MI-24 Pack

Here's an MI-24 pack that adds new effects, new weapons, new como schemes and a new helipad as well as a demo mission.

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File Description

Here's an MI-24 pack that adds new effects, new weapons, new como schemes and a new helipad as well as a demo mission.

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Readme
Mi-24 Hind Pack 1 (v 1.0)
=========================
by Mr. Yoda

1. Instalation & requirements
2. Addon info, new units & new weapons
3. Scripts
4. Animations
5. Mi-24 & weapons info
6. Known issues
7. Missions info
8. Disclaimer
9. Credits
10.Contact
----------------------------
----------------------------

1. Instalation & requirements
=============================

Rar file contains two Addon pbos (HRVmi24.pbo and HRVmi24cpp.pbo) which should be placed in ..\OperationFlashpoint\AddOns folder.
Two demo missions are placed in HRVmissions folder of the Zip file. You can place entire HRVmissions folder in your ..\OperationFlashpoint\Missions folder or you can extract just two missions pbos.
In Rar file you can also find HRVmi24textures.pdf document and Script folder with two example scripts.

Addon and missions are tested and should work fine with OFP Resistance version 1.96.


2. Addon info, new units & new weapons
======================================

When BIS has released its models pack I decided to make a little modernization of the Mi-24. At the time I didn’t know how much work I had before me.

This is one great game with a lot of possibilities and that is why I wanted not to limit the use of this addon. All Mi-24 types are available for east and resistance and you will be able to use 22 different texture-markings scripts + the ability to create your own.

You will notice a lot of esthetic changes to the model – new weapon models (MG, 57mm rocket launchers, AT-6 missiles launchers), retracting gear, doors will now open and close when you get in or get out, exhaust tubes…

But I have also added some new stuff.

Since Mi-24 can carry 250 kg bombs I have placed three types of those: FAB 250 general purpose bomb, RBK 250 cluster bomb and ZAB 250 incendiary bomb.
Mi-24D versions are armed with AT-2 missiles and Mi-24Vs are armed with AT-6 missiles. One version of Mi-24V has two Strela AA missiles.
All chopper types have its equivalent with EVU IR-suppressors (exhaust covers). Helicopter with IR-suppressors will be harder to hit with guided missile, but they will not do much help if helicopter is hovering still over the same position.

All weapons now have its Russian names. Truth is that it is easier to remember NATO designations, but since we already play the game we could learn something as well.

Doors are opening triggered by event handlers, in that way I wanted to speed up getting in and out of the chopper. Therefore player doesn’t need to search for two deferent actions in actions menu during combat. When doors are open guys inside can be hit, so watch out!
These doors are small change but I had a lot of work to cut entire model up.
If you want to open or close doors during cutscenes or for something else read “4.Animations”.

I have made four deferent helicopter camo schemes:

* Camo 1
	-(default Croatian)
	-Green, Sand & Light Gray with some parts oversprayed

* Camo 2
	-(default Soviet)
	-Brown, Sand & Light Gray

* Camo 3
	-(default Soviet)
	-Green, Sand & Light Gray

* Camo 4
	-(default Iraqi)
	-Sand Yellow, Dark Green & Light Gray

You will found under East and Resistance all models in all camo schemes without markings, so you can easily place desired markings on them or left them without any - whatever you need in your mission. Read “3. Scripts“ for more info.

If any team member is assigned as Mi-24 pilot, team leader will be able to order three new actions: “Increase height by 10m”, “Decrease height by 10m” and “Land chopper”.
You can order those commands via command menu or, if you are placed in choppers cargo space, thru actions menu.
Note – “flyinheight” command won’t increase chopper’s height if it is not already moving and, although I’ve tried to override this, chopper will always increase height by less then 10m!

I’ve also added new resistance pilot (under “HRV /Men”). This is ordinary BIS resistance soldier with east pilot helmet and a parachute.

Resistance support trucks don’t have the ability to repair, rearm and refuel, so I added ones that can do that (under “HRV /Support”).

When I’ve made police Mi-24D armed just with machinegun and placed it under civilian side it seemed to me like a good idea to create the same class for resistance (nobody attacks civilians in game – unless you change mission.sqm file).
I’ve also placed two police officers to resistance side and created (using original BIS resistance sniper model) police special forces. All can be found under “HRV /Police”. Police jeep now has its own ingame picture.
I hope all that will be useful.

