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Author Topic: Ballistic Addon Studios Update Thread  (Read 298479 times)

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KyleSarnik

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #975 on: 05 Oct 2003, 19:19:35 »
I upgraded to 1.92, installed it, and tried this whole island thign again.

SAME ERROR!

 :'( why? why??!!!  :'(

Homefry31464

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #976 on: 05 Oct 2003, 19:27:08 »
KyleSarnik, please edit posts instead of makeing new posts everytime.
m21man, yeah, I am going to do just that, leave it on all night.

What vehicles does the OPFOR pack include?

Iwesshome

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #977 on: 05 Oct 2003, 19:42:05 »
Readme #1
Quote
==========================================================
Tonal (The Lost Isle) 1.0
OPFOR 1.0 (African)
by Ballistic Addon Studios, 2003
http://www.ballistic-studios.com/
OFPEC Code: BAS
01 October 2003
nagual@ballistic-studios.com
==========================================================
Island by Nagual
Textures by Ebud, Nagual
Modelling by Nagual, Eviscerator, Ebud
Scripts by Rom, Nagual, TJ
Music by Cassandra G (cassie)

Special Thanks to SelectThis for misc model and jungle tweaks and addon making advice, Agent_smith for the warehouse, Leone for runway textures, Bn880 for video dialog scripts, Rom for taxiway coding and technical advice/assistance and Snake_man and the wrptool team for wrptool beta.
Special thanks to Katerina and the BAS Team for beta testing.
Special thanks to Ebud for endless work on the textures.
Special thanks to Cassie for all the excellent music.
Special thanks to the friends/girlfriends/wives ect who put up with us while spending lots of time making the island and opfor.
==========================================================
INSTALLATION:
==========================================================
Place the PBO files in Addons\, Res\Addons\ or a mod folder in your Operation Flashpoint directory:

* BAS_I1.pbo 1.00
* BAS_I2.pbo 1.00
* BAS_O.pbo 1.00
* BAS_OPCPP.pbo 1.00
* BAS_OPFOR.pbo 1.00
* JAM_Magazines.pbo 2.00
* JAM_Sounds.pbo 1.00

The Island anim Folder must be placed in Res\Addons\ folder (not everyone has normal addons folder):
* BAS_Isle_Anim

Place the Tonal Folder in your Missions\ or Missions\Ballistic\ folder:
Tonal Folder
* BAS_Isle_JungleOp.bas_i1.pbo
* BAS_Isle_RebelRoad_v1.bas_i2.pbo

Place the Insurgency_01.pbo into the Campaigns\ folder:
* Insurgency_01.pbo

Place the MP mission files in your MPMissions\ folder:
* dm@ 10 elimination v1.bas_i1.pbo
* tdm@ 24 kimbeassault v1.bas_i1.pbo
* tdm@ 18 slumskirmish v1.bas_i1.pbo
* co@ 9 jungleop v1.bas_i1.pbo
* co@ 17 rebelroad v1.bas_i2.pbo

MP Insurgency Coops have at least 3 extra player spots not counted in name, for opposition forces:
* co@ 5 scoutpatrol v1.bas_i1.pbo
* co@ 14 closetohome v1.bas_i1.pbo
* co@ 16 militiadump v1.bas_i1.pbo
* co@ 20 internalconflict v1.bas_i1.pbo
* co@ 5 zinaba v1.bas_i1.pbo
* co@ 11 warpath v1.bas_i1.pbo
* co@ 17 holiday v1.bas_i2.pbo

==========================================================
Tools Used for island and object creation:
==========================================================
WrpTool Beta
Visitor 2 Light
WrpEdit
WrpBuddy
Oxygen 2 Light
The G.I.M.P (gimp.org)
Adobe Photshop
http://www.africafocus.com/
Misc sound and graphics tools.

==========================================================
Technical Details:
==========================================================
Tonal
WRP : 25kmx25km
Textures: 512x512 resolution ground textures
Objects: 130,000+ objects

Tonali 1
WRP : 12.5kmx12.5km
Textures: 512x512 resolution ground textures
Objects: 60,000+ objects

==========================================================
Notes:
==========================================================
Tonal Isle is a large world map for Operation Flashpoint: Resistance.
Set on the south east coast Africa, and combined with BAS OPFOR, it offers a wide variety of environments and battlefields for OFP, and a scenario / theme to open up new missions in the Tonal world.
The Tonal project has taken a very long time make, with countless hours poured into it over this year (2003) and before. But it is not perfect, so future versions will finalize things like urban models and vegetation (see below).

