News Archive




News Archive :


March 11th,

I have updated the screenshot section with 3 new screenies....send your classics to bloodmixer@hotmail.com

Also, I found out how to make copy-able ap-mine triggers....fast and easy for minefields. Go to
the editing center and check the hints&tips section of the forums ! I will add it to my FAQ soon.

March 8th,

Cool news, I added the Claymore beta 4 script ! It allows you to place a claymore (including visible model (pipebomb) so you know where the mine is at.
The mission comes with a tutorial and an example mission.

I've also added a funny screenshot, donated by Jackal

March 6th,

Added some new links....+ new update FAQ 1.14

March 1st,

*NEWSFLASH*
Ofcourse you heard it by now ; Oxygen is NOT to be released publicly YET. First the known mods will be in the run for an oxygen copy , as are serious add-on modellers. I am able to model stuff, but I don't know if I will apply for a copy yet. First I need to pick up my Gmax and build something. I got a model though of an urban area of 34Mb (+80Mb textures) that alas wouldn't fit into OFP ;) So I will try to see if I can find the time for this. But...missions & scripts are number one to me. I hope the community will come with some cool mods soon !
-

Feb 25th,

Not much news, I am working hard on the update for Tainted Eagle v1.2 (after feedback from users) Basically it adds some dynamic feedback on what the player is doing.
Another mission in the works is "The Deniable War"
It features the new Claymore Beta 3 script, of which I hope to have finished beta testing soon (It uses math and its tricky stuff I tell ya)

Feb 20th,

What news ? Well, the SoundTutorial v1.3 is still here, and it explains how to do ambient sounds. I also added today a complete description.ext template. With info on the new sound classes and the classes for picture resources....always handy to have lying around...

Feb 18th,

I have a real nice update this time, Sound Tutorial v1.3...with some info on how to create the elusive CfgSFX and CfgEnvSounds classes. These are the soundclasses you need to create ambient atmosphere in your missions. So download it and be one of the first to know how it is done !

Feb 14th,

The new claymore script BETA 2 is done and is looking good. Test it and send me feedback. With a bit of luck this is also the release version ! :)

Feb 13th,
* Not really exciting, but I updated and added a lot of links....

Feb 11th,

I have updated Tainted Eagle, after receiving some comments on my mission. Should be a better experience. Amongst others I have added more scenery. And the random patrol really works now :) I prolly add more stuff and tweaks as time goes by....

Feb 8th,

Ok, just before the weekend, here it is, my first released mission ! It has been beta-tested with very positive results and I hope you like it too. So why not hop over to the mission section and check out "Tainted Eagle" ?

And, to keep you busy, I have added some
screenshots, kindly donated by Ghost (thanks Ghost)

Feb 7th,

* Added a flare trap script

Feb 6th,

* updated the Editing FAQ to v1.13 , now with 73 Q&A's.
* updated the links

Feb 5th,

* I have updated the Editing FAQ to v1.12 , now with 66 Q&A's.
* I have created a *beta* claymore script, this is a type of AP-mine that is used by NATO a lot, it propels 700 shrapnels into an angle of 60 degrees. I would like to hear your comments on this script.


Feb 2nd,

Updated the links, and if you haven't done so already, take a look at the current feature, the M16A1 by Jackal.

Feb 1st,

In the new article "feature" you will find an add-on or mission featured. This time you can take a better look at Jackal's M16A1. It comes with an example mission, so you can give it a spin ! Have fun....

January 30

With my site a week closed because of Tripods Relaunch, I took the time for a new and fresher look for my site (I had this originally planned for January 1st) As you can see it looks a bit more like the design of my tutorials. Below this journal I keep an archive that will take you directly to the correct file you need. If this is the first visit to my site you will find lots of things that make editing life that bit easier/fun. So welcome !

January 22nd,
I ave uploaded an AA-fireworks script + example mission, it simulates AA-fire. It is an up-to-date adaption of an old Artillery script (by Niosop)

January 21st,

I have updated the FAQ to version 1.10, with 54 Q&A.


January 19th,

Not much news, I was glad to see patch 1.42 solved the helicopter bug that has plagued one of my mission so much. I haven't found any good questions to add to the FAQ, so no update for that (yet)

Some add-ons I can really can recommend are the new islands....STT Desert Malden, Jungle Everon and Icey Kogulyev are really expanding the scope of things. And when in the end of febraury Oxygen becomes public, we should see some complete transformation of our well-known islands....

Stay tuned.


January 16th,

* Well, the 50+ Q&A mark is reached, and I upgraded the Editing FAQ to version 1.9 (51 Q&A)


January 13th,

* Upgraded the Editing FAQ to version 1.6 (36 Q&A)
* Updated the links section.