There are now three additional versions of Su25 planes armed with three different types of unguided bomb.

All Mi-24 types:
----------------

Mi-24V Sturm
Mi-24V Sturm (Exhaust covers)
Mi-24V Sturm+Strela
Mi-24V Sturm+Strela (Exhaust covers)
Mi-24V FAB 250
Mi-24V FAB 250 (Exhaust covers)
Mi-24V RBK 250
Mi-24V RBK 250 (Exhaust covers)
Mi-24V ZAB 250
Mi-24V ZAB 250 (Exhaust covers)

Mi-24D Skorpion
Mi-24D Skorpion (Exhaust covers)
Mi-24D FAB 250
Mi-24D FAB 250 (Exhaust covers)
Mi-24D RBK 250
Mi-24D RBK 250 (Exhaust covers)
Mi-24D ZAB 250
Mi-24D ZAB 250 (Exhaust covers)

Mi-24D 
(armed only with 12,7mm MG and used as a Police chopper)


All Su25 types:
---------------

Su25 FAB 250
Su25 RBK 250
Su25 ZAB 250


New Mi24 units:
---------------

resistance>HRV Mi24>No Markings (Camo 1)>	*All Mi-24 types*
resistance>HRV Mi24>No Markings (Camo 2)>	*All Mi-24 types*
resistance>HRV Mi24>No Markings (Camo 3)>	*All Mi-24 types*
resistance>HRV Mi24>No Markings (Camo 4)>	*All Mi-24 types*
resistance>HRV Mi24>Croatia> 		 	*All Mi-24V types*
resistance>HRV Mi24>FIA> 		 	*All Mi-24 types*

east>HRV Mi24>No Markings (Camo 1)> 		*All Mi-24 types*
east>HRV Mi24>No Markings (Camo 2)> 		*All Mi-24 types*
east>HRV Mi24>No Markings (Camo 3)> 		*All Mi-24 types*
east>HRV Mi24>No Markings (Camo 4)> 		*All Mi-24 types*
east>HRV Mi24>Soviet> 		   		*All Mi-24 types*
east>HRV Mi24>Iraq>	 	   		*All Mi-24D types*

civilian>HRV Mi24> Mi-24D /Everon
civilian>HRV Mi24> Mi-24D /Nogova
civilian>HRV Mi24> Mi-24D /Malden
civilian>HRV Mi24> Mi-24D /Kolgujev
civilian>HRV Mi24> Mi-24D (Police)

resistance>HRV /Police> Mi-24D /Everon
resistance>HRV /Police> Mi-24D /Nogova
resistance>HRV /Police> Mi-24D /Malden
resistance>HRV /Police> Mi-24D /Kolgujev
resistance>HRV /Police> Mi-24D (Police)	 


New Su25 units:
---------------

east>HRV Su25>	 				*All Su25 types*


New Support units:
------------------

resistance>HRV /Support> PV3S Ammo
resistance>HRV /Support> PV3S Fuel
resistance>HRV /Support> PV3S Repair


New Men units:
--------------

resistance>HRV /Men> Pilot


New Police units:
-----------------

resistance>HRV /Police> Man (Police - CZ75)
resistance>HRV /Police> Man (Police - Scorpion)
resistance>HRV /Police> Special Force (AK74su,Satchel)
resistance>HRV /Police> Special Force (AK74su)
resistance>HRV /Police> Special Force (HK,Satchel)
resistance>HRV /Police> Special Force (G36a)
resistance>HRV /Police> Special Force (UZI,Satchel)
resistance>HRV /Police> Special Force (Remington)
resistance>HRV /Police> Jeep (Police)


New weapon types and classes:
-----------------------------

I have tried to make weapons to be compatible with other ingame weapons (I didn’t increase guided weapons range or damage).

* 9M17P “Skorpion” 	(AT-2)
	- class > 	HRVAT2LauncherHind4 	(magazine HRVAT2LauncherHind4)

* 9M114 “Sturm”		(AT-6)
	- class > 	HRVAT6LauncherHind4 	(magazine HRVAT6LauncherHind4)
	- class > 	HRVAT6LauncherHind8 	(magazine HRVAT6LauncherHind8)
	! I have changed AT-6 ammo class a little (new class> HRVAT_6). Original ammo makes AT-6 almost unusable if distance between target and helicopter is less then 600m (missile always overshoots the target).

