COMBAT! HMMWV Pack

Features - Authentic weapon loadouts; - About 38 variants of the HMMWV; - 2 different paint schemes, suiting normal and desert islands;...

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File Description

Features - Authentic weapon loadouts; - About 38 variants of the HMMWV; - 2 different paint schemes, suiting normal and desert islands; - New, authentic sounds; - Random vehicle numbers and division markings, predefinable; - Randomized chevrons on desert variants, predefinable; - Burning script with random secondary explosions; - Weapon exaust gases; - Realistic simulation of soldier cargo transport; - Realistsic simulation of a weapon recoil and shell ejection

Requires: CBT Misc Pack (1.1)

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Screenshots
Readme
Copyright (c) 2004 COMBAT! OFP Addons

COMBAT! HMMWV Pack v1.0 ReadMe


Contents

      I.	Installation
     II.	List of Addons
    III.	Features
     IV.	Scripts
      V.	Credits
     VI.	Bugs & Critics
    VII.	Disclaimer
   VIII.	Download links
     IX.	Change Log
________________________



I. Installation

Extract files:
- CBT_HMMWV.pbo
into ...\Res\Addons folder or a Mod folder..

Run the game and check section IV. of this readme on the usage of this addon. Please read it carefully!

This pack requires:
- CBT Misc 1.1
- OFP: Resistance (min. v1.96)

________________________

II. List of Addons

List:
[where to find it]			- "[editorname]"	- "[cargo slots]"

CBT - Car:
/WEST/...
(Unarmed)
CBT - Car/M998 HMMWV (Nato)		- "CBT_M998_W"		3
CBT - Car/M998 HMMWV (Desert)		- "CBT_M998_D"		3	
CBT - Car/M998 HMMWV (Nato 91)		- "CBT_M998_W91"	3
CBT - Car/M998 HMMWV (Desert 91)	- "CBT_M998_D91"	3
CBT - Car/M998 HMMWV MP (Nato)		- "CBT_M998MP_W"	3	
CBT - Car/M998 HMMWV MP (Desert)	- "CBT_M998MP_D"	3
CBT - Car/M998 HMMWV Open (Nato)	- "CBT_M998_O_W"	3
CBT - Car/M998 HMMWV Open (Desert)	- "CBT_M998_O_D"	3	

CBT - Car/M1038 HMMWV (Nato)		- "CBT_M1038_W"		5
CBT - Car/M1038 HMMWV (Desert)		- "CBT_M1038_D"		5
CBT - Car/M1038 HMMWV (Nato 91)		- "CBT_M1038_W91"	5
CBT - Car/M1038 HMMWV (Desert 91)	- "CBT_M1038_D91"	5

CBT - Car/M1097 HMMWV (Nato)		- "CBT_M1097_O_W"	7
CBT - Car/M1097 HMMWV (Desert)		- "CBT_M1097_O_D"	7
CBT - Car/M1097 HMMWV (Nato 91)		- "CBT_M1097_O_W91"	7
CBT - Car/M1097 HMMWV (Desert 91)	- "CBT_M1097_O_D91"	7
CBT - Car/M1097 HMMWV Covered (Nato)	- "CBT_M1097_C_W"	7
CBT - Car/M1097 HMMWV Covered (Desert)	- "CBT_M1097_C_D"	7
CBT - Car/M1097 HMMWV Covered (Nato 91)	- "CBT_M1097_C_W91"	7
CBT - Car/M1097 HMMWV Covered (Des 91)	- "CBT_M1097_C_D91"	7

CBT - Car/M1114 HMMWV (Nato)		- "CBT_M1114_W"		3
CBT - Car/M1114 HMMWV (Desert)		- "CBT_M1114_D"		3

(Armed)		
CBT - Car/M1025 HMMWV M2 (Nato)		- "CBT_M1025_W_M2"	3
CBT - Car/M1025 HMMWV M240 (Nato)	- "CBT_M1025_W_M240"	3
CBT - Car/M1025 HMMWV Mk19 (Nato)	- "CBT_M1025_W_MK19"	3
CBT - Car/M1025 HMMWV M2 (Nato 91)	- "CBT_M1025_W91_M2"	3
CBT - Car/M1025 HMMWV Mk19 (Nato 91)	- "CBT_M1025_W91_MK19"	3
CBT - Car/M1025 HMMWV M2 (Desert)	- "CBT_M1025_D_M2"	3
CBT - Car/M1025 HMMWV M240 (Desert)	- "CBT_M1025_D_M240"	3
CBT - Car/M1025 HMMWV Mk19 (Desert)	- "CBT_M1025_D_MK19"	3
CBT - Car/M1025 HMMWV M2 (Desert 91)	- "CBT_M1025_D91_M2"	3
CBT - Car/M1025 HMMWV Mk19 (Desert 91)	- "CBT_M1025_D91_MK19"	3

CBT - Car/M1121 HMMWV Tow (Nato)	- "CBT_M1121_W"		1
CBT - Car/M1121 HMMWV Tow (Desert)	- "CBT_M1121_D"		1
CBT - Car/M1121 HMMWV Tow (Nato 91)	- "CBT_M1121_W91"	1
CBT - Car/M1121 HMMWV Tow (Desert 91)	- "CBT_M1121_D91"	1

(Support)
CBT - Support/M996 HMMWV Ambulance (Nato)     - "CBT_M996_W"	5
CBT - Support/M996 HMMWV Ambulance (Desert)   - "CBT_M996_D"	5



________________________



III. Features

- Authentic weapon loadouts;
- About 38 variants of the HMMWV;
- 2 different paint schemes, suiting normal and desert islands;
- New, authentic sounds;
- Random vehicle numbers and division markings, predefinable;
- Randomized chevrons on desert variants, predefinable;
- Burning script with random secondary explosions;
- Weapon exaust gases;
- Realistic simulation of soldier cargo transport;
- Realistsic simulation of a weapon recoil and shell ejection


________________________



IV. Scripts

Please read the full document carefully.