January 10th,

* There are a few new screenshots
* I have added a link to the czech operation flashpoint site (they seem to be very close to the source of things :)
* Changed the link to the new official forums

January 9th,

* Updated the Editing FAQ to version 1.4 (25 Questions & Answers)
* Upgraded the AP-mine script to V7 *FINAL* ; This is the final release ; since I can't find any flaws in it anymore. This version is a lot simpler/faster to use than previous versions ! (simply place a trigger and exec script)


January 7th,

* Upgraded the Editing FAQ to version 1.3 (21 Questions & Answers)
* Upgraded the mine script to version 6 (minor fixes)
* Added the hide in helicopter script (custom made script)


January 3rd,

I have :
* Upgraded the Editing FAQ to version 1.2 (17 Questions)


January 1st,

New Year, New Looks !

I still don't have a lot of time on my hands, but from my sheer enthuisasm come the following updates :

* Upgraded the Sound Tutorial to v1.1
* Updated the Command Reference to 1.04
* Added an editing FAQ
* Link Page Overhaul (all links checked & changed)

My mission "Tainted Eagle" was done, if it wasn't for a helicopter bug introduced in v1.40....And since the story revolves around a chinook, my whole mission sinks with it :/
I am going for workarounds, scourging the masterminds of the OFP community, routing the Forums, but still no luck. Stay Tuned. 

And oh, A HAPPY NEW YEAR TO YOU, may fortune rain down on you like, well, rain. 


November 15th

Just to disprove the rumours I quit or something I  make this little news update. I am still here and lurking in the shadows, untill I have the time to do some constructive with OFP again...I still have these missions that are quite far into realisation. To all those that send mail, I *hope* to respond , but I can't promise anything unless someone decides donate a large sum of cash so I can become the worlds first professional OFP'er ;)

October 30th

Updated the OFP editing center link.

October 20th

Hello people, I will take some time off from the site maintenance, as I need to spend time on other stuff than OFP, but I hope I will be back some time in the future :)
I still visit the forums from time to time, so see you around.....

October 12th

Added the sound tutorial. A detailed explanation on how to add sound to your mission (speech, radio chatter, music) and what tools to use. Any feedback welcome :)

Some other news....TEXVIEW will be released by BIS, a program to view and convert pictures to OFP-native .PAA format...so that will be great ! 

Because of my work on the tutorial, the mission will have to wait for a bit :/  Hopefully my weekend will provide plenty of time to work on it..... If you want to preview my mission "tainted eagle" , the example mission in the sound tutorial is an extraction from it :)

October 9th

Added NTools to the link section....a server/client browser for OFP-games

Stronghold was beta tested on a LAN this weekend and it was lots of fun....Im gonna iron out the remaining bugs and then I will release it.
I also created a mission with custom sounds involving a dropping with a chinook. It is called "tainted eagle". US Forces have to clear Montignac of russian renegade soldiers who hinder the resistence in building up a new government after the campaign "flashpoint" 

October 3rd

I found a cool russian sample on the web  (lenin) that I want to include in the mission :)   I will use it for the russian speech in the game :)) Since I have no idea what is being said it will be authentic except for people who speak russian...if there is a volunteer to speak russian, please do send me a mail at bloodmixer@hotmail.com.
Today I did a lot of work on testing, and I re-arranged a lot so the mission is more balanced, because right now the west is simply crushing east....So I am trying to upgrade the russian defence and tactics. Its a real cool job because it s always a surprise what happens, just like in a real war....

---PS: Added "operation blackbear" to the links section...real cool upcoming campaign...check out their trailer.

October 2nd

I read a message at the @War site (see my link section for the link) and I have included the DX applet at my site. It is a utility to diagnose/test your DirectX installation. Under the directsound tab, you can set the debug level to low, freeing up some CPU cycles, and thus enhancing performance of many games :) This debug level issue only affects you if you have 8.0 and I believe some cases of 8.1 as well. Anyway, its a handy tool in any case.
Stronghold is now in playability testing, meaning I am tweaking all the things to make it come together as one solid mission. I am doing some test to see I can screw/cheat the mission in any way, so i know there wont be any surprises for players.

October 1st

StrongHold 75% Done. Did a lot of work on it, and all I need now is to program the fallbacks. I managed to optimise the code and *gasp* the computer AI does what I want. After this the last thing is beta-testing. I hope to finish this mission before the end of the week. (Might be a good idea after two and a half months :P )
Also read some news at the editing site that CM released MP-Code so people can have their dedicated server without having the CD in the drive. CM also promised that an upgrade this month will address some MP problems the community (hey thats us) has been writing about. Read this and more
here.

