WarGames League Mod

The newest version of the WGL mod has arrived, it is probably the most realistic mod for OFP. Round about 600+ changes have been made over t...

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The newest version of the WGL mod has arrived, it is probably the most realistic mod for OFP. Round about 600+ changes have been made over the months making the mod largely bug free. Furthermore the WGL team have added some changes to their magnificent AI which is now just that bit smarter in a firefight. A must have mod for OFP!

Welcome fellow soldiers !

We proudly present you:

# WarGames MOD v.5.1 #

a WarGames Development Production.Announcement

The WGL Mod team is proud to present the full release of WGL 5.1.

600+ Revisions or three months later WGL 5.1 finally sees the light. It contains quite a lot of changes. See the rough summary following and review the changelog (\@wgl5\doc\wgl5_changelog.txt), if you like to.

Also note this is a full only package. A patch would be too large and a few structure changes make it really hard to update it from WGL 5.0. So please remove your previous WGL 5.0 installation and replace it with WGL 5.1.

WGL 5.1 once again is delivered by an installer for copyright reasons and easy of use. The installer offers a few different selections. So you can choose between the features or the quick simple unpack solution to your liking. The rar version of WGL 5.1 is only available through our site!

Spread the word.

WGL 5.1 Change Summary

MISC

~ Reworked: Stringtable. Orders are short and professional now. ~ Improved: If you try to place a mortar baseplate and the mission is not prepared for mortar use, you get an error message. ~ Added: laser_values_overview.xls which contains a detailed overview about all lasertargets, "laserweapons" and so forth. ~ Added and Fixed: a lot more predefined groups for editor use. ~ Added: the missions folder is a place for test missions. Copy the missions folder to \OFP\users\YOURNICK\ to be able to use them in the editor.

FEATURES

~ Added: a user-editable preferences file (@WGL5\WGL_Settings.sqf) and the stuffings to go. ~ Added: dedicated server-side customisation script. It does nothing by default. ~ Added: WGL will try to execute a custom script named "wglinitsp.sqs" when you play offline, in single-player "mode". It does nothing by default. ~ Changed: WGL Models_Base system got a major rework for better structure and additional functionality. ~ Added: SFP, BW MOD, RYAN and HYK model configs. Thanks a lot to their original makers - especially TeRp, the_shadow and Ryan for their help!

-- Please review these features in the wiki for full comprehensive explanation --

GAMEPLAY

~ Normalised the running speeds and aimprecision between crouched running and normal positions etc. People cannot exploit the crouched run now. Aimprecision reduced in walking and crouched walking stances. ~ Reverted: re-enabled the in-game mouse cursor for vehicle use. Without it, it was hard to interact properly with the game with AI companions. ~ Tweaked: the recoil to the most playable realism. ~ Changed: set the magazine reload time for the rucksacks to zero. ~ Changed: ruck mags are now autoReload'ed. This takes a bit unwanted hassle away from the ruck and crew served system.

AI

~ Changed: aiDispersionCoef[X|Y] set to make AI less of 1-shot killers. Firefights last a bit longer now. ~ Changed: added high sensitivity and sensitivityEar values to the Air parent class. This should help aircraft to engage infantry a little better. ~ Changed: AI uses now handgrenades again - yet the handgrenades are still timed.

SOUND

~ Sound Modification: > Infantry weapons are louder. > Better sound samples used. ~ Added: The hit sounds from ECP, with kind permission.

WEAPONS,UNITS

~ Changed: We're going CAVS, people ... CAVS implemented. ~ Added: Javelin heavy man-portable AT weapon. ~ Added: M47 Dragon recoilless rifle and corresponding rucksack bits. ~ Added: PG-7VR AT and TBG-7V thermobaric rounds for the RPG-7 launchers. ~ Added: RPG-26 and RPG-27 disposable ATGM launchers, upgrades from the RPG-22. ~ Added: FFV502 HEDP round for the M3 Carl Gustav recoilless rifle ~ Added: Arena anti-ATGM system for the BMP-3M and T-80UM1 ~ Fixed: Optics zoom factors have been adjusted for the WGL5 0.9 FOV. The fixed zoom sniper scopes are now working just as they should. ~ Fixed: Zeroed the rifles to realistic values. ~ Fixed: Much better M203 rifle grenade aiming "optics", made by Alderous. ~ Added: SingleSeated-, DoubleSeated- and GunTurret-vehicles for primarily AI use. ~ Added: M113A2FIA by alderous - great work man. thanks a lot! ~ Improved: helicopter damage simulation. It can now run both a fuel leak and engine failure simulation on one vehicle.

FX

~ Changed: The WGL smoke cans now produce a much thicker smoke plume, quicker. ~ Added: Tanks AP shell hit effects. ~ Added: "real life" light smoke trail to ATGMs. ~ Added: wg_test_truck_burn_fx.Intro mission to test the fuel_exp script/FX.