* 9K32M “Strela”	AA missile
	- class > 	HRVStrelaLauncherHind2 	(magazine HRVStrelaLauncherHind2)

* UV-57-32		(57mm zuni rocket launcher)
	- class > 	HRVrocket57x64		(magazine HRVrocket57x64)
	- class > 	HRVrocket57x128		(magazine HRVrocket57x128)

* YaKB-12,7 MG		(12,7mm machine gun)
	- class > 	HRVMachineGun12_7Hind	(magazine HRVMachineGun12_7Hind)

* Bomb Launcher		(4 bombs)
	- class > 	HRVBombLauncher		(magazines 	HRVBombFAB250Mag,
								HRVBombRBK250Mag,
								HRVBombZAB250Mag)
	! If chopper is flying in height under 20m bombs will not be armed!

* Bomb Launcher 6	(6 bombs)
	- class > 	HRVBombLauncher6	(magazines 	HRVBombFAB250Mag6,
								HRVBombRBK250Mag6,
								HRVBombZAB250Mag6)
	! If chopper is flying in height under 20m bombs will not be armed!


3. Scripts
==========

Flare Scripts
-------------

I didn’t want to implement flare scripts into cpp file because original in game air vehicles don’t have them.
Mission maker can easily use these scripts for this addon or any other addon he’ll use in his mission.

* Mi24_flare.sqs

  use - place in the unit's init field or your script:
	myHind exec "\hrvmi24cpp\scripts\mi24_flare.sqs"
  info:	-Script used to deflect incoming missiles
	-There is 90 % chance for the script to be successful
	-It will not deflect unguided missiles
	-If missile is launched from position too close to the helicopter, it won’t be deflected

* Mi24_flare100.sqs

  use - place this in the unit's init field or your script:
	myHind exec "\hrvmi24cpp\scripts\mi24_flare100.sqs"
  info:	-This script will deflect all missiles, guided and unguided

* flaresfake.sqs

  use - place this in your script:
	myHind exec "\hrvmi24cpp\scripts\flaresfake.sqs"
  info:	-This script will trigger launch of flares
	-It will not deflect any missile and is used just to activate flare-launch effect (good for cutscenes)


Markings Scripts
----------------

These scripts will add desired markings to your chopper.
I suggest you only use Mi-24s with no markings.
You can assign numbers for your chopper in some scripts, and if you don’t do that numbers will be selected randomly. Also, if you want to create an empty space instead of the number you should write number lower the “0” or higher then “10”.
Examples:

1. Init field of the chopper – [this] exec "\hrvmi24cpp\scripts\afghanistan.sqs"
	-this will add Afghanistan markings to the chopper
	-two numbers are randomly selected

2. Init field of the chopper – [this,1,0] exec "\hrvmi24cpp\scripts\afghanistan.sqs"
	-this will add Afghanistan markings to the chopper
	-number “10” will be visible on the chopper’s tail

3. Init field of the chopper – [this,-1,5] exec "\hrvmi24cpp\scripts\afghanistan.sqs"
	-this will add Afghanistan markings to the chopper
	-number “5” will be visible on the chopper’s tail

Here is a list of all scripts and a way to use them. “N” is placed where you should write a number. If you place too many or not enough numbers (e.g. Afghanistan needs two), all numbers will be selected randomly.

* Afghanistan 	- [this] exec "\hrvmi24cpp\scripts\Afghanistan.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Afghanistan.sqs"

* Bulgaria	- [this] exec "\hrvmi24cpp\scripts\Bulgaria.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Bulgaria.sqs"

* Croatia	- [this] exec "\hrvmi24cpp\scripts\Croatia.sqs"

* Czech		- [this] exec "\hrvmi24cpp\scripts\Czech.sqs"
		or
		- [this,N,N,N,N] exec "\hrvmi24cpp\scripts\Czech.sqs"

* DDR		- [this] exec "\hrvmi24cpp\scripts\DDR.sqs"
		or
		- [this,N,N,N] exec "\hrvmi24cpp\scripts\DDR.sqs"

* FIA1		- [this] exec "\hrvmi24cpp\scripts\FIA1.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\FIA1.sqs"
	(white FIA markings and with pirate sign under the pilot cabin)