Being larger than the standard BIS islands, the Tonal isle can be very demanding for a PC, so the more powerful machine the better, especially for mission editors. Use of fog in places like the jungle does make the lag much more playable, the jungle was always intended to be used with weather fog limiting the view distance.

The Tonali 1 isle is a extra bonus peripheral island, small and fairly rough, it is a lower-end isle for smoother editing and gameplay, a bonus for lower end PC players.

There is a lot of space on the Tonal isles, so explore ;)

==========================================================
BAS OPFOR:
==========================================================
The bas isle is intended to be used with the BAS OPFOR African units. The rebel and government soldiers and vehicles can be used for all sorts of african based conflicts on the isles.
See the included BAS Tonal File for detailed information on the Tonal Background.
The islands have been built around government, rebel, civilian and militia areas, the OPFOR addon provides units who fit and fight well in each area.

==========================================================
Texture Notes:
==========================================================
The island land textures are custom made, with transtions generated in Visitor 2, then hand placed in wrpedit and wrptool.
The jungle land texture was taken from a google search, then edited. I haved tried to find its orginal source but have not so far.
2 other textures are edited versions of royalty free textures found online.
Some base base Textures are from original BIS resistance textures.

The runway textures at the main desert airport were made by Leone, some edited by nagual. So special thanks to Leone for going to the trouble of sending a CD full of textures through the mail.

A small number of jungle plant textures were orginally edits from textures in the Deadly Dozen : Pacific Theater game, they have been edited since then and mixed with totally new textures.

Aside from the above, the majority of custom textures were hand made by BAS texturer Ebud, who put countless hours into the island textures, many based from reference pictures of real african places.

==========================================================
Known Issues:
==========================================================
Map lag: due to the size of the map, and detail of the terrain in the central and western area, the editor and ingame map is sluggish. When zoomed in to around medium it can be hard to click / double click on depending on the power of your PC. Zooming out further or all the way in often helps when mission editing. Setting land textures to 512x512 in OFP prefrences can also help.

General Lag / system intensive: As said earlier, the Tonal mainland is resource hungry. It best to find a good balance between veiw distance, terrain and other video settings.

Misc Model bugs: with lots of custom models, many are some of the first models by nagual, expect some anomalies somewhere, there's sure to be something missed.

==========================================================
Mission Notes:
==========================================================
All missions are considered bonus items, so enjoy them for what they are worth.
In the Insurgency campaign, sometimes you are granted CAS (untested in mp). To call in an AREA or PRECISION strike you need to select it, then click on the map where you want the Area or strike point to be. The CAS mission will begin after clicking the map.

==========================================================
Future Versions:
==========================================================
The first version of Tonal isle will be improved upon sometime in the future. More work will be done on jungle objects, city objects and details, general lods, bug fixes and more scripts and sounds. Grasses and trees will also still be added and improved. This will take time, but with 1.0 out it can be done at its own pace (better than releasing 1.0 next year)
The general layout will remain the same. Potentially more terrain in the future, like a seperate island somewhere out in the ocean, depending on map lag.
The main airport will also get some more attention after the models are finished.

The main focus of future updates will be improving performance, work on the Tonali's, and continuation of the ongoing Insurgency campaign.

More information, updates and mission packs can be found on the Ballistic main site and:
http://ballistic-studios.com/nagual/isle/
==========================================================
Scripts:
==========================================================
*************************************
Mist
To activate TJ's excellent ground mist script (good for jungle swamps), exec the following line in an game logics init field:
[this,.7,500,1] exec "\bas_o\s\mist.sqs"

[Object,Delay,Lifetime,Velocity] exec "\bas_o\s\bas_mist.sqs"
[Object,Delay,Lifetime] exec "\bas_o\s\bas_sand.sqs"
[Object,Delay,Lifetime] exec "\bas_o\s\bas_mist2.sqs"

The higher the delay, the less strain the mists puts on the PC, but makes the mist thinner. Really thick mist looks good but needs a strong PC.
*************************************
MP Video Options
To include a dialog in MP missions for setting terrain detail and view distance, the following can be used:

Description.ext:
#include <bas_i1\s\bas_MPvideo.hpp>

Init.sqs:
[] exec "\bas_i1\s\vidoptions.sqs"

