. The MP5 replacement uses vanilla WW4 version. I didn't edit this model, so what you see might also happen in WW4 or WW4 Ext. I guess the muzzle flash wasn't removed from the suppressed version of that SMG. I might add that. I thought about it, but never actually did it. While it'd be nice to have I'm still not too convinced. Yes, I guess you have a point here. We'll see. Actually, IIRC the sounds were pretty much set as final at that stage. The only one that really needed further tweaking was the SVD one, to remove the "Phil Collins synth drum effect" (as @krzychuzokecia aptly named it :p). So, feel free to list any sounds you think that are off or could be tweaked further. Anyway, I think I haven't commented this anywhere yet, but the sounds and models from WW4 Extended used in ExtFX are from the unpublished next WW4Ext release. So, any suggestion or bug report you have on this will be applied there, and then retrofitted into this project. I'll look into it. By now you can already disable it by placing a game logic in the editor and naming it "WW4burnexplo" (without quotation marks). That's the name of the logic used by vanilla WW4 to enable burnt vehicle effects, and the ExtFX script will disable its own version if it finds that logic. But, as I've said, I'll add a new option to disable all this for good. Indeed it is amazing :) While there's other great mods WGL has always been for me the gold standard of modding in OFP/CWA. It was focused on multiplayer, so performance was a priority for their team, as you have noticed already. That, plus enhanced effects and some AI tweaks. Their team has always been an inspiration to me and what have pushed me to become better at scripting and config editing for my own projects. WGL is also the grandfather of the later Armas ACE, ACE2, which you probably know already. You actually can use them without problems (I just did). Make sure you also edited the @wgl5\bin\models_base.hpp file this way: //#define CUSTOM_MODELS #define DMA_ARMY_MODELS //#define DMA_NAVAL_MODELS //#define BWMOD_MODELS //#define SFP_MODELS //#define RYAN_MODELS //#define BIS_MODELS //#define WGL5_MODELS You also need to load the dma addons along the wgl and extfx mods using a line like this: @extfx;@wgl5;@WGL_DMApackARMY; For more download links and info you should check out the WGL5 moddb page that @barccy set up there. Ok, I'll check it out. That's not a big problem, but it adds to the time and difficulty of recreating that gun, yes.
  4. effects

    Sure thing. This weekend I was planning on explaining in more detail how to integrate ExtFX with other mods that provide their own config, anyway. I've created a new folder with custom CONFIG.bin files for other mods: You can get them here: https://drive.google.com/drive/folders/0By2CaodBQ84GaDNQaGdpSjdpWU0?usp=sharing So far only WGL and GRAA are included. 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). For mods or addon packs that don't provide a custom config.bin you can just load @extfx AFTER the mod/addon. 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. As for the performance you perceive from GRAA's, I just don't see it. "Heavy" missions like BIS Battlefields perform exactly the same as with the Vanilla_ExtFX definition. Maybe slightly worse. But, hey, whatever works for you. And about the ENABLE_BURNING_VEH feature, that's already included in ExtFX. It actually uses an expanded version of Sanctuary's script (the same used in GRAA). The only difference is that burning times and probabilities are tied to the type of vehicle, its current ammo, etc. Bikes won't explode in a ball of fire, etc. ExtFX version is more tamed in general and a bit more realistic, if you like. You can enable or disable the rest of features (ENABLE_FREEAIM, ENABLE_DESTR_VEH), as those aren't modified by ExtFX and never will.
  5. effects

    1- That's not possible 2- Make sure you comment the normal english and russian language definitions and comment out the ECP ones. It should look more or less like this: // Release version //+ (call preprocessfile "..\@extfx\EXT_DSAI_lang\english.sqf") //+ (call preprocessfile "..\@extfx\EXT_DSAI_lang\russian.sqf") + (call preprocessfile "..\@extfx\EXT_DSAI_lang\arabic.sqf") // Release version (ECP) ** Requires ECP_DSAI.pbo ** + (call preprocessfile "..\@extfx\EXT_DSAI_lang\english_ECP.sqf") + (call preprocessfile "..\@extfx\EXT_DSAI_lang\russian_ECP.sqf") Anyway, if you say you have trouble keeping up with performance the last thing you want to do is to throw yet even more stuff in your missions or tests. ECP DSAI support was provided just because I knew someone would ask for it, but it's not really needed. ExtFX DSAI has hundreds of voices already, all from the Arma series, unlike the rest that are ripped from Call of Duty or Battlefield or whatever (the exception is the included arabic voices, which are from those other games too, it seems, but I'm thinking on providing it separately in a next release instead of built-in in the ExtFX package).
  6. Sure thing. I'll have that in mind for the next release. To be clear, you do mean adding extra buttons (12) to the menu, one for each unit, correct?
  7. tool

    I've added a download link to an xlsx version of the calculator.
  8. tool

    Thanks for the heads up. I've revised the protected ranges. You should be able to use it as intended now.
  9. Last year I created a calculator in spreadsheet form to make the WW4 Extended infantry armor and ammo data more precise. While it's still not perfect is quite a good approximation to how the synergy between armor and ammunition works in-game. You can view the calculator here: https://docs.google.com/spreadsheets/d/1M5rf--TbuvFtRhTt2rOsluyEBiPbVOU_ZNyj3wyqPP0/edit?usp=sharing You should be able to edit the first rows (green colored) from the Armor data and Ammo data sheets to test it out. You should also be able to make a copy to your own Drive account, so you can keep tinkering with all this. Or you can download it as xlsx file to use it offline: https://drive.google.com/open?id=0By2CaodBQ84GRldBb3BvSGdRN1U You can open this file with Microsoft Excel or LibreOffice Calc. Hope this helps others mod makers around here.
  10. effects