* FIA2		- [this] exec "\hrvmi24cpp\scripts\FIA2.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\FIA2.sqs"
	(black FIA markings and jaws sign under the cabin)

* Hungary	- [this] exec "\hrvmi24cpp\scripts\Hungary.sqs"
		or
		- [this,N,N,N] exec "\hrvmi24cpp\scripts\Hungary.sqs"

* Iraq		- [this] exec "\hrvmi24cpp\scripts\Iraq.sqs"
		or
		- [this,N,N,N,N] exec "\hrvmi24cpp\scripts\Iraq.sqs"

* Kolgujev 	- [this] exec "\hrvmi24cpp\scripts\Kolgujev.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Kolgujev.sqs"
	(“KOLGUJEV” is written on the choppers tail)

* Macedonia	- [this] exec "\hrvmi24cpp\scripts\Macedonia.sqs"
		or
		- [this,N,N,N] exec "\hrvmi24cpp\scripts\Macedonia.sqs"

* Malden 	- [this] exec "\hrvmi24cpp\scripts\Malden.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Malden.sqs"
	(“MALDEN” is written on the choppers tail)

* Nogova 	- [this] exec "\hrvmi24cpp\scripts\Nogova.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Nogova.sqs"
	(“NOGOVA” is written on the choppers tail)

* North Alliance (Afghanistan)
		- [this] exec "\hrvmi24cpp\scripts\NA.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\NA.sqs"

* Poland	- [this] exec "\hrvmi24cpp\scripts\Poland.sqs"
		or
		- [this,N,N,N] exec "\hrvmi24cpp\scripts\Poland.sqs"

* Police 	- [this] exec "\hrvmi24cpp\scripts\Policie.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Policie.sqs"
	(“POLICIE” is written on the choppers tail)

* Slovakia	- [this] exec "\hrvmi24cpp\scripts\Slovakia.sqs"
		or
		- [this,N,N,N,N] exec "\hrvmi24cpp\scripts\Slovakia.sqs"

* Soviet 1 	- [this] exec "\hrvmi24cpp\scripts\Soviet1.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Soviet1.sqs"
	(two red numbers on the front fuselage and jaws under the cabin)

* Soviet 2 	- [this] exec "\hrvmi24cpp\scripts\Soviet2.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Soviet2.sqs"
	(two yellow numbers on the tail)

* Ukrain 	- [this] exec "\hrvmi24cpp\scripts\Ukrain.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\Ukrain.sqs"

* FIA (Soviet 1)- [this] exec "\hrvmi24cpp\scripts\FIA_sov1.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\FIA_sov1.sqs"
	(the same as Soviet 1 except for the oversprayed red stars with black FIA letters)

* FIA (Soviet 2)- [this] exec "\hrvmi24cpp\scripts\FIA_sov2.sqs"
		or
		- [this,N,N] exec "\hrvmi24cpp\scripts\FIA_sov2.sqs"
	(the same as Soviet 2 except for the oversprayed red stars with black FIA letters)


Custom markings scripts
-----------------------

You can create your own script and place it in your mission. Use “reference_script.sqs” in Script folder of the Rar file for help. More info can be found in HRVMi24textures.pdf file.
If you want to use random numbers in your script see “Random_numbers.sqs” in Script folder.


Dust script
-----------

I have used great heli dust script created by Vektorboson.


Additional scripts
------------------

* Jaws		- this exec "\hrvmi24cpp\scripts\jaws.sqs"
	-this script will add jaws to your chopper
	-scripts FIA2.sqs, Soviet1.sqs and FIA_sov1.sqs already add jaws to the chopper!


4. Animations
=============

* Pilot Doors
	- open>		myHIND animate ["pilotdoors", 1]
	- close>	myHIND animate ["pilotdoors", 0]

* Gunner Doors
	- open>		myHIND animate ["gunnerdoors", 1]
	- close>	myHIND animate ["gunnerdoors", 0]

* Cargo Doors
	Lower Left doors
	- open>		myHIND animate ["clldoors", 1]
	- close>	myHIND animate ["clldoors", 0]

	Upper Left doors
	- open>		myHIND animate ["culdoors", 1]
	- close>	myHIND animate ["culdoors", 0]

	Lower Right doors
	- open>		myHIND animate ["clrdoors", 1]
	- close>	myHIND animate ["clrdoors", 0]