Ingame Radio Trigger:
[] exec "\bas_i1\s\dlg_video.sqs"
*************************************
River Crossing:
To prevent AI from going prone in jungle swamps, you can use a river crossing script by Rom:
Triggers (any amount of trigger covering watery areas) setup like:

Size
Anybody
Present
Repeated

Then exec in a gamelogic or unit init:
[trigger1,trigger2,...] exec "\bas_o\s\BASrivercrossing.sqs"

Any unit that steps into the trigger area will be checked, and when they go near water they will enter "stand up" mode and not go prone, saving them from drowning in combat. The units will be set back to AUTO mode after leaving the water.
*************************************
BAS Blackhawk Map:
The main Tonal island is already setup to use the map in the BAS blackhawks. The blackhawk addons will automatically load the island map, you need to add this line to the init field to setup the crosshair (due to larger island size):

bas_60mapsize = 512

*************************************
==========================================================
Music:
==========================================================
Classname - Title
bas_islemuse1
bas_islemuse2 - Survival
bas_islemuse3 - Theme
bas_islemuse4 - Horizon
bas_islemuse5 - Resting
bas_islemuse6 - Warp
bas_islemuse7 - Home

Special thanks to Cassandra G for 6 excellent original music tracks custom made for the project. Each track fits in well with african themed missions.

http://www.mp3.com.au/Cassandra_G

==========================================================
Added Objects / Options:
==========================================================
Lots of different object can be found in the editor under
Empty > Lost Isle - Misc >
- is used to make urban detail objects grouped at top
They range from civilian objects to houses, trees, custom fires and bushes.

==========================================================
Sounds
==========================================================
The sounds were taken from all sorts of sources, like many ofp editing sounds, they are not custom made, just custom coded.
Sources included:
Spec Ops II
Ghost Recon
Delta Force Games
 
Under Empty > Sounds > in the Mission Editor there are some new sound objects for missions (can also be used in the "trigger" section of Trigger Effects):

* Ambient -Aircraft
* Ambient -AK Fire
* Ambient -Birds
* Ambient -Combat
* Ambient -Insects
* Ambient -MG Fire
* Ambient -Swamp
* Ambient -Thunder
* Ambient -Wind

Other sounds that can be used in "Voice" and "Anonymous" section of Trigger Effects, or with the unit say "sound" command, are:
class name // description
bas_briefgear = Briefing gear sound, add line *onBriefingGear "bas_briefgear"* without the * to init.sqs for it to play when player check briefing weapons.

bas_dooropen = door opening sound
bas_doorclose = door closing sound
bas_Tvloop1 = ambient radio / tv sounds
bas_Radioloop1 = ambient radio sounds
bas_Radioloop2 = ambient radio sounds
bas_Radioloop3 = ambient radio sounds
bas_nature1 = ambient bird/nature sounds
bas_swamp1 to 4
bas_jungleS1, bas_jungles2,
bas_bugs1 to 4

==========================================================
Unit Faces:
==========================================================
Faces for mission editing :
BAShostage1
BAShostage2
BASAfrican1
BASAfrican2
BASAfrican3
BASAfrican4
BASAfrican5
BASAfrican6

==========================================================
Group Names:
==========================================================
Some new group names have been added for mission editors. They can be used with this line in leaders init field (or in a script):

this SetGroupId ["Primary", "Secondary"]

or

this SetGroupId ["Primary", "groupcolor0"] (to use only first name)

Some names are doubled up to allow for more combinations, and with the default BIS names there is lots of options, eg.
FireTeam Alpha, Delta Escort, SOAR CAS

Primary (Names):
1STSFOD
Agent
Assault
Chalk
DeltaForce
Escort
FireTeam
Gov
Guard
NightStalker
Ranger
Rebel
Recon
SAS
Scout
SEAL
SOAR
Specialist
Support
Tango
SF
SAR
CSAR
ASAR
CAS
Eagle
Lion
Tiger
Bear
Wolf
Raven
Tracker
Hunter
Alfa
VIP
Sniper
Command
FireBase
Intel
Fury
FireStick
Guerrila
Tatu
Tonal
Militia
Force
Team
Assasin
Artillery
Medivac
ParaJumper
Rescue
Sentry
Sentinel