    Extended effects (beta) has been updated. More info and download links in the first post. --- Fixes: Squad bar should now be correctly positioned Fixed crew members being assigned EH twice when entering and exiting vehicles (I think there's still some instances where it still might happen - I'll keep looking into it later) Changes: Added a readme and manual in pdf form. They can be found in the main @extfx and in @extfx/_docs folder. Disabled all the "optional features" that were enabled in the first releases. They should have been disabled from the start, but I forgot to do so (they were enabled for the development version). To enable them again you now need to edit the settings.sqf file. Check the manual for more instructions about how to go about this. I've added an Aspect_Ratio.hpp file to the root of the zip file. Place it in your main CWA folder if you don't have one already. I've edited it so it defaults to 16:9 aspect ratio and to not be dependant on Fwatch.
  11. effects

    Hi Heks. Glad you like it. 1. I thought about it, but decided not to just to keep the hit effect at minimum. I just wanted some extra visual cue to know when you're hit (and to disorient you, to some extent). I might work on it at a later time, though. 2. That's not planned 3. You can either use the words_none.hpp preset or create a new custom one where you mute any phrases or words you don't like by deleting them from the file 4. Units start yelling for medic whenever they are below a certain threshold of their global health. The thing is, by working on another project I later discovered that units are only considered wounded whenever a given body part is below a health threshold. Actually, a unit could have just 0.1 points of global health left and it would still feel like he's totally ok. But this current project (ExtFX) is actually quite old and didn't revise the system to take into account this new knowledge. I might change it later, but this means adding yet another eventhandler (hit) to all infantry units which, among other things, is local. 5. As mentioned in #3, you can add or remove any voices you want by editing the words.hpp file or creating a new custom one. The sound you hear is idd the radio noise played after a phrase. I decided to keep it there, as it is used by the words that aren't disabled and it also alerts you in a subtle way that someone said something. 1- I didn't change the grenade throwing animations. They are still there. It's just that in OFP is quite hard to trigger them. 2- That was from a line that added or removed the oxygen masks from pilots when piloting helicopters or where outside a jet plane. It was mainly focused on WW4 Extended, so it gave you an error whenever you didn't use that mod extension. I've commented out those lines for now. It was a harmless (if annoying) error, anyway. That should be fixed in the latest release. There was some kind of syntax error or other conflict in the config.cpp file. I wasn't able to track it down, so I've had to rebuild it from scratch. Yes, you can enable or disable almost any feature in this mod. I've included a pdf manual in the latest release. You can also check it out online here. The setting you want to set to false is this one in settings.sqf (in the @extfx folder): ["wpndustfx", true], You might also want to disable this one: ["unitdustfx", true], As mentioned in the manual, you can disable them by just changing the true boolean to false (so it would look like: ["wpndustfx", false],).
  12. effects

    I've updated the hotfix to include a fix for the BMP and BMP2, which caused them to not use any of the features available in this mod. You can either download the hotfix here: 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. Mediafire: https://www.mediafire.com/file/c8nsqxb1ef6z2b6/%40extfx_beta_hotfix2.zip Or you can manually delete this line from the definitions.hpp and all the hpp files found in @extfx\bin\definitions: class Eventhandlers { init = " if(format[{%1},EXT_on]=={scalar bool array string 0xfcffffef})then{_this call loadfile{\EXT_scripts\init_EXT.sqf}}; "; }; I've also updated the main mod zip file to include the released hotfixes. So don't apply the hotfixes if you plan on dowloading the main one again or if you download it for the first time. --- I've also added a download link in the main thread where you can download the mission I used to record the demo video. 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. Mediafire: https://www.mediafire.com/file/eswlcrh21hr41mw/06NinjasEast.Eden.pbo.zip
  13. effects

    Thanks for the heads up, Marc13Bautista. I've revised and created this public release a bit too hastily, and mainly on a computer that's not my own. A couple of pbos still had some path references directed to the development version instead of the release one. I've created a small hotfix (linked in the main post above) that should fix all this. Let me know if there's any other error like this. ExtFX - Beta version - Hotfix 1 Overwrite the contents of @extfx folder with the contents of this zip file. Mediafire: https://www.mediafire.com/file/7p20ya11jt6xgrl/%40extfx_beta_hotfix1.zip ExtFX DSAI doesn't actually use any of the ECP voices by default, although you can enable support for them by uncommenting a copule lines in the DSAI settings sqf file (and you must place the ECP DSAI pbos in the extfx addons folder). All the voices used in ExtFX are either from OFP campaign and missions (it took a lot of time finding, revising and editing bits to use as banter) and for later Armas (Arma and Arma II). It also includes the public domain kenney voices, but the point of this DSAI version is that it should have no restrictions of use for any other mod and no problems with copyright or permissions. Everything is either public domain or from BIS themselves, so anybody can use this as they please (with the obvious limitations). I really don't have much time right now, so I can't go into specifics about this and other features, but I'll provide more info in the following days. Anyway, feel free to keep asking questions. Also, I think I haven't mentioned, but all this project also falls under the Creative Commons NonCommercial Sharealike license, or it's equivalent in Arma. Later I'll update the main thread accordingly.
  14. 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).