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As it is now a new decade and many people visiting OFPEC may think that OFP, ArmA and ArmA II (2) are just ancient history, then may I suggest that you might like to think again?

A bit of History...

As many already know, OFP was a gaming revolution when it came out in 2001, as developed by Bohemia Interactive (BIS).  This website was originally created to support users wishing to mod OFP and has carried on, despite all the odds, for nearly nineteen years now.  An enormous thank you to h- for his dedication in keeping it going in recent years!

I was one of the beta testers for ArmA which was released in 2006.  Since then, ArmA CWA provided the content of the original OFP in the new engine and lots of other releases followed, including ArmA II (ArmA 2) and ArmA II (ArmA 2) Operation Arrowhead.  The ArmA X Anniversary Edition, originally sold in 2011 contains ALL of these products!

OK, so after that. BIS brought out ArmA III (ArmA 3) and then DayZ amongst many other products.  So why should anyone be interested in the previous versions?  Well, there are lots of reasons, but I will just point out one of them for now, DayZ has recently become very popular, especially as it was released for the Xbox One and PlayStation 4 in 2019 to complement the Windows PC version.  It was originally developed as a Mod for Arma II (Arma 2) and it is now generating a lot of new interest in the ArmA X PC series, by people who never tried any of these games previously.

Using original ArmA X Anniversary Edition with Steam!

So back to the ArmA X Anniversary Edition.  This was released as a boxed set containing a number of DVDs to install the components.  If you own this, you can still install all the programs that way, which I did under Windows 10 Pro; everything appears to work OK for single player, but the Multiplayer stuff was designed for GameSpy, so no longer works.  Well, if you have (or create) a Steam account, you can use your "CD Keys" from your ArmA X Anniversary Edition DVD folders to add each one (except ArmA Gold) to Steam.  All you need to do in the Steam client is select "Activate a product on Steam..." from the Games menu and follow the prompts in the "Product Activation" dialog box that comes up.  This worked fine for me for 3 of the four DVD packs, namely:

- ArmA Cold War Assault (CWA)
- ArmA II (Arma 2)
- ArmA II (Arma 2) Operation Arrowhead (OA)

I am not sure why the key from my "ArmA Gold Edition" did not work, but I was not very bothered about it, as I found that I could buy it from the Steam Store for £1.19, which I did!

Buying complete ArmA X Anniversary Edition on Steam

If you do not have the boxed set, then you can buy it all on Steam right now at 80% off for the grand total price of £5.99 !!!!!  That has got to be the best six quid you have ever spent!

Here is the full listing for what the package contains:

I have attached a snapshot from my Steam client showing my ArmA X products for my account (some still downloading at the time of writing).

I hope that this encourages people who have never played OFP, ArmA or Arma II (ArmA 2) to fork out £5.99 for the complete set.  After all, you are likely to spend over that in a single visit to a fast food place.
OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by snafu on 11 Aug 2019, 17:24:35 »
Two excellent suggestions there, gents  :)

Appreciate the assistance.

BIS ATGMS are children of LAWLauncher with default params:

One can increase dispertion of LAWLauncher in BIN\config.cpp or
in addon configs.

My first idea was to go to JAM and I tested the HD versions of armor. However, HD didn't appear to impact MG or ATGM fire which was unfortunate.
OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by SoldierEPilot on 10 Aug 2019, 14:27:10 »
Human activity detected :D

BIS ATGMS are children of LAWLauncher with default params:

One can increase dispertion of LAWLauncher in BIN\config.cpp or
in addon configs.

It's also not a rocket science to use scripts like these:

In init field of unit with ATGM:
Code: [Select]
this addEventHandler ["fired", "_this exec {onFired.sqs}"]
Put this file to mission folder:
Code: [Select]
_unit=_this select 0
_ammoClass=_this select 4
_r=nearestObject[_unit, _ammoClass]

; ajust _k value here to change the dispersion value
_k = 8

?isNull _r: exit
_v=velocity _r
_vNew=[(_v select 0)+_k-(random 2*_k),(_v select 1)+_k-(random 2*_k),(_v select 2)+_k-(random 2*_k)]
_r setVelocity _vNew

; ajust time period between deviations here
~(0.2+random 0.3)
goto "fly"
OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by Gruntage on 10 Aug 2019, 11:26:31 »
It's been a long time since I played OFP but I do have a suggestion.