Secondary (Colors):
One
Two
Three
Four
Five
Six
Seven
Seven
Eight
Nine
Zero
Pack
Group
Team
Wing
Squad
A
B
C
D
Scout
Recon
Assault
Escort
Guard
Support
Specialist
Agent
SAR
CSAR
ASAR
CAS
Tracker
Hunter
Sniper
Command
FireBase
Intel
Guerilla
Tonal
Militia
Force
Assasin
Artillery
Medivac
ParaJumper
Rescue
Sentry
Sentinel

============Disclaimer:========
This is NOT an official Addon. You know the drill! Use at your own risk.
==========================================================
Due to the extensive / excessive amount of work put into this project to make the Tonal isle unique, copyright is claimed on the original work.
This addon is not to be altered or edited for any purpose without the express permission of the authors. Nor should it be distributed except in the form provided.
Ask for permission to use any Tonal objects/textures BEFORE using them in another project.
Requests will be considered some time after release.
==========================================================

Iwesshome

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #978 on: 05 Oct 2003, 19:42:55 »
Readme #2
Quote
==========================================================
Addon Name: OPFOR (for OFP v. 1.92)
Version: 1_00
by Ballistic Addon Studios
http://www.ballistic-studios.com
OFPEC Code: BAS
01 October 2003
==========================================================
DESIGN TEAM
===========

Project Coordinators:            Eviscerator, Ebud and SelectThis
Modeling/Mapping:             Ebud, Eviscerator, SelectThis, Deadmeat
Textures:          Ebud
African Civilan Faces:      Red Storm (from Ghost Recon)
African Voices:         Novalogic (from Delta Force2)
Footsteps:         Various games, mainly Americas Army: Operations and Spec Ops II: Green Berets.
Cpp File:          Eviscerator, SelectThis, and Nagual
Scripters:         Rom
Beta Testers:               Katerina, GatorDev, and all the BAS Team.
Missions:                    Nagual
Producers:         Eviscerator and Ebud
Readme:            Ebud and Nagual

Special Thanks: Vipersheart for the G3 model, marfy/seb muller for the ZU23 and Vektorboson for the rotorwash script.


VERSION HISTORY
===============
1.0 (28-09-03)
- First release


ADDON DESCRIPTION
=================
This addon provides a comprehensive set of units for a ficticious African conflict.For more information please refer to the Tonal History document included with the pack.

Features include:

- African Government troops and support units.
- African rebel troops and support units.
- African civilians.
- One unit per side that allows for custom faces rather than the default African faces.


Every single member of BAS had input into this addon. The team has worked tirelessly to bring what we hope is one of the most interesting addons available in the OFP community.


Enjoy the addon from the BAS Team!


INSTALLATION
============
There is 2 PBO files in the compressed file (BAS_OPCPP.pbo, BAS_OPFOR.pbo), which need to be extracted into your Operation Flashpoint/Addons folder.
(NOTE: you can use either the OFP/Addons or Res/Addons folder)

Put the following in your addons folder:
BAS_OPCPP.pbo
bas_OPFOR.pbo


KNOWN ISSUES
============
* Random civilians will reset to default texture after a saved game is loaded, a game engine bug.

ADDED UNITS:
============

RESITANCE SIDED

GOVERNMENT
==================
BAS_GovernmentOfficer
BAS_GovernmentSoldier
BAS_GovernmentSoldier2
BAS_GovernmentSoldier3
BAS_GovernmentSoldier4
BAS_GovernmentSoldier5
BAS_GovernmentMGunner
BAS_GovernmentHVYMGunner
BAS_GovernmentSniper
BAS_GovernmentRPGSoldier
BAS_GovernmentRPGAASoldier
BAS_GovernmentRPGAPSoldier
BAS_GovernmentRTO
BAS_GovernmentMedic
BAS_GovernmentScout
BAS_GovernmentScoutEngineer
BAS_GovernmentSoldierUrban
BAS_GovernmentPilot
BAS_GovernmentCrew

BAS_GovernmentOfficerHD
BAS_GovernmentSoldierHD
BAS_GovernmentSoldier2HD
BAS_GovernmentSoldier3HD
BAS_GovernmentSoldier4HD
BAS_GovernmentSoldier5HD
BAS_GovernmentMGunnerHD
BAS_GovernmentHVYMGunnerHD
BAS_GovernmentRPGSoldierHD
BAS_GovernmentRPGAASoldierHD
BAS_GovernmentRPGAPSoldierHD
BAS_GovernmentRTOHD
BAS_GovernmentMedicHD
BAS_GovernmentScoutHD
BAS_GovernmentScoutEngineerHD
BAS_GovernmentSoldierUrbanHD
BAS_GovernmentPilotHD
BAS_GovernmentCrewHD