	Upper Right doors
	- open>		myHIND animate ["curdoors", 1]
	- close>	myHIND animate ["curdoors", 0]

* Cargo Doors (Cargo View)
	Lower Left doors
	- open>		myHIND animate ["clldoors2", 1]
	- close>	myHIND animate ["clldoors2", 0]

	Upper Left doors
	- open>		myHIND animate ["culdoors2", 1]
	- close>	myHIND animate ["culdoors2", 0]

	Lower Right doors
	- open>		myHIND animate ["clrdoors2", 1]
	- close>	myHIND animate ["clrdoors2", 0]

	Upper Right doors
	- open>		myHIND animate ["curdoors2", 1]
	- close>	myHIND animate ["curdoors2", 0]


5. Mi-24 & weapons info
=======================

Mi-24
-----
Although in service for more then twenty years Mi-24 is still one of most powerful and most deadly combat helicopters. With its high armor and speed of 335 kph it is a terrifying platform for carrying additional troops and different types of guided and unguided weapons.

Mi-24D is armed with 12,7mm four barrel machinegun and can carry unguided bombs, unguided rocket launchers and 9M17 (AT-2) anti-tank missiles.

Its successor Mi-24V has improved avionics, radar warning receivers and can use more advanced Sturm (AT-6) anti-tank missiles together with Strela anti-aircraft missiles.


9M17 (AT-2) ATGM
----------------
This is radio-guided anti-tank missile.
9M17 was firstly used by light-armored vehicles. Its manual guidance makes flying a helicopter dangerous because operator needs to guide this slow flying missile to the target by hand, which means that helicopter needs to be still (an easy target).

Later version of the missile (9M17P) has improved range (from 2500 to 4000 m) and has semi-manual guidance – operator just needs to keep lock on the target.

This weapon is launched from launch rails and has high explosive anti-tank warhead that should penetrate 500 mm thick steel armor.


9M114 (AT-6) ATGM
-----------------
9M114 Sturm is also radio-guided anti-tank missile. Its guidance system is similar to the one used for 9M17P Skorpion, which means that operator needs to maintain lock on the target until target is hit.
But this weapon has much higher flight speed and can reach its maximum range of 5000m in 11 sec.

Its high explosive anti-tank warhead should pierce through 700 mm thick steel armor.


FAB 250
-------
* general purpose bomb
* warhead - 230 kg 


RBK 250
-------
* Cluster bomb
* 150 bomblets
* covering area - 4800m2 
* warhead - 150 kg


ZAB 250
-------
* incendiary bomb
* warhead - 200 kg


6. Known issues
===============

* I didn’t make pilot doors animation for pilot view. It was too complicated to cut them out… maybe I’ll do that in the future.

* Because game, after loading the mission from saved position, “forgets” which textures was used on certain model (models end up with no markings!) I have created a loop that will retexture the model every 1,5 sec.
I didn’t expected this problem but I hope it will not slow down the game too much.

* BIS Mi-24 MLOD model released in model pack has some “problems”. I think I have managed to correct all texture issues and remove double vertexes, but it still can’t be converted to ODOL format. Although I don’t have any trouble with it in game it seems to be worth mentioning.

* I’ve tried to select most common numbers and signs positions on Mi-24s but there are a lot of variations and for some air forces texture positioning won’t be accurate.


7. Missions info
================

I’ve created two demo missions. They are placed in HRVmissions folder of the Rar file.

* Police Action
- In this mission you will fly Nogovan Mi-24D police helicopter and help in capturing northern airport.

* Bombing Day
- In this mission your Mi-24V will be armed with FAB 250 bombs. You should use them to destroy enemy bunkers and armor.

More info and tips for each mission can be found in readme files in HRVmissions folder.


8. Disclaimer
=============

This is not an official addon - use it on your own risk!


9. Credits
==========

In order to create this addon I saw a lot of tutorials, scripts and examples and use many tools. I actually didn’t need to ask a single question, anything I needed could be found on various OFP editing sites :).

I wish to thank anyone who made any type of tutorial, tool and example script, and of course to BIS for this great and open game. Without it I probably would never try my self in 3d modeling, scripting and mission or texture making.


10. Contact
===========

hdrinovac@inet.hr


I hope you will have fun using this addon!

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HRV


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Registered 20th February 2005

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