1) Main scripts disablement:
If you want to use all COMBAT! addons without scripts, write in a global place:
- "CBT_NoScripts = true"

If you want to use HMMWVs without scripts, write on a global place:
- "CBT_HMMWV_NoScripts = true"

To play the CBT addons without smoke and light effects, write in a global place:
- "CBT_NoSmoke = true"

To reduce smoke effects in all CBT addons, write this line in global place:
- "CBT_LowSmoke = true"

Remember: these settings are global, they affect all CBT addons.


2) Number and emblems predefinition:
Initially, all emblems and number appearance is randomized, corresponding to HMMWV type. If you want to predefine the appearance of emblems and/or numbers, you have to put some lines into init field in editor. Appearance script is highly elastic, so it is possible to place all types of emblems and numbers on almost all HMMWVs, limitations will be noted below.

Main number/emblems predefinition line, first syntax:

[<name>, "<div>", "<chevron>", "<num>"] exec "\CBT_HMMWV\fx\CBT_HMMWV_UN.sqs"

Description:
- <name> - represents the name of unit to engage the script on. If you use init line of the specified HMMWV to alter it's appearance, you may write "this" instead of proper name.

Definable group, use first syntax
"normal"       - defined normal
"random"       - randomised markings
"none"         - leaves the space empty

- [<num>] - defines the vehicle number, if you've chosen the definable number type. 
{ a11, a12, a13, a14, a21, a22, a23, a24, a31, a32, a33, a34 }.
{ b11, b12, b13, b14, b21, b22, b23, b24, b31, b32, b33, b34 }.
{ c11, c12, c13, c14, c21, c22, c23, c24, c31, c32, c33, c34 }.
{ d11, d12, d13, d14, d21, d22, d23, d24, d31, d32, d33, d34 }.
You may also write here a path to a file of your choice (must be in .paa format!), but you cannot use it in MP.

- <chevron> - defines a type of chevron to be placed in emblem field on DESERT HMMWVs:
"none"   - erases emblem from HMMWV
"alpha" - Alpha
"bravo" - Bravo
"char" - Charlie 
"delta" - Delta
You may also write here a path to a file of your choice (must be in .paa format!), but you cannot use it in MP.

- <div> - defines a type of division markings to be placed in division markings field on HMMWV:
"none"   - leaves the space empty
"2481i" 
"1a3cav5"
"247cav"
"1a16i"
"3i221"
"1i22i"
"1a14ada"

You may also write here a path to a file of your choice (must be in .paa format!), but you cannot use it in MP.

Example of main number/emblems predefinition line:

[this, "normal", "2418i", "delta","a22"] exec "\CBT_HMMWV\fx\CBT_UN.sqs"
This will make HMMWV appear with A-22 vehicle number, Delta chevron, and 24-18-I division markings.

KFOR Markings:

I have also included for the NATO variants, KFOR style markings:
Place this in the init line:

 this setObjectTexture [2,"\CBT_HMMWV\mark\kfor.paa"]

Here is a list I have included, some are real and some are fictional. I provided ones with first initial for each island.

kfor.paa, efor.paa, ifor.paa, nfor.paa, mfor.paa, tfor.paa


Multi Player:

If you want to use COMBAT! Addons  in multiplayer (especially on client-servers), put a Game Logic on the map and name it "serverChk" or use the "Network Services" of the Chain of Command Mod.


M1121 TOW HMMWVs Notes:

The TOW HMMWV's use MCAR Beta 2 release.  There are known MP issues with this version, so HMMWVs will be updated once a new version of MCAR is released.

________________________



V. Credits

The team is:

Rudedog		- modeling, textures, config, scripting
Sniper Skull    - modeling and beta testing
Pablo		- stowage textures and beta testing
raedor 		- scripting
Hellfish 	- beta testing
Bobcatt		- research and beta testing
Waffendennis	- animator and beta testing
Parvus		- Combat Photographer
	
To the whole COMBAT and RHS team for excellent beta testing.

Also thanks to:
Marfy					- His texturing tutorials and canvas texture on M1097
Every one at MCAR Project		- TOW scripts and making guided missles on car-class possible
TJ (BAS) 	                	- for his fire/shockdust script
BAS					- for launcher script
Decisive Killing Machines Mod 		- for making suspension and recoil possbile and giving this knowledge to all mods
Rastavovich of DKM 			- for general help in scripting
Tactician				- for smoke scripts
BIS 	                        	- for making a great game we still enjoy
Everyone else who I forgot to mention. ;)


________________________



VI. Bugs & Critics

If you find any bugs or if you want to say us your opinion about the HMMWV pack, contact us:
- Our homepage: http://clancombat.planetrockabilly.com
- Our forums: http://clancombat.planetrockabilly.com/modules.php?op=modload&name=PNphpBB2&file=index
- Our threads in Addons & Mods Discussion on BIS forums


________________________



VII. Disclaimer

This is an unoffcial addon and may only be used at your own risk.
COMBAT! does not take any responsibility in case the use of this addon results in any problems. This addon is in no way affliated with Bohemia Interactive Studios or Codemasters thus they cannot be held responsible either.
This addon is not to be altered or edited for any purpose without the express permission of the authors. Nor should it be distributed except in the form provided.

________________________



VIII. Download links

COMBAT! HMMWV Pack v.1.0
You may find all our addons at Download section
http://clancombat.planetrockabilly.com/


________________________



IX. Change Log
1.0 - Initial Release

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Registered 15th March 2005

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