MILITIA RESISTANCE - MALE
==================
BAS_GMilitiaAKM
BAS_GMilitiaSKS
BAS_GMilitiaFAL
BAS_GMilitiaG3
BAS_GMilitiaRPD
BAS_GMilitiaPKM
BAS_GMilitiaSVD
BAS_GMilitiaRPG
BAS_GMilitiaRPGAA
BAS_GMilitiaRPGAP

BAS_GMilitiaAKMHD
BAS_GMilitiaSKSHD
BAS_GMilitiaFALHD
BAS_GMilitiaG3HD
BAS_GMilitiaRPDHD
BAS_GMilitiaPKMHD
BAS_GMilitiaRPGHD
BAS_GMilitiaRPGAAHD
BAS_GMilitiaRPGAPHD

MILITIA RESISTANCE - FEMALE
==================
BAS_GMilitiaWAKM
BAS_GMilitiaWSKS
BAS_GMilitiaWFAL
BAS_GMilitiaWG3
BAS_GMilitiaWRPD
BAS_GMilitiaWPKM
BAS_GMilitiaWSVD
BAS_GMilitiaWRPG
BAS_GMilitiaWRPGAA
BAS_GMilitiaWRPGAP

BAS_GMilitiaWAKMHD
BAS_GMilitiaWSKSHD
BAS_GMilitiaWFALHD
BAS_GMilitiaWG3HD
BAS_GMilitiaWRPDHD
BAS_GMilitiaWPKMHD
BAS_GMilitiaWRPGHD
BAS_GMilitiaWRPGAAHD
BAS_GMilitiaWRPGAPHD

BAS_GRandomMilitia
BAS_GRandomMilitiaW


RES CIVS WITH ROCKS
==================
BAS_opforciv1RES
BAS_opforciv2RES
BAS_opforciv3RES
BAS_opforciv4RES
BAS_opforciv5RES
BAS_opforciv6RES

BAS_opforciv1wRES
BAS_opforciv2wRES
BAS_opforciv3wRES


EAST SIDED

REBELS
==================
BAS_RebelOfficer
BAS_RebelSoldier
BAS_RebelSoldier2
BAS_RebelSoldier3
BAS_RebelSoldier4
BAS_RebelSoldier5
BAS_RebelMGunner
BAS_RebelHVYMGunner
BAS_RebelSniper
BAS_RebelRPGSoldier
BAS_RebelRPGAASoldier
BAS_RebelRPGAPSoldier
BAS_RebelRTO
BAS_RebelMedic

BAS_RebelOfficerHD
BAS_RebelSoldierHD
BAS_RebelSoldier2HD
BAS_RebelSoldier3HD
BAS_RebelSoldier4HD
BAS_RebelSoldier5HD
BAS_RebelMGunnerHD
BAS_RebelHVYMGunnerHD
BAS_RebelRPGSoldierHD
BAS_RebelRPGAASoldierHD
BAS_RebelRPGAPSoldierHD
BAS_RebelRTOHD
BAS_RebelMedicHD

MILITIA - MALE
==================
BAS_MilitiaAKM
BAS_MilitiaSKS
BAS_MilitiaFAL
BAS_MilitiaG3
BAS_MilitiaRPD
BAS_MilitiaPKM
BAS_MilitiaSVD
BAS_MilitiaRPG
BAS_MilitiaRPGAA
BAS_MilitiaRPGAP

BAS_MilitiaAKMHD
BAS_MilitiaSKSHD
BAS_MilitiaFALHD
BAS_MilitiaG3HD
BAS_MilitiaRPDHD
BAS_MilitiaPKMHD
BAS_MilitiaRPGHD
BAS_MilitiaRPGAAHD
BAS_MilitiaRPGAPHD

MILITIA - FEMALE
==================
BAS_MilitiaWAKM
BAS_MilitiaWSKS
BAS_MilitiaWFAL
BAS_MilitiaWG3
BAS_MilitiaWRPD
BAS_MilitiaWPKM
BAS_MilitiaWSVD
BAS_MilitiaWRPG
BAS_MilitiaWRPGAA
BAS_MilitiaWRPGAP

