This campaign tells the story of Stuart Patterson, later known as Grunt ONE.

At the beginning they were three brothers and their sick little sister. Trying to safe his sister's live, Stuart's one is going to change drastically.




By Mandoble 2006 (valdelar@terra.es)

Version needed: OFP 1.96
Type: SP Campaign
Islands: Everon, Malden, Kolgujev and Nogova
Addons needed: Mikero's editor update
Number of missions: 16
Supported languages: English
Scripts by others: FireEffect.sqs by General Barron
 

Install instructions:
1 - If you dont have already, copy editor103.pbo (Mikero's editor update) into your "OperationFlashpoint\Res\AddOns" directory.

editor103.pbo substitutes the following old editor addons (editor103 is 100% backward compatible with them), if you have any of them (check ..\Res\Addons and ..\Addons directories), delete it or move it to a backup folder:
2 - Copy GruntONE_vx.x.pbo file into your "OperationFlashpoint\Res\Campaigns" directory.


 

Grunt ONE (OUC 2) V2.2 (February 14 2007)

<< DOWNLOAD (6.9 MB) >>

Write your comments or bugs found in Grunt ONE (OUC 2) OFPEC forum topic

Write your comments or bugs found in Grunt ONE (OUC 2) BIS forum topic


 
Grunt ONE (OUC 2) revision history
Date Description
December 6 2006 Grunt ONE (OUC 2) v2.1 released
February 14 2007 Grunt ONE (OUC 2) v2.2 released. Bug fixed in Last Take mission. If you board the bus in the back, nobody else would board the bus later. Thanks Cheetah for discovering that problem.

 
 
 
 
 



 
 
 
 



Mandomisil Suite

For OFP 1.91 or above.
No addons needed.
 

Mandomisil Suite purpose

Do you want to add missiles, antimissile defense systems or missile ofensive systems to your current AI units and vehicles (even empty ones) without any extra addon? Do you want to add targeting, sighting and firing systems to any drivable vehicle usable by the player or to the player itself with only a set of scripts? Do you want to create missiles using any object present in your current addons?

This suite of scripts allows you to fire custom missiles, preconfigured missiles as well as add firing, targeting and sight systems for players, add automatic offensive systems and automatic antimissile defense systems to any unit (soldiers, vehicles, planes and ships). As an example, you may use the original unarmed BIS LST and add several antiship automatic missile or torpedo launchers, anti-air missile launchers, even phalanx like point defense sytems or antimissile missile systems to it. Each of these weapon systems with the ROF, quantity of missiles, reaction time and preconfigured missile/bullet/torpedo type of your choice.

There are seven generic missile families depending on the warhead loadout type:

· Normal: The missile will fly towards a target or global position and, if close enough to the destination, it will explode.

· Cluster bombs: The missile will fly towards a target or global position and, if close enough to the destination, it will spread cluster bombs of the indicated type.

· Recon cameras: The missile will fly towards a target or global position and, if close enough to the destination, it will activate a camera pointing to the ground.

· Flares and smoke: The missile will fly towards a target or global position and, if close enough to the destination, it will spread flares or smoke (depending on daylight).

· Airborne assaults: The missile will fly towards a target or global position and, if close enough to the destination, it will drop soldiers of the indicated type in chutes. In this case, the type of object used for the missile should be an airplane or helicopter (soldiers, pilot and chopper or plane are automatically created).

· Controlled airborne assaults: The missile will fly towards a target or global position and, if close enough to the destination, it will drop soldiers of the indicated type in chutes and the soldiers will join the group of the launcher. In this case, the type of object used for the missile should be an airplane or helicopter (soldiers, pilot and chopper or plane are automatically created).

· Torpedoes: Same as normal loadout, but below water.
 

Note: Mandomisil Suite does not include and does not require any non-BIS addon, it uses already present object types (vehicles, ammo types and soldiers) for missiles/torpedoes and loadouts. It may use also any non-BIS mod/addon object for missiles/torpedoes and warhead types.
 

Mandomisil Suite demo missions download
 
Demo file
Description
Updated
MandoMissile 0 Demo with intro and mission (bet for a castle and help it to win the war). Simple usage of mandomisilhelper.sqs and mandomisildef.sqs
This demo mission requires Mikero's editor update.
Mar 16 2006
MandoMissile 1 Basic targeting and radio triggered preconfigured missiles (basic guided missiles, cluster bomb attacks, recon camera, airbone assaults, fireworks and guided bullets). mandomisil.sqs used in most cases instead of mandomisilhelper.sqs. Player targeting and firing systems added with mandoblancoaddaction.sqs and mandofireaddaction.sqs Mar 16 2006
MandoMissile 2 Naval battle with lots of missiles. Automatic Offensive missile systems (mandomisilattacker.sqs), several targeting and missile firing systems for some playable units and automatic antimissile systems (mandomisildef.sqs). A nice example of a Phalanx naval point defense system added to a basic boat without any extra addon ;) Mar 16 2006
MandoMissile 3 Kill the Terminator. Automatic offensive missile systems. Unguided missile functions, cluster bomb attacks, aim correction for unguided missiles (mandounguidactions.sqs) and airborne assaults (also controlled airborne assaults). Mar 16 2006
MandoMissile 4 UH60 with air to air and air to ground/sea missiles, kill them all before they kill you ... Mar 16 2006

Download Mandomisil Suite manual and example missions ready for the OFP editor
 
 

Mandomisil suite BIS forum topic


Links

Operation Flashpoint Editing Center


OPERATION FLASHPOINTMission-Database