COMBAT! M113 Pack

Features - Authentic weapon loadouts; - 6 variants of 2 basis versions of the apc; - 2 different paint schemes, suiting normal and desert...

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File Description

Features - Authentic weapon loadouts; - 6 variants of 2 basis versions of the apc; - 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; - Realistsic simulation of a APC's suspension and MG recoil

Pack Requires: COMBAT! Modern U.S. APC Crew Pack (1.0) CBT Misc Pack (1.1)

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Readme
Copyright (c) 2004 COMBAT! OFP Addons

M113 Pack v1.21  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
      X.	Future Enhancements


________________________



I. Installation

Extract files:
- CBT_M113a.pbo
- CBT_M113a_Scripts.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 APC Crew 1.0
- CBT Misc 1.1
- OFP: Resistance (min. v1.96)

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II. List of Addons


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

CBT - Armored:
/WEST/...
CBT - Armored/M113A3 Nato		- "CBT_M113A3_W"	8
CBT - Armored/M113A3 Desert		- "CBT_M113A3_D"	8	
CBT - Armored/M113A2 Nato		- "CBT_M113A2_W"	8
CBT - Armored/M113A2 Desert		- "CBT_M113A2_D"	8

CBT - Support:
/WEST/...
CBT - Support/M113A3 Ambulance Nato	- "CBT_M113A3A_W"	3
CBT - Support/M113A3 Ambulance Desert	- "CBT_M113A3A_D"	3


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III. Features

- Authentic weapon loadouts;
- 6 variants of 2 basis versions of the apc;
- 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;
- Realistsic simulation of a APC's suspension and MG recoil

________________________



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 M113's without scripts, write on a global place:
- "CBT_M113a_NoScripts = true"

If you want to use APCs with Raedor's Cargo scripts, write in a global place:
- "CBT_NoCargo = false"

To play the APCs 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"


2) Number and emblems predefinition:
Initially, all emblems and number appearance is randomized, corresponding to APC 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 APCs, limitations will be noted below.

Main number/emblems predefinition line, first syntax:

[<name>, "<num>", "<chevron>", "<div>"] exec "\CBT_M113a_Scripts\fx\CBT_UN.sqs"

Description:
- <name> - represents the name of unit to engage the script on. If you use init line of the specified APC 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 APCs:
"none"   - erases emblem from APC
"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 APC:
"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", "a22", "delta","2418i"] exec "\CBT_M113a_Scripts\fx\CBT_UN.sqs"
This will make APC appear with A-22 vehicle number, Delta chevron, and 24-18-I division markings.

KFOR Markings:

I have also included for the M113A3 Nato, KFOR style markings:
Place this in the init line:

 this setObjectTexture [2,"\CBT_M113a\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

Cargo script notes:
I found by mistake that Raedors Cargo scripts he created for the RHS APCs works as a realistic dismount script on ordinary APCS.  When either fired upon, apc fires on a unit or hatches are closed, mounted units will disembark and fall into wedge formation around the vehicle, instead of riding to their death inside. It is disabled by default, because it does cause minor lag in MP and still has a few issues to be worked out.

Cargo script work is based on the status of gunner and driver. In short description, script continuosly checks if driver is riding with hatch open and if gunner is present. Driving with cargo in APC is possible only on this terms:

[driver has his hatch opened] or [there is no gunner]

When gunner leaves the APC, turret is automatically centered. If the conditions to ride are not fulfilled, no soldier would be able to ride in APC. These are the conditions after which the crew will jump out of the APC:
- conditions no longer fulfilled
- use of APC weapon

Tip: You can only transport soldiers in your APC, when driver has opened his hatch or when there is no gunner. So if u have soldiers in your APC and you want driver and gunner to get in, do it this way: as first let driver get in and order him to open his hatch. Then you can order the gunner in.

Tip: To order driver to open his hatch, set team leader to announce the "SAFE" mode.


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.


________________________



V. Credits

The team is:

Pablo		- M113 Project Lead, modeling, textures
Rudedog		- misc. modeling, textures, config
Sniper Skull	- beta testing
Soul_Assassin 	- mentoring, stowage modeling
Bobcatt		- research and beta testing
Cpl Punishment  - Beta Testing
Parvus		- Combat Photographer
   
	
To the whole COMBAT team for excellent beta testing.

Also thanks to:
Marfy					- His texturing tutorials
raedor (RHS)				- scripting
TJ (BAS) 	                	- for his fire/shockdust script
Decisive Killing Machines Mod 		- for making suspension and recoil possbile and giving this knowledge to all mods
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 M113 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! M113 Pack v.1.21
You may find all our addons at Download section
http://clancombat.planetrockabilly.com/


________________________



IX. Change Log
1.21 - Fixed headlights not working on all versions during day.
     - Fixed dim, muzzleflash and taillights
     - Fixed outside units not showing in driver view
     - Fixed outside units not showing in ambulance commander view
     
1.2 - Fixed gunner hatch moving in safe mode
    - Updated scripts to latest versions
    - Tweaked Weapon values
    - Upgraded M2's to latest model

1.1 - Changed it so gunner ejects when killed to prevent him from hanging in mid-air when vehivle is destroyed
    - Many model fixes to correct lighting issues
    - Fixed error in MP when receiveing "M113 Pack Error"
    - Corrected tail light positions on A2s
    

1.0 - Initial Release

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Registered 15th March 2005

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