BAS_MilitiaWAKMHD
BAS_MilitiaWSKSHD
BAS_MilitiaWFALHD
BAS_MilitiaWG3HD
BAS_MilitiaWRPDHD
BAS_MilitiaWPKMHD
BAS_MilitiaWRPGHD
BAS_MilitiaWRPGAAHD
BAS_MilitiaWRPGAPHD

BAS_RandomMilitia
BAS_RandomMilitiaW

EAST CIVS WITH ROCKS
==================
BAS_opforciv1E
BAS_opforciv2E
BAS_opforciv3E
BAS_opforciv4E
BAS_opforciv5E
BAS_opforciv6E

BAS_opforciv1wE
BAS_opforciv2wE
BAS_opforciv3wE

CIVILIAN
==================
BAS_opforciv1
BAS_opforciv2
BAS_opforciv3
BAS_opforciv4
BAS_opforciv5
BAS_opforciv6

BAS_opforciv1w
BAS_opforciv2w
BAS_opforciv3w

BAS_RandomCivilian
BAS_RandomCivilianW


VEHICLES AND WEAPONS
=====================
Vehicle || Weapon || Ammo

RESITANCE SIDED - GOVERNMENT

BAS_GUAZPK   || BAS_PK_BRDMMounted                 || BAS_PK_BRDMMounted
BAS_GUAZDShK || BAS_DShK                           || BAS_DShK
BAS_GBRDM    || BAS_DShK                           || BAS_DShK
BAS_GBRDMPK  || BAS_PK_BRDMMounted                 || BAS_PK_BRDMMounted
BAS_GovBMP   || Gun73,MachineGun7_6,AT3Launcher    || Heat73,Shell73,MachineGun7_6,AT3Launcher
BAS_GT55     || Gun105,MachineGun7_6               || Heat105,Shell105,MachineGun7_6
BAS_GZSU     || ZsuCannon                          || ZsuCannon
BAS_GMI24    || BAS_MachineGun30E,BAS_Rocket57x128 || BAS_MachineGun30E,BAS_Rocket57x128
BAS_DShKG    || BAS_DShK                           || BAS_DShK
BAS_GZU23    || BAS_ZuCannon                       || BAS_ZuCannon
BAS_GSU25    ||                                    ||
BAS_GMI8
BAS_GUral
BAS_KLR

Weapon        Class                                 Ammo
HK-G3SG1      || BAS_G3SG1                          || JAM_W762_20mag
Rocks         || BAS_Toss                           || BAS_Rock
Type 63 Radio || BAS_Type63


EAST SIDED - REBELS

BAS_AUAZPK         || BAS_PK_BRDMMounted              || BAS_PK_BRDMMounted
BAS_AUAZDShK       || BAS_DShK                        || BAS_DShK
BAS_AUAZDShK2      || BAS_DShK                        || BAS_DShK
BAS_RebelBRDM      || BAS_DShK                        || BAS_DShK
BAS_RebelBRDMPK    || BAS_PK_BRDMMounted              || BAS_PK_BRDMMounted
BAS_RebelBMP       || Gun73,MachineGun7_6,AT3Launcher || Heat73,Shell73,MachineGun7_6,AT3Launcher
BAS_AT55           || Gun105,MachineGun7_6            || Heat105,Shell105,MachineGun7_6
BAS_DShK (russian) || BAS_DShK                        || BAS_DShK
BAS_DShKA          || BAS_DShK                        || BAS_DShK
BAS_ZU23 (russian) || BAS_ZuCannon                    || BAS_ZuCannon
BAS_AZU23          || BAS_ZuCannon                    || BAS_ZuCannon
BAS_ACessna182
BAS_AUral
BAS_AUral2

SCRIPT VARIABLES:
- BAS_OPFOR_Effects = 0 disables all the smoke effects (tank smoke device, Mi24 rocket smoke, Mi24+Mi17 rotorwash)
- BAS_OPFOR_Gov_TankSmoke = 0 disables the automatic smoke device on all Gov tanks
- BAS_OPFOR_Reb_TankSmoke = 0 disables the automatic smoke device on all Rebel tanks


BACKGROUND READING ON THE OPFOR
=================================

Tonal Defense Forces Orbat as of Sep 21, 2003
====================================================================
TONAL AIR FORCE
 