PVP

~ Reworked: 'fuelCapacity' values for PvP vehicles. ~ Changed: complete rewrite of the PvP / realism: + added: PvP classes for all vehicles (not just tanks and air). + re-removed the cursor for all PvP vehicles besides planes. + introduced a more advanced system to define the classes' values (reduces code). + finer grained vehicleClasses for PvP vehicles. + all PvP classes are now assigned to the civilian side (in order to make radar signature always white). + removed radar signature and the possibility to be locked for all PvP "infantry vehicles". ~ Changed: reworked reloadTime for pvp weapons which are (now) one magazine only.

ANIMATIONS

~ Updated: anim.pbo to the latest "DMA NextGen" version. This anim.pbo has reworked stand anim and interpolations to our request. ~ Updated: anim.pbo to probably the last of Sanctuary animation work for OFP. He completely reworked the walk anims and made aiming a lot more steady when walking. Impressive job our friend! --- Our deepest thanks once more to Sanctuary for his outstanding effort ! ---

and much more !

WGL User Input and Feedback

WarGames was and will always be very open for suggestion to further improve the MOD. We listen to our “customers” and strive to use all feedback to make subsequent versions of WGL even better. We highly encourage you to provide feedback – obviously, positive feedback is easier to read, but even negative constructive criticism is highly helpful.

Yet please note these three things: WarGames = realism AND gameplay

WarGames will never be 100 percent realistic - that is not our primary goal!

One thing you may notice about WGL 5.1 is that it is not really that “pretty.” We purposefully avoid using the best looking models as they demand large amounts of CPU power. Instead, we prefer “uglier” but more efficient models and scripts that allow us to use larger numbers of troops and vehicles (even into the hundreds) on the battlefield. We highly recommended that you check out Zeus missions to see what we are talking about! However, it is possible for you to convert your favorite models for use in the WGL 5.1 combat environment. With WGL5 Models_Base System you can easily exchange models by yourself. There is DMA Army, DMA Naval, SFP, BWMOD, Ryan config available with the MOD itself. Even more you can make up your own model config quite easily !

Even more we have developed the WGL Texture / Vegetation Replacement Packs for your enjoyment.

Third please drop your comment either in the BIS thread (link) or in the WarGames forum. Otherwise your comment might not be read or noticed. Thanks.

WGL Missions

as well as various new Single/Multiplayer Missions like

• WGL Combined Arms Engine - by DMA tacrod • WGL The Forest v1.71 - by Mandoble • Sinews of War: Development Center - WGL Missions of the Month • WGL Reconquering Nogova: 10-mission Coop Campaign - by Igor Drukov • WGL Pilot Down - by Strango • WGL crCTI • and more

CoC Unified Artillery 1.1

We recommend you whole-heartly to get CoC Unified Artillery 1.1 now and enjoy it along with WGL 5.1.

WGL site

There you find help with the installation and you are able to learn more about the MOD and its features.

WGL Credits

A special thanks to the addon authors who graciously allowed us to use their work:

WGL 5.1 Credits

• Alderous for his various great additions • Rudedog/Drill Sergant for the great DragonLauncher • Suchey and Earl for their excellent JavelinLauncher • Sanctuary for magnificent anims • ECP Team for top notch men hit sounds • CAVS Team for the excellent ground work

WGL 5 Credits

• Aeon - for his new Nature Sounds • DMA - Sanctuary, !TacRod and honcho (too much outstanding stuff to list) • ECP Team - for various help • JAM, DynamicRange for great sounds • Kegetys for his excellent Spectating Script • Llauma for his great Llaumax Sky Pack • Locke@Germany for his true awesome OFP Animations Enchancement • Mikero for his persistent updating of Editor Upgrade102 • DPS for his great OSV96 Model and Textures • Hoyt for his excellent SV98 Model and Textures

WGL 4 Credits

• Laser/ORC for his fantastic russian units • Edge for his fantastic resistance units • Inquisitor for his weapons • AKM74 for his excellent Russian APC pack and Konkurs ATGM • The guys at MapFact.net who created the best base buildings, ever. • BAS for allowing us to use some scripts and units • Marfy and Sebastian for their excellent MTLB pack • DPS, Sour and KerdTo (Our Weapon) for their Mi2, great addon! • Dinger for porting many of his UA scripts to our mortar system • Jostapo for his lovely MON200 and Claymore models • Kegetys for his sky installer • Kegetys again for his AGS-17 and RPG7/7VL models

Our deepest thanks goes to the former WGL staff and all the contributors:

WGL 5.1 Supporters

. ML . Sanctuary . AgentFox2 . alderous . Dslyecxi and Shack Tactical . granQ . Dinger . Jinef, Lupus, Terox, lwlooz, bn880 (Zeus folks) . Lupus, Phobos, Phoenix, Halle, Hellwig, Weissbrot, Blechreiz (BCL mates) . IandC, russin, kungtotte, John Smith, Stuntman, skullpal, Whisper, MAA . and a lot others i cant remember right now thanks guys !

Former WGL Core Team (1-4)

. AngusHeaf . Phaeden . Tactician

Get involved

New challanges and opportunities lie ahead - share your ideas and take the chance to realize them.

The development of WarGames will continue in the future and we are looking for decent and dedicated people !