September 30th

Step by step I am getting closer to finishing StrongHold, allthough sometimes I think there is just too much going on for the comp, so I'll have to keep an eye on the lag-factor. Since I have an 700mhz Athlon/256MB/16 MB Matrox card it will be playable for most peeps.
I also worked a bit on AP-mine script v6. Basically it needs a better trigger handling, and I also notice some strange things with mines that were put. It was cool to see the putmine script (addaction command) worked flawlessly in v1.20, without any modifications.

September 21st

Still working on a SP-mission (MP version is as good as done) with the working title "StrongHold"  It plays on the outskirt of Malden, where three teams of veteran soviets are holding the last piece of the island. Now that the main soviet force has evacuated, this group must evac as well. Your mission is to hold the place for 10 minutes, and by that time the boats are ready for the teams to leave.
You will have an opposition of three to one, so this will be fun for all the rambo's out there :)) It also features "fallbacks" , so when it all becomes to much you can fallback to another defence line.

The reason it all takes so long is that I am enhancing the AI with custom commands & tactics, however the OFP AI has a nag of overridding the commands I am giving. Plus the complexity of the mission doesn't help.

Also did the tutorial of creating your custom AddOn over at
the editing site, and I inserted my own faces successfully. Very cool stuff, so check that out.

You'll have noticed  I am updating less, this is simply because I have fraction of time I used to have for OFP...:/ 

September 18th

No big news...working on missions (when I have the time these days :)

September 13th

I wanted to say "something" about the awful events of tuesday, where innocent people have been killed and where the people who are behind it, think they are "right" to do so. The absurdity of it all reminded me of the philosopher Albert Camus, who both was a better writer and observer than me, therefor I'll let him speak instead :

"Those who weep for the happy periods which they encounter in history acknowledge what they want; not the alleviation but the silencing of misery."

"Whoever today speaks of human existence in terms of power, efficiency, and 'historical tasks' is an actual or potential assassin." 

"To those who despair of everything reason cannot provide a faith, but only passion, and in this case it must be the same passion that lay at the root of the despair, namely humiliation and hatred." 

"When a war breaks out, people say: 'It's too stupid; it can't last long." But though a war may well be 'too stupid,' that doesn't prevent its lasting. Stupidity has a knack of getting its way; as we should see if we were not always so wrapped up in ourselves." 

"Instead of killing and dying in order to produce the being that we are not, we have to live and let live in order to create what we are."

"We all carry within us our places of exile, our crimes, and our ravages. But our task is not to unleash them on the world; it is to fight them in ourselves and in others." 

"The rebel can never find peace. He knows what is good and, despite himself, does evil. The value which supports him is never given to him once and for all -- he must fight to uphold it, unceasingly."

                                                                               - Albert Camus (1913-1960)

September 11th

-

September 10th

-Wasn't able to upload to Tripod, hence the delay of this update (september 8th)
-"Mustang" informed me that the com. reference v1.03  has links to editing site (even when off-line) , so I will try to repair that ASAP.

September 8th

-Me and fishion worked hard on this, and here it is : the "unofficial operation flashpoint command reference v1.03" , a new version ! With several new commands, some included lists, easier browsing, etc. Get yours
here, or go to http://www.concept-5.com/ofp
-Added Crimecity mod link

September 7th

- Unfortunately, the patch has been delayed to be released early next week. I wonder if the patch will be different from v1.2 (US version) ?
- I've tried the last few days to switch characters. Because players are actually controllable camera's (more or less :) Allthough I was able to switch my view in-game, I couldn't control the new unit I was in. I did see myself walking from OUTSIDE my body....very scary if your into OBE (out of body experiences)  - ;)....I will continue testing....
- Manteau (script editor author) will be back later with his site due to some problems with the server. His program is still under development and looking better all the time !
- One mod that won't see the light of day is the "desert storm" mod, due to internal problems of the team...I removed the link.


September 3rd

Added Opflashpoint.org, a site with good news all the time.
Added funny & action screenshots, worth checking out. If you got some real good screenshots, or perhaps a mission with the AP-mine script, mail me...
Created an "older scripts" section at the bottom of this page.

and remember : 4 Days left before the patch is released !

September 1st

Released AP-mine script v5 ! Check out the scripts section...
  - simple setup
  - created a tutorial
  - planes do longer trip or deactivate ap-mines (trigger on repeat)
  - much better and faster explosion (camcreate)
  - much better sound
  - optimised the kill/damage routine

Regulars to this site will notice "where is number 4", well just read my news archive then :)

August 31st

Released the AP-Mine Script version 4. Better sound effect.  better & faster (camcreate) explosion routine. Planes can't trip AP-mines. Check the script + example mission & tutorial out below...