1st Air Wing
No. 1 Squadron  
Helicopter operations and training
135 personnel; 5000 flight hours budgeted
 
14 M-8
8 MI-24

No. 2 Attack Squadron (Fury)
Air/Ground operations
126 personnel; 2500 flight hours budgeted

8 SU-25
 
TONAL ARMY
 
First Brigade
 
1 Mechanized Battalion
1 Armored Battalion  
2 Infantry Battalions
1 Reconnaissance company
1 Engineer company
1 Logistic Support Battalion
1 Military Police Company
1 Signal Company
1 Field Artillery Battalion
Brigade Training Center
 
Special Units  
1st Air Defense Regiment  
1st Tonal Scouts Company  
 
Paramilitary
Tonal Guard (900 part time personnel)

1st Tonal Scouts Company Background:
Formed by a retired Rhodesian captain and former legionnaire, the Tonal Scouts are the mainland's first line of defense.
Mostly made up of white men from African bush wars, the scouts are expert trackers, stalkers, hunters and guerillas, though they recruit indigenous young men with hunting and tracking talents. Spending their time patrolling remote and jungle regions of Tonal, the scouts are the primary intel source for the TDF.
They don't have the hardware of the western special forces, but with their training and knowledge of the archipelago they are the elite of the TDF.

As the only TDF unit capable of spending extended time in the jungles, the scouts are also used for direct action and rescue missions, and their specialty of guerilla warfare and counter insurgency operations.
Following the 2003 Government policy of zero-tolerance of rebels forces, the Tonal Scouts have been working tirelessly on locating and destroying rebel assets in the jungle and suppressing rebel income sources.
Aside from the jungle, the scouts are often used to support regular TDF infantry in assault, as their skill and knowledge of the terrain can turn the tide of many battles.

The scouts are also used as guides for international peacekeepers and occasional SF who deploy. Interactions with SF has also given the Tonal Scouts extra counter-insurgency training. They have the skills for undercover work amongst the population, and are in closer contact with the locals than any other TDF soldiers. Due to tight knit tribal group being near impossible to infiltrate, local black scouts will more often be used for undercover work. The majority of plain-clothes operations by scouts have taken place at the end of longer investigations, during the raids and busts in towns and Tonali's that occur often to suppress rising anti-government militia.


=====================================================================
Rebel Forces:
=====================================================================
Tonal Rebellion Front
Manpower:
Unknown, civilian population is constantly filtering in and out of rebel training camps.

Income:
Kidnapping and extortion of westerners, Drug and Weapons smuggling, keeping supply lines open to African countries who relied heavily on soviet arms.
Food is taken both from jungle and ambush/theft of supply convoys, and control of southern farms. In time of famine rebels often capture Tonal towns to hoard all supplies, or use plain clothes militias to gain access to grain stores.
Two tactics used by the rebels are establishing firm footholds in the hearts and minds of the civilians, for militias, and starving Tatu by controlling farms and Tonali's.

Organization:
The TRF operate by a mix of traditional tribal structure and military ranking/organization. Their base of operations is the jungles of Zinaba in the east of Tonal, and fight often with the TDF over the northern territories. Using dirt tracks through the jungle, the rebels can deploy throughout the south, center and north eastern areas of tonal, though prefer raids and guerilla attacks over open fighting.

The tribal side of their culture makes them a fierce enemy, with perceived glory for combat and harsh penalties for inaction or insubordenance. While violent and reckless in their attacks on the TDF and civilians, they are a disciplined force when they are pushed, and extremely hard to exterminate due to their ability to take off uniforms and merge into the population. The TRF have never fully lost Zinaba to the government.

Rebels forces have ex soviet hardware stashed throughout the jungles, one of the telling factors of imminent rebel action is when the move their armour, something they do not do often to avoid detection by the small but powerful TDF air force.

 

ABOUT BALLISTC ADDON STUDIOS
============================
Ballistic Addon Studios is a talented group of modellers, texture artists, scripters and mission makers that strive to make the best quality addons for the community. Ballistic was created from the foundations of Tigershark/Jellybelly Productions (TJP) to not only design and create addons but also to help others publish addons using the established quality standards Ballistic believes in.

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Please visit the OFP Editing Center for further updates and discussions of this addon.
http://www.ofpec.com


*************Disclaimer:*******************
This is NOT an official Addon. You know the drill! Use it at your own risk.


Enjoy the addon!