However it depends on the answer to this question, can a missile or any other kind of projectile be deleted when it's in flight?

Maybe some kind of nearestobject code following a 'fired' eventhandler perhaps?

My suggestion is simply spawning explosions in a radius around a target, which can be done using any artillery script around with a little modification. You'd still see the missile being fired however. Just that it gets deleted very shortly after fact, near instantly. This way you don't have to mess with velocity of missiles in flight. This is just an idea and I have no idea if projectiles can be deleted.

If my memory serves me well, Mandoble played around with custom missiles and velocity stuff in his campaign Grunt ONE. Perhaps it's worth looking in's also a very good campaign so worth a play if nothing else  :)

EDIT: I just remembered that THobson played around with spawning projectiles in his Abandoned Armies mission. So by creating the right kind of projectile (such as a missile) at random points around a set position (a radius essentially), you would get the dispersion effect I think. That's where I would look. (How do I remember this stuff from 10 years+ ago  :blink: )
OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by snafu on 08 Aug 2019, 22:46:10 »
I did think about using invisible targets around tanks with the idea that the AI might engage them and create a sense of ATGMs missing their targets due to an operator error etc. However, your method sounds better. I'll have a play around with it and see what it's like.

Thanks  :)

OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by h- on 08 Aug 2019, 19:06:01 »
Using "fired" eventhandler to execute code that modifies the velocity of the fired projectile with setVelocity should do the trick.  :hmmm:

It just involves "space maths" because you cant just modify the velocity with some random values because it would also affect the speed of the projectile.
I lack the brain to give an example  :(
OFP - Editing/Scripting General / ATGM Dispersion / Accuracy
« Last post by snafu on 07 Aug 2019, 22:28:53 »
Recently I've been creating some Cold War-era armor missions and have tried to include some fixed ATGMs and armor equipped with ATGMs on each side. However, I've found the ATGMs to be too effective. Was there ever a mechanism or script developed to create dispersion for ATGMs launched from armor, static weapons and aircraft?

1) Class to seek: in init field of unit with bolter write:
hint primaryWeapon this
OK, now you know what to seek in cfgWeapons superclass in config.cpp

if you have patch 2.01 installed

just try this:
bolterName getWeaponParam "model"
and this
bolterName getWeaponParam "picture"
The result may contain path to config location.

use PBOX utility to find pbo with infantry weapons.
If file has weapon models 90% probability what it has gun configs in config.cpp
If it has models but no config - try check PBOs with similar name.

As an alternative, you can use binary search:
a) move a half of addon files to some folder in /addons directory.
b) now try to add bolter to standard BIS Captive soldier:
this addWeapon bolterClassName
c) if error like "class bolterName not found" occures, you need to seek among moved addons, if not -
check out addons left.

And there is also a small chance what bolter class was defined in mod config.
So just seek for a "bolterName" in bin\config.cpp and in hpp files if any present in bin folder.
OFP - Addons & Mods General / OFPWH40K Bolter Editing (Need Help)
« Last post by ReddieChan on 10 Jun 2019, 03:18:51 »
Hey all! I've recently downloaded a big mod for OFP which is the Warhammer 40,0000 Mod, and while it's really cool, it's got one really big issue! The bolters (or a primary weapon for the units) is missing sounds, while others are fine.

I simply want to know how to go about locating the file that contains the bolter or the units with it, and how to edit them to fix the sound.

I'm assuming it would be easier to locate the file containing the weapon that lacks proper sounds and copy/paste the sound code from the other weapons that are working and identical to the non-working weapon. If not that, I'm assuming I'd just have to edit the specific units that are affected by the broken weapon and change their loadout for the editor.

Any advice?
OFP - Addons & Mods Beta Testing / Butterflies
« Last post by SoldierEPilot on 17 May 2019, 23:51:42 »
Hi people!

This small addon was based on materials from Linker Splits's Hi-Def Tropic island pack:
8 butterflies with embedded flying script.

Configs and scripts were reworked.
Dependencies: none.
Side: civilian, vehicle class - #Insects.

Update to version 1.1:
Lower wing-beat frequency [6 per second instead of 8].
Butterflies fly around starting positions at 2-8 meters (instead of scattering around the island).
They also try to avoid player.
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