Hi all,
TB has released his new FFUR-SLX 2007 2.0 Pack for OFP.
Here is the link and the read me. I would also like to say it is very immersive
Jeff
http://www.flashpoint1985.com/cgi-bin/ik...ST;f=4;t=67800;OVERVIEW
- We are pleased to announce the release of our last full version FFUR pack for OFP (You wont need any previous packs to properly run this version),
which is mainly about MOD's optimization and improvement of existing key features, bug fixes and updates, the mod has been upgraded to the 1.1 version of SLX, but this time it includes and implements all of its features, especially in terms of AI tactics, wounds (dragging features) and melee. A lot of effort have been exerted in order to enhance every aspect of the mod (Sounds, Radio Chatter, Materials, US Troops Models, Artillery...), basing our work on people's reports and suggestions, we really hope you will not be disappointed by this community made mod pack.
CHANGES, BUG FIXES AND ENHANCEMENTS from 1.O5
*SLX Features
--------------------
# Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one.
# Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it's cover for a while. If the player is squad leader and enters a building with formation set to "Vee" then the player's squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game.
# Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl.
# Working smoke concealment. AI cannot see through smoke but they can walk and shoot through it.
# APC's deploy smoke when infantry is disembarking in combat.
# Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets.
# Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind.
# Commanders machine gun can now be used on tanks to shoot at low flying aircraft. Crew turns out when commander's gun is fired.
# Location based wound effects on people when they are hit.
Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.
Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.
Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.
Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.
If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wound" value then they are critically wounded.
# Critically wounded :
The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.
# Dragging wounded/dead:
Wounded or dead units can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them.
# Giving first aid to wounded:
Giving first aid is based on the skill of the unit giving first aid. If first aid is unsuccessful in stabilizing the unit's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the unit first aid is being given to.
# Taking captives:
If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the unit being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.
# Moving dead/wounded or captives in vehicles:
Wounded, dead, and captive units can be moved into vehicles by using the Drag or Follow action when in a vehicle. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the unit to enter.
# Dropped weapons:
Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.
# AI's helping wounded/dead:
AI's will automatically try and help wounded or dead units. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.
# AI's taking secondary weapons and machine guns:
If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.
# Dismemberment:
If a unit is killed with high explosives and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.
# Catching fire:
If Group Link 3 is active and a unit is thrown into the air from a high explosive but not fast enough to dismember them then they might catch on fire.
*BUG FIXES LOG
---------------------
_Fixed: A-10 GBU-12 attack objectives set by the laser marker.
_Fixed: F15 error message
_Fixed: Tripod NSV (Replaced by CSLA Dshk)
_Fixed: Added Jet fighters speedmeter and alt meter
_Fixed: Silent VSK, VSS and silent handguns.
_Fixed: Artillery system stability, included voices and disabled artillery limitations due to issues in game.
_Fixed: Grenades that make tanks and apcs fly away.
_Fixed: M113 Engine Sound Is A Little Strange.
_Fixed: No FFUR Effects On M6 Linebacker Missiles.
_Fixed: No Tracers On The Vulcan Cannon.
_Fixed: US Sniper white Lods.
_Fixed: US Mortar Soldier Armed With M4, Reloads Mortar weapon switches to M16A4 Aimpoint And Weapon Is Placed About 1 Foot Behind The Hands.
_Fixed: M16A4 Has Incorrect Mode Name - M4, Also Mag Name Is Wrong. FIX: Use Double Name Like M16/M4 Mag or 5.56 M4/M16 mag.
_Fixed: M4A1 Acog Is M16A4 Acog Model, With M4A1 Marksman Picture And Is Named M4 Acog.
_Fixed: SR-25 Is Named M24, Uses M24 Pictures Also.
_Fixed: Stinger ManPad Has No Optics.
_Fixed: A-10 GBU Name Doesn't Fit, Mavericks Have No SLX Effects. FIX: A-10 (GBU-12).