KyleSarnik

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #979 on: 05 Oct 2003, 20:10:59 »
lets see w/ the help of my good freind Cpl Vagabond, i cleared out my addons folder and voila, it works, and i must say, its beutifull  :'( ;D :thumbsup: :wow: :beat: :cheers: :afro: :gunman: :joystick: :toocool: 8) :o :-* :D :) ;)
« Last Edit: 05 Oct 2003, 20:11:38 by KyleSarnik »

m21man

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #980 on: 05 Oct 2003, 21:01:07 »
Did you play that SF Forces single mission? The jungle fighting in that mission had my heart going like a hammer.

m21man

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #981 on: 05 Oct 2003, 21:04:01 »
Also, I've got a prediction. Have you scoped out the large city to the east of the island, the city named Tatu? I predict that the moment BAS releases the Updated Delta/Ranger pack and the Desert Vehicles pack, we'll have more BHD missions than can be counted taking place in that city :P .

Commando

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #982 on: 05 Oct 2003, 21:04:47 »
Hi Ballistic studios! I love your stuff and i hope you some day will try making some cool ships or enterable buildings pack but thats not my issue here. I downloaded the basopforpack + islands after 3 retries and put your stuff in the res addons folder, but then one of the pbo's named Jam_maagzines wanted to over write another file...
from your mh60 & jam stuff and i clicked yes :P  then when i started the game it says that my config is missing weapons something and then i realize that maybe i shouldn't have overwritten the file.
So then i make a mod folder and put the stuff there instead and download the bas mh60 again and put back the jam_magazines pbo.
then it works a lot better exep for when i start ofp i get 'no entry config.bin/cfgWeapons_JAM_M79'. Then i actaully can preview a mission in tha editor, but......of course something bad happens again ...
everytime im throwing a grenade the first time it comes a error message saying script \JAM_Magazines\FX\FiredEH.sqs not found,  there's plenty of nice troops to choose from but i can't use them all, beacuse when i try previewing a mission when i have put in a uaz PK or some "-rebel soldier" i get a error message saying No entry '.modelspecial'.

 :'( anyone please help me out whats wrong?! is one of the pbo files damaged or what?

Homefry31464

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #983 on: 05 Oct 2003, 21:08:35 »
Wow, no wonder it's such a large file.

m21man

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #984 on: 05 Oct 2003, 21:11:22 »
I believe that you're supposed to overwrite the old JAM file in the MH-60 pack with the new one in the t/t pack. I did that, and it worked fine. If if doesn't work, scrub all your addons directories down to just the official BIS addons, then put the t/t pack in the Res/Addons, then use mod folders for everything else.

KyleSarnik

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #985 on: 05 Oct 2003, 21:26:15 »
Has anyone else noticed a lack of steering wheel on the BRDMs?? Oh and i love that underground bunker thingy, and the bridges at Lorengau Pass. This island is amazing its got everything, large airport, large urban cities, huge jungles, complex riverways, miles and miles of roads, tons houses and above all, lag free (for me at least). Over all I give it a 53 out of 20.... lol... Simply amazing... :thumbsup:

Iwesshome

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #986 on: 05 Oct 2003, 21:29:18 »
Also, I've got a prediction. Have you scoped out the large city to the east of the island, the city named Tatu? I predict that the moment BAS releases the Updated Delta/Ranger pack and the Desert Vehicles pack, we'll have more BHD missions than can be counted taking place in that city :P .

well....  ::)

m21man

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #987 on: 05 Oct 2003, 22:20:11 »
What "underground bunker thingy" are you talking about? I found some tunnels half submerged in a swamp in the southwestern jungles...

Commando

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #988 on: 05 Oct 2003, 22:49:46 »
Great addon when igot it working!  ;D
just overwritten the jam magazines pbo file AND also put the pbo files
BAS_OPCPP.pbo
BAS_OPFOR.pbo
in the regular addons folder and it worked nice. It didn't gave me anymore missing addon errors! or anything else missing  ;D
now time to make a huge urban fighting !

KyleSarnik

  • Guest
Re:Ballistic Addon Studios Update Thread
« Reply #989 on: 06 Oct 2003, 00:12:09 »
A list of all interesting features I came across will be posted on a website soon, it will include a breif desription, a grid loctaion, and how to find them.