WW1 Mod

ProfTournesol has recently released his WW1 mini mod which is a first for OFP. The mod contains a wide variety of units from British Army, A...

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File Description

ProfTournesol has recently released his WW1 mini mod which is a first for OFP. The mod contains a wide variety of units from British Army, ANZAC, German, French, Austrian, Russian and US armies. The mod also has tanks and aircraft for both sides as well as artillery and even a custom map with a trench system.

The mod also contains some unique features such as a non scripted hand to hand fighting system as well as gas and functioning gas masks!

UNITS / MAP :

Entente :

French infantry (early and late), crews, static weapons (MG + artillery), vehicles (Armored car, truck, tank), planes British infantry, crews, static weapons (MG + artillery), vehicles (Armored car, truck, tank), planes US infantry, marines, static weapons (MG) Russian infantry, crews, static weapons (MG + artillery), plane Australian infantry, static weapons (MG)

Central Powers :

German infantry (early and late), crews, static weapons (MG + artillery), vehicles (Truck, tank), planes Austrian infantry (early and late), static weapons (MG + artillery)

Civilians :

Grave-digger.

Various vehicles :

Bike Motorcycle

Map (BETA STAGE !) :

NoMansLand map, which is a modified part of Nogova, including a fully working airfield and a trenches / No Mans land area.

FEATURES :

Non scripted close combat added, fully usable to the player, used by the AI when out of ammo and standing up.

Functional gas masks which can be put on / take off through the action menu, protecting against Gas script (see below) and modifying player's vision, breathing sound.

Functional protecting masks which can be put on / take off for tank crews.

Artillery pieces ejecting shells with ejection sound, empty shells remaining some times on the ground.

Airplane pilots eject without parachute.

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Readme
						// WW1 MINIMOD PACK 1.0 2008 FOR OFP//

							   // BY PROFTOURNESOL //


Thanks to :


	King Tiger and Invasion of Europe Mod : most of the infantry models, vehicle parts and basic textures come from
	their mod. The anim pack comes from their mod too.

        My fellow citizen Spad for his great help : tanks, armoured cars and truck basic models, plus Spad (of course...)
	and Nieuport planes. Just did re-config and re-texture.

	Vilas for allowing me to use his WW1 weapon packs (including static MG's). Just did re-config and add bayonet
	riffles.

        Shinkansen and to the former Operation Somme Mod : British, Russian and German planes, plus the flags pack, a sound
	pack and a WW1 submarine. All "WW1_?" pbo files are from them. Just did re-config and re-work some lods.

	Reyhard for the Artillery barrage script and the trench that I modified to build my model.

	Anzac for the Vickers machinegun. Just reduce polycount and modify the sound.

	Dingmatt for his gas script.

	HxCxFxL for his sound pack and his GREAT support.

	AtStWalker for the flamethrower coming from the FSJ pack.

And as always :

	Thanks to every one that supports my mod...

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	REQUIRED ADDON : PUT IT IN THE "ADDONS" FOLDER IF YOU DON'T HAVE IT

	BIS Camel (included)
	
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	FOREIGN ADDON INCLUDED (USEFULL FOR MISSIONS) : 

	RDS artillery
	
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	INSTALLATION :

	UNPACK IN OFP FOLDER ;
	CREATE A SHORTCUT WITH PROPERTIES (for example) :
	
	"C:Program FilesOperationFlashpointFLASHPOINTRESISTANCE.EXE" -mod=WW1MOD

	DOUBLE CLICK AND...PLAY !

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	UNITS / MAP :

Entente :

	French infantry (early and late), crews, static weapons (MG + artillery), vehicles (Armored car, truck, tank), planes
	British infantry, crews, static weapons (MG + artillery), vehicles (Armored car, truck, tank), planes
	US infantry, marines, static weapons (MG)
	Russian infantry, crews, static weapons (MG + artillery), plane
	Australian infantry, static weapons (MG)

Central Powers :

	German infantry (early and late), crews, static weapons (MG + artillery), vehicles (Truck, tank), planes
	Austrian infantry (early and late), static weapons (MG + artillery)

Civilians :

	Grave-digger.

Various vehicles :

	Bike
	Motorcycle

Map (BETA STAGE !) :

	NoMansLand map, which is a modified part of Nogova, including a fully working airfield and a trenches / No Mans land
	area.


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	FEATURES :

	Non scripted close combat added, fully usable to the player, used by the AI when out of ammo and standing up.

	Functional gas masks which can be put on / take off through the action menu, protecting against Gas script (see below)
	and modifying player's vision, breathing sound.

	Functional protecting masks which can be put on / take off for tank crews.	

	Artillery pieces ejecting shells with ejection sound, empty shells remaining some times on the ground.

	Airplane pilots eject without parachute.


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	INCLUDED SCRIPTS (In the PGM_SCRIPTS.PBO FILE) :

	Reammo.sqs (see below) => ammunition bug correction

	Fixbayonet.sqs / removebayonet.sqs => add / remove riffles with bayonet with relevant animation.
	Example : "[_x] exec {PGM_SCRIPTSfixbayonet.sqs}" foreach units group player

	Deadpic.sqs / deadlistadd.sqs => grave diggers burying dead bodies (to avoid lag due to many dead units)
	Example : [this] exec {PGM_SCRIPTSdeadpic.sqs} (in the init line of dead pickers)
	And : deadlist=[];"driver _x addeventhandler [{killed},{_this exec {PGM_scriptsdeadlistadd.sqs}}]" foreach thislist
	(in a big trigger covering every units, activated once, by everybody, in the on activation field)
	
	Mustard.sqs => creating a mustard shell the first time a canon fires, launching the mustard gas script
	Example : this addEventHandler [{fired},{[_this select 0,(Nearestobject [_this select 0,_this select 4])] exec "PGM_scriptsmustard.sqs"}]
	(in the init line of the canon)

	Randplace.sqs => creating a continuing artillery barrage using RDS game logic :
	Example : [this,200] exec "PGM_scripts
andplace.sqs" (in the init line of an object or a standard game logic, will
	create artillery barrage in a 200 meters wide area)

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	INCLUDED TEMPLATE MISSIONS (mission editor, put them in the "usersplayer's namemissions" folder) :

	WW1GAS.NOMANSLAND : demo mission (gas attack, fixing bayonet)
	WW1ARTILLERY.NOMANSLAND : demo mission (fixing bayonet through radio command, artillery barrage, grave diggers)


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	KNOW BUGS / TROUBLES :

	Laggy NoMansLand area : the central part of the map is laggy, due to the amount of object to render. Set view
	distance to a lower level to avoid troubles (500 meters for example, depending on your system).

	No ammunition for the units of the player's group when the mission is in .pbo format, because of adding more than
	10 bullets (magazines) to units. Very easy to correct :

		Use the following script to correct this : put in the init line of one of the units of the player's group :
		"[_x] exec {PGM_SCRIPTS
eammo.sqs}" foreach units group this

		The script will not add ammunitions if the player has chosen to add some magazines in the "gear" part of
		the mission menu.

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

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ProfTournesol


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Registered 11th January 2006

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