_Fixed: No SLX Effects On F15-C Missiles, Cannon Has No Tracers, F-15 Fired Amraam Missile Has No Textures.
_Fixed: No SLX Effects On F-16 Missiles, No Cannon Tracers.
_Fixed: AH-64 Cannon Sounds Is Not Long Enough, 4 Sound Burst For 10 Round Burst. No SLX Effects On AH-64 Missiles.
_Fixed: RU Crews And Pilots Have No NVG Proxy.
_Fixed: No FFUR Effects On BMP-3, BMP-2 And Res BMP-1 Missiles.
_Fixed: Res S-1203 Has No Texture On The Ammo Box In The Rear.
_Fixed: Reloading Or Changing Weapon In Water Locks Player In Position.
_Fixed: Redminton Picture Is Not Transparent.
_Fixed: AH-64 Cannon Sound Error. Not Long Enough.
_Fixed: Mount Acog Script Replaces M4 With M16A4 Acog, Wrong Weapon Or Model Used.
_Fixed: Artillery Arrives Too Fast, Arrives 1-sec after cannon sounds played. No Flight Time.
_Fixed: US Pilot: Helicopter Pilots Boots Are Incorrect Colour. Should Be Brown Boots Not Black, Too Fit With ACU. Brown Boots Texture Included In Lasers US Pilots Pack.
_Fixed: US UH-60: Cannot Be Identified As Friendly Or Enemy, Only As Unknown. Fix This By Changing The Accuracy Or By Making A New Inherit Class ie - UH60:HelicopterW. HelicopterW Can Be A Small Unit Inherit Under Helicopter With Its Side Set To 1. eg: HelicopterW:Helicopter {side=1;};.
_Fixed: US AH-64: Pilot Optics Are Used By Main Cannon, Optics Follow Main Cannon And If Its Pointed To The Side, The Pilot Optics Will Look To The Side.
_Fixed: RU Soldiers: Carry Standard AK-74 Mags In Front Pouches, Soldiers Are Armed With Ak-74M Mags. Change The Colours Of The Mags In The Pouches To The Black Of The AK-74M Mags.
*OTHER ENHANCEMENTS
------------------------------
# Sounds Updated
Included more realistic sounds in order to increase the immersion feeling and the atmosphere.
# Realistic Materials
Realistically looking material values for models textures.
# Radio Chatter system
Included radio voices for vehicles and helicopters, this considerably increases the immersion in combat.
# New US Troops Models
Due to popular demand, we included Hyakushi's good-looking ACU troops, with some little adjustements to make them fit with the rest of the pack.
REQUIREMENTS
Minimum Specification:
- Operation Flashpoint Resistance or GOTY patched 1.96
- CPU: 2 GHz
- RAM: 512 MB
- Nvidia Geforce FX with 128 MB RAM & pixel shader 2.0, ATI Radeon 9500 with 128 MB of RAM & pixel shader 2.0
- Free HD Space: 1 GB
- Software: Windows XP or Windows 2000 and DirectX 9
INSTALLATION
- To install, simply run the executable from the location you saved it and follow the
instructions. When the installer starts, you will be told to select the location
for the install. This should be correct without you changing anything, but in
a small number of cases this is wrong. Depending on the version you bought
of Operation Flashpoint And that's about it! The files will
begin to install and soon you will be playing FFUR/SLX Modern Crisis.
NOTES
- Tested in Single by several Beta testers.
- I don't garantee the way it works online.
- You don't need any of the previous FFUR packs to get this one properly working.
- Further tweaks to come.
- Special thanks to the following Beta-Testers for their input, feedbacks and supports:
# Big-Rooney
# Blazin
# murkz
# njmatrix
# Jakob
# marcomio
DISCLAIMER
The work represented is the intellectual property of the parties listed in the credits list. Any use without credit to its authors might not be appreciated.
Thunderbird84 - Have fun. :]