PS this was not the "big stuff"  I was talking about yesterday :)

August 30th

Maybe I do not update as much as I used to, but believe me, I am working on some big stuff, and it just takes some time to complete...! (Now there is a cliffhanger :)

August 28th

Removed the Proximity Sensor script for a while as I am researching the AI behaviour...because the AI does respond when you get near, only you need the set the combatmode to "Engage at Will", thanks to Warship NWS for that info....

I would also like to say "Hello America" since OFP has been officially released in the US today !

August 26th

Added the "proximity sensor" script, to enhance the AI of units on guard duty, check it out below !

August 25th

I found this bug that will be fixed concerning custom actions, I think I will release the next AP-mine script v3.5, when the next patch is released (7 september) Maybe make it v4 if I get some things to work (as I am constantly bumping against limitations of the scripting language...)

added an action screenshot (not as funny as the last time :)

August 24th

AP-mine script v3.5 is almost finished....
Checked & changed the link section a bit
.

August 20th

Making some progress with the AP-mine script. Looking into all the new add-ons and "how it is done" , added @War, and Manteau's Script Editor link.

August 17th

Working on hard on that update for the minescript (read about it in the archive) but OFP is giving me a hard time; especially because I am trying to parse some values through other scripts etc., and enhance that detection script. 

All those who mailed, I will try respond ASAP


August 14th

Gunslinger seems to be workin on a mega-addon that will include every object in the game. Should be cool (I hope he found light-objects)

I am also working on my own mission with some fancy scripts, hope to post it anytime soon. On my update list for the AP-mine script is a way to put three AP-mines from the action menu, a z-boundary for ap-mines and a mine sweep option (the last 2 already done by Goetherfunke, but I want I usuable solution for it, there are a few drawbacks to the z-boundary right now)

August 9th

The last few days had quite a few good surprises :

- the
upgrade is out (new weapons + vehicles)
- expect official documents by BIS in weeks time. Check this
forum message.
- there is a way to add your own custom actions. Check out how
here.

I also used dePBO to extract the files in the updates. It seems new vehicles/weapons use the following format :

p3d - the models (is this the pittsburgh university 3d format ???)
.paa & .pac - textures
stringtable.csv - languages for in the action menu
.wav & .wss - sound files. Notice you can use wave files ?!
config.bin & config.cpp - I guess this must be the file that adds the code into the game. (weapon behaviour, defining classes etc.)

What this means is that it should be fairly easy to incorporate your own 3d stuff in OPF. Main problems are the p3d format and the paa&pac textures. Where are the coders who can figure this out ?? :)

August 7th

- Added the "helicopter waypoint halt" example.
- Updated SectorBreach with the multiplayer artillery script and a screenshot
- Missions has its own page (only advanced scripted, quality missions here)
- Editing links has its own page
- Added a screen shot page with some freaky screenshots. (exposing bugs / stupidity of players :)

August 2nd

- Will be off to a LAN event this weekend, so no updates the next 2/3 days...Learned that the command ALLOWDAMMAGE is no longer valid in OPF v1.1, because of  "our anti-cheating measures." as said by Suma in the official forum. None of my scripts are effected ,  yet I will post an update for the mine script (which uses this command as a safety-valve) soon. One of the new features will be that vehicles will be recognised and damaged a little.

August 1st
- New Multiplayer Artillery Script released. Only one side can use radio call for artillery. Comes with new sound of falling shell.

August 1st - The patch is out ! Since there is no info on the new options (face, custom actions) I will devote my time figuring that out. 
July 31th - Minor updates to site.
July 29th - Site overhaul. Added multiplayer template briefing. Worked on several problems - nothing cool that worked yet :(    One would almost forget to play besides editing , so I  added a professional looking     MP-mission by Coolhand.

July 27th - Ran OFP through a LAN the last few days, learned multiplayer editing. No luck as yet with the sounds/grenade. 
July 23th - Worked a bit on Chemical Grenade (script), replacing original (weapon) sounds
July 20th - AP-Mine script 2 released !
July 19th - Links changed. OFP sites are fragile ;)
July 19th - Minor changes to the site. AP-mine script v2 - 60% done
July 16th - added Operation Flashpoint Editing Center to the Links section
July 16th - added Gunslinger's Journal and Upminder to the Links section
July 13th - worked a bit on Multiscript 1 and AP-Mine Script v2.0.
July 12th - added links section
July 11th - hosting my two scripts, after closure of LustyPooh


Copyright Notice : Operation Flashpoint is a trademark of Codemasters / Bohemia Interactive. This site is not affiliated with Codemasters / Bohemia Interactive.
Disclaimer : All tutorials have been tested. But, using the mission-editor is at your own risk. 

Author of this site can be contacted here : bloodmixer@hotmail.com