Rifle Range Addon

Updated version of his Rifle Range (3.0). This new version includes new featuress; such as a pause function, and some other things. Some oth...

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File Description

Updated version of his Rifle Range (3.0). This new version includes new featuress; such as a pause function, and some other things. Some other bugs were also fixed.

Changes:

* Changed some addon names as they appear in the editor. * Pause/continue Action added. * End Session Action added. * Slow/Normal/Fast varible speeds added. * Fixed bug that allowed you to shoot the target defilade and score a knockdown. * Fixed bug that allowed near hits on the defilade to score a knock down. * Added a differant variant without a mound.

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Readme
##################################################################################################################################
#######################################  THIS IS NOT AN OFFICIAL ADDON!! USE AT YOUR OWN RISK!! ########################################




 Range AddOn Version 3.0 by AKK 12/2004

Changes to Version 3.0

1: Changed some addon names as they appear in the editor.

2: New actions added.
     a: Pause/continue
     b: End Session
     c: slow/normal/fast speeds

3: fixed bug that allowed you to shoot the target defilade and score a knockdown.

4: Fixed bug that allowed near hits on the defilade to score a knock down.

***************************************************************************************

 All models are in MLOD format and anyone wishing to change them may do so (like anyone would?).
 All I ask is some credit @ least for the idea and initial work.
 These models are nothing fancy. Consisting of only a couple res lods and the working component lods (except for the pistol).
 I did not do any more as these are not fancy schmancy addons meant for big missions.
 This addon has not been made "multiplayer" compatible as I do not play on the internet and never write compatible scripts.

 All models included are of my design and I did not use any parts from others models.
 I did however use some sound FX from JAM as they are well done and I have no sound FX disks.

****************************************************************************************

 I designed this to practice targeting/aiming with a mouse. 

******************************************************  DESCRIPTION  ******************************************************************
 
 In this .Zip file you should have a pbo file named "Qual_Range", and folder named 300_meter_DEMO.Intro which is a mission for the editor. 
 Put the mission folder in your "\Codemasters\Operation Flashpoint\users\yourname\missions" directory.
 You will find the mission in desert island under the folder name.
 Put the "Qual_range.pbo" in your addons (or mod) folder and your ready. 

***********************************************************  The Rifle Range **********************************************************

 This is based very closely on A2 ranges I have qualified on at variouse posts.
 
 You will be targeting seven targets in front of you.
 Shooting from the kneeling/standing position(first round) then the prone position(second round).
 There will be 40 targets lifted in all with a 10 second break after the first round (20 targets).
 The target distances from the firing line are 50m, 100m, 150m, 175m, 200m, 250m, 300m.
 For each knocked down target 1 point will be awarded, allowing for a possible total of 40.
 At the end of the exercise you will be given statistical information about your performance as well a marksmanship rating (see below).

 There are some diferences between this and a real A2 range such as the absence of the "fox hole". 
 But there was no reason for a fox hole as you can't steady your aim against objects in OFP.
 I also think the ARMY uses 8 or 10 targets (though I cant quite remember, all I did was shoot'em not count'em). 
 I did 7 to eliminate clutter in the lane.

*************************************************************  RATINGS ******************************************************************

 There are four qualification levels.

	BOLO: 22 or less targets. You failed!

	3rd: "Marksman" 23-27 targets out of 40

	2nd: "Sharp Shooter"  28-35 out of 40

	1st: "Expert" 36 or greater



********************************************************** ADDONS INCLUDED  ************************************************************

 This addon adds a new class named "The Range"
_____________________________________________

 WEAPONS:		AMMO:
  Range_M16A2  		 Range_20mag
		 
 UNITS:
  Range_soldier

 OBJECTS:		ANIMATION:
  lane_marker		NONE
  target_defilade		NONE (NOT AVAILABLE IN THE EDITOR)
  popup_manual		target_hit { zero = up/one = down}
  popup_Auto		target_hit { zero = up/one = down}
  popup_no_def		Same as above
  300_meter		NONE
  Range_box		NONE


 GLOBAL VARIABLES:
  noRsplash (deactivates rifle splash screen)
  noRintro (deactivates Rifle intro)
______________________________________________

 The items listed In the editor
----------------------------------------------------------RIFLE RANGE STUFF

  Lane marker 	 	== Just a dark pole with a red top for marking lanes. Nothing special here!
 
			Vehicle class: "lane_marker"

 Manual Target No Defilade	== This is a manualy set target with no mound/defilade (see below for animation actions)

			Vehicle class: "popup_no_def"

  Manual target with defilade	== This is a target that must be manualy set to go up or down from in the editor or in a script(see 300_meter.sqs).
			The "(no EH)" only identifies that it has no event handler in its vehicle class unlike the auto target.
			Example: Mytarget animate ["target_hit",0], mytarget is the name of the target to animate. 
			The zero after "target_hit" is the "up" position. IE: Mytarget animate ["target_hit",1] would be down.
			See the scripts provided in the .pbo for more information.
			 "target_hit" is the only model animation for these targets.

			Vehicle class: "popup_manual"

  Auto pop up target		== This as it says is an auto target. Once it is hit the target goes down. 
			From there it will wait randomly from zero to 5 seconds to reset back to the "up" position.
			for further information see the "hit.sqs" provided.

			 Vehicle class: "popup_Auto"

 Target_Defilade		==This is the target burm. This is not in the editor and must be "created" with either the "CamCreate" or "CreateVehicle" command
			Please see the Official command reference for correct usage of these commands.

			Vehicle class: "target_defilade"

  300 meter range		 == This is all you need to place in the editor for rifle qualification. 
			Just place this facing a fairly level piece of ground at least 300 meters long.
			Once in the mission the targets will be placed automaticly from a script that runs at mission startup. 
			To begin the range walk up on top of the firing position and you can begin through your action menue.
			It will prompt you itself with further instructions and information
			This has a "splash" intro with sound.
			To skip this place "noRsplash = true" in the init field of this object
			This also has an explanitory intro almost verbatum to the "The RIFLE RANGE" above
			To skip this place "noRintro = true" in this objects init field.

			   Vehicle class: "300_meter"

  Range Ammo Box       	 == This is just an ammo box that holds 50 "Range_20mag's" for use with lots of range shooting.

			Vehicle class: "Range_box"

  Range Soldier         	== This is Just a plain BIS soldier armed with an M16a2 and two magazines.

			Vehicle class: "Range_Soldier"


--------------------------------------------------------------- WEAPONS 

  "Range_M16A2"     	== This is an M16a2 capable of only "Semi Auto" fire.

			   Weapon class: "Range_M16A2"
     			   Magazines: "Range_20mag"


*******************************************************  RIFLE RANGE NOTES  ***************************************************************

 Once the Statistics have been displayed the range will be ready to be re-played.

 Like @ the real A2 range you will hear an air discharge coming from the targets just prior to bieng lifted.

 Again like the real range the targets are not random every time. They have a set sequence.




*****************************************************  KNOWN BUGS  **********************************************************************

 One bug in this version of the "Rifle Range" is that due to a global variable activation for the controll script, 
 with more than one "300 meter range" placed the global variable used starts all the other ranges.
 This may be fixed later but for now only one range at a time may(or should) be placed on the map. 
 Though I doubt this would work with more than one like it is and I don't think this would be the most multi player compatible addon.

*****************************************************  DISCLAIMER  ********************************************************************

 If you don't like this addon then stick it in (or up) your trash can!

This is more than likely a final release.

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AKK


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Registered 13th March 2005

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