Friday 31 January 2014

Stargate Operation Flashpoint


Stargate For Operation Flashpoint Resistance
(also compatible with Arma Cold War Assault)

Image By TheWraith517
This original OFP 3 part game from Biss & Codemasters generally retails for around £9.99 for the 3 CD set, or you can get the Re-Release from Biss on Steam for as little as £2.99.  OFP, Codemasters and Biss had nothing to do with Stargate or MGM.... and was an Unofficial Fan Based Project, later banned by MGM twice, after they announced 2 different official games (that never ended up coming out) so most the OFP stuff got lost between both proposed official release Mod/Addon culling's.

There have been a number of Addons and Conversion packs for OFP, from Star WarsJurassic Park, AirwolfLegoNapoleon, Civil War and many more.. so why not Stargate....

The first ever stargate addons for OFP was a Static DHD & Static Stargate that did nothing but looked kinda groovy, there was also a black camo unit and a p90 and a staff weapon that didn't fire (i can never remember who made them)  Anyway's suddenly a team popped up called BxBx and the preview shots these guys had where unreal.

Image By BxBx
Image By BxBx
All you had to do was place the addons in a specific folder & run the game, then pop into the mission editor, open and island and place a Gate and DHD (in close proximity to then attach to each other) then place another Gate and DHD further away.

INSERT MISSION EDITOR SHOT HERE

Instantly these gates could see each other with 6 digits, P3X-372 for example
& their seamed no limit on the amount of gates you could place on the map...

Because the gate and the stone steps where separate in game models you could use a deletion command to remove gate steps, then a setPos command to either lower the Stargate into the ground, or put it up in space (achievable space effects using the space shuttle and space mod)

Image By TheWraith517
Later on came DSF, another ofp addon team who also started working on a stargate mod, that used manual dialling, the SGC computer held gate addresses you could click to dial, then copy them to a note book your player carries.

  
Or you can manually dial a gate that's not been included in the SGC database ;)

You could copy them to the game note book and you could bring that up to jog your memory of the address and then manually dial the off world DHD's, wraith adapted that with an easy click to dial option on the notebook..
(some people used the delete command to remove the BxBx gate from the SGC and use the spawn command to use a DSF gate instead) yet many stargate fans avoided the DSF stuff as it was very complicated until a guy called TheWraith517 released an easy dialling script for missions using the DSF gate and the Walmis DHD and he also released a fix to stop the kawoosh killing people.

The pre-set gate addresses on the BxBx gates made them so simple to use, but they also gave you the ability to define a name for the gate, and also set the weather and time for when you arrive, Bering in mind that your loading an island and putting 2 gates on it, so having the weather change travelling from one gate (planet) to another gate (planet) the time and weather made a great touch to the reality of it.

With An Iris On Auto Close and Key Coded
Image By TheWraith517
And A Programmable GDO
Image By TheWraith517
The On Line Multi Player concepts where really taking off, you can see an example video of the DSF gates in action along with the Auto Iris, on screen SGC gate address book and the GDO  HERE on YouTube

They even created Jaffa for this game and made 2 sets, normal and HD,  the HD stood for High Dispersal, meaning how ever much they chased and shot at you, their was a 99.9% chance they would miss you...

Image By TheWraith517
BxBx Working Ring Transporters
Image By TheWraith517
An Atlantis Gate System & Atlantis Building Sections
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517

Image By TheWraith517

Varied Malp's, Inc Re-Con, Cargo, Nuke..
Image By TheWraith517
Image By TheWraith517
Working Zat's With Effects
Image By TheWraith517


Death Gliders (need to screen shot one)

F302
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517

Puddle Jumper
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517


Working Weapon Lockers

Weapons disappear when you take one, the ammo is in the cabinet below, im sure with a peek inside mERCs "Safe Addon" one could learn how to give them ammo lockers a working key code.

Even a Deadalus & SG-1 was made. But many random addons where buggy and caused game errors, some where later fixed, but then made other addons incompatible, although that said, with time you can learn how ofp works and edit addons your self to improve compatibility with other addons (the game was made to be modded, unlike many others) so its pretty open to manipulation & there are excellent guides out there for it to "OFP COM REF" and "OFP Uber Editing Guide".

An interesting set of addons created by the TheWraith517 (who provided most the screen shots in this post) where the "Monitors Pack" and the "AudioFX" addons, they appeared pretty simple to use, they the help they came with and the ideas they spawned opened up the ofp mission editor for NONE ofp modders.

Wraith asked DSF if they could include a CRT and LCD monitors that where blank and back lit for night time, then he set about extracting screens from the episodes and writing scripts to run them, including a cheep yet very effective way of simulating an auto destruct on the screen and then blowing the base, also included an override option, the monitor screens pack was pretty big. (this also works along side DSF 1.4 gate addon)  and as the blank monitors where stand alone, they to could be used in the BxBx SGC. Came with a great little CHM help file full of concept ideas and help in making & changing scripts

Image By TheWraith517
The AudioFX addon also presented an interesting CHM help file, along with some amateur concept scripts, including tollan weapon disarming, unit weapon switches in the tak room, jaffa poison, goa'uld eyes glowing with a set of faces scripted to change (one with glowing eyes, one with normal eyes & a sound effect during the switch) was very amateur made, yet just worked perfectly & a zat concept script that removed the unit on the 3rd shot.

Image By TheWraith517
The SG-1 Units where only ever given to beta testers (to my knowledge) and they used a newer head model than the original game units, they all also came with custom weapons.

SG-1
Image By TheWraith517
Image By TheWraith517
The weapons had retractable stocks, when extended they improved accuracy over distance and you could also attach a silencer, all weapons where custom made and the likes of JAM was never needed.

Deadalus
Image By TheWraith517
Image By TheWraith517
Image By TheWraith517



Image By TheWraith517

Post To Be Update (MAYBE) At Some Stage
PLEASE REMEMBER BEFORE ASKING ANY QUESTIONS
We Are Here To Document... NOT Hold Your Hand
Use Google Search AND Include A Question Mark ?????

YOU CAN DOWNLOAD SOME OF THE STARGATE OFP ADDONS   HERE
(this is NOT our link, nor are we responsible for the content on the link)

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1 comment:

  1. This games amazing with the mods, such a shame all the SG teams in the flashpoint community where all to busy working apart from each other

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