WGL is based on a strong PvP and Coop Community and is supported by various groups and people. Based on a good internal development surrounding (subversion, trac, ftp, irc, forum) everyone contributes to the development as far as ones own available time, motivation and skills in an organised and coordinated process.

Yet we are not solely looking for core developers - anyone's help is appreciated.

Take the opportunity and join the ranks.

Get more information here.

So we wish you a lot of fun and a good time with the WarGames MOD !

best regards

WGL 5.1 Core Team

. Killswitch . The-F . Q . Soul

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Re-Upload Request Restoration

Readme
MISC
~ Reworked: Stringtable. Orders are short and professional now.
~ Improved: If you try to place a mortar baseplate and the mission is not prepared for mortar use, you get an error message.
~ Added: laser_values_overview.xls which contains a detailed overview about all lasertargets, "laserweapons" and so forth.
~ Added and Fixed: a lot more predefined groups for editor use.
~ Added: the missions folder is a place for test missions. Copy the missions folder to \OFP\users\YOURNICK\ to be able to use them in the editor.


FEATURES
~ Added: a user-editable preferences file (@WGL5\WGL_Settings.sqf) and the stuffings to go.
~ Added: (dedicated) server-side customisation script. It does nothing by default.
~ Added: WGL will try to execute a custom script named "wglinitsp.sqs" when you play offline, in single-player "mode". It does nothing by default.
~ Changed: WGL Models_Base system got a major rework for better structure and additional functionality.
~ Added: SFP, BW MOD, RYAN and HYK model configs. Thanks a lot to their original makers - especially TeRp, the_shadow and Ryan for their help!


GAMEPLAY
~ Normalised the running speeds and aimprecision between crouched running and normal positions etc. People cannot exploit the crouched run now. Aimprecision reduced in walking and crouched walking stances.
~ Reverted: re-enabled the in-game mouse cursor for vehicle use. Without it, it was hard to interact properly with the game with AI companions.
~ Tweaked: the recoil to the most playable realism.
~ Changed: set the magazine reload time for the rucksacks to zero.
~ Changed: ruck mags are now autoReload'ed. This takes a bit unwanted hassle away from the ruck and crew served system.


AI
~ Changed: aiDispersionCoef[X|Y] set to make AI less of 1-shot killers. Firefights last a bit longer now.
~ Changed: added high sensitivity and sensitivityEar values to the Air parent class. This should help aircraft to engage infantry a little better.
~ Changed: AI uses now handgrenades again - yet the handgrenades are still timed.


SOUND
~ Sound Modification:
 > Infantry weapons are louder.
 > Better sound samples used.
~ Added: The hit sounds from ECP, with kind permission.


WEAPONS,UNITS
~ Changed: We're going CAVS, people ... CAVS implemented.
~ Added: Javelin heavy man-portable AT weapon.
~ Added: M47 Dragon recoilless rifle and corresponding rucksack bits.
~ Added: PG-7VR AT and TBG-7V thermobaric rounds for the RPG-7 launchers.
~ Added: RPG-26 and RPG-27 disposable ATGM launchers, upgrades from the RPG-22.
~ Added: FFV502 HEDP round for the M3 Carl Gustav recoilless rifle
~ Added: Arena anti-ATGM system for the BMP-3M and T-80UM1
~ Fixed: Optics zoom factors have been adjusted for the WGL5 0.9 FOV. The fixed zoom sniper scopes are now working just as they should.
~ Fixed: Zeroed the rifles to realistic values.
~ Fixed: Much better M203 rifle grenade aiming "optics", made by Alderous.
~ Added: SingleSeated-, DoubleSeated- and GunTurret-vehicles for primarily AI use.
~ Added: M113A2FIA by alderous - great work man. thanks a lot!
~ Improved: helicopter damage simulation. It can now run both a fuel leak and engine failure simulation on one vehicle.


FX
~ Changed: The WGL smoke cans now produce a much thicker smoke plume, quicker.
~ Added: Tanks AP shell hit effects.
~ Added: "real life" light smoke trail to ATGMs.
~ Added: wg_test_truck_burn_fx.Intro mission to test the fuel_exp script/FX.


PVP
~ Reworked: 'fuelCapacity' values for PvP vehicles.
~ Changed: complete rewrite of the PvP / realism:
 + added: PvP classes for all vehicles (not just tanks and air).
 + re-removed the cursor for all PvP vehicles besides planes.
 + introduced a more advanced system to define the classes' values (reduces code).
 + finer grained vehicleClasses for PvP vehicles.
 + all PvP classes are now assigned to the civilian side (in order to make radar signature always white).
 + removed radar signature and the possibility to be locked for all PvP "infantry vehicles".
~ Changed: reworked reloadTime for pvp weapons which are (now) one magazine only.


ANIMATIONS
~ Updated: anim.pbo to the latest "DMA NextGen" version. This anim.pbo has reworked stand anim and interpolations to our request.
~ Updated: anim.pbo to probably the last of Sanctuary animation work for OFP - he completely reworked the walk anims and made aiming a lot more steady when walking. Impressive job our friend!
--- Our deepest thanks once more to Sanctuary for his outstanding effort ! ---

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WarGames League


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