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This section will
inform and instruct you on the in game features of the mod
Here
is a list of the updated and changes of the Civil War Mod Version 1.1
Confederates
now have American names (only a few Russians fighting for the Confederacy ;)
New
Graphical User Interface (Main screen)
New
music and sounds have been added for the use in missions
New
objects have been added (tables, chairs, tents, etc)
New
Weapons added (Shotgun, Derringer, Lorenz, LeMat, Shotgun...read about the weapons
at the CW site)
New
injury sounds (the sound a person makes on upon inflicting an injury)
Single
shot weapons now how 60 rounds of ammunition
Most
Rifles now have the "melée" ability
New
VMI Cadet unit added
New
Zouve units added
New
civilians added
New
Civil War era binoculars added
New
watch, compass, and "radio"(papers) added
Cannons
no longer have "night lights"
Soldiers
now have more LODs to improve performance
All
weapons now have a magazine model (if you drop a magazine for some reason it
wont be that ugly pouch)
Gettysburg
Island has been modified for improved performance
New
groups have been made
Formations
modified
Weapons
accuracy issue has been resolved
Confederate
uniforms have been added/reworked
Weapons
Weapons
in this mod are based off the real weapons used in the Civil War and the 1860s
era. Most weapons will take a decent amount of time to reload like they actually
did. This includes muskets, cannons, and even pistols did not have a high rate
of fire.
After
fixing the bayonet for the first time, the aim-view is activated by the “space”
key. If you drop the weapon or pickup another one the bayonet script is disabled.
Therefore, only use your given weapon if you wish to use the bayonet. Any switch
and it's gone for the rest of the mission. If you pick up that same type of
weapon you had at the beggining of the mission your bayonet will work again.
Except
for the revolvers and the Spencer Repeating Carbine all weapons are single loaders.
Reload time is set to a realistic duration off app. 13 to 15 sec.
Muzzle
smoke is scripted to the soldier, not to the weapon. Therefore no matter what
weapons our CW men shoot, they will smoke like hell. This also explains why
all rifles and pistols smoke the same way.
All
prone animations were replaced with standing animations. So your soldier cannot
go prone. This also means wounded men are always standing, but will not shoulder
their weapon as AI treats them as crouching. This does not apply to men armed
with pistols, as anims for these were not changed.
Pistol
animations were not changed as they are in Resistence's O.pbo, which is huge.
This has an effect that if a soldier equips a pistol, he can go prone. Officers
that have the pistol as default weapon were forced to stand using the "setunitpos
UP" command. Becouse that is always in effect they never go to safe mode,
and never put away their weapon. That's the price of balancing the game... You
want to use an officer standing straight, surveying the battlefield, remove
his weapon with removeallweapons this; this addweapon "binocular"
All rifles (except
the shotgun) now have a "melee" attack mode. Press spacebar while you have
a rifle equipped and you will now be able to stike an enemy with your weapon.
Bayonet
Three
main rifles use the bayonet in our mod
(you do not need to download it separately):
-Springfield
-Enfield
-Lorenz
The bayonet is a script initiated from the command menu of your soldier.
In action use the menu selection "Fix
bayonet" or "Order:
Fix bayonets", if you are squad leader, and soldiers will fix
bayonets to their rifles, charge the nearest enemy and stab him.

If you want
to have other units use the bayonet as well, you need to place the following
in the init field of any group leader in the editor:
[this] Exec "\CWMusket\scripts\FixBayonet\FixCommand.sqs"
all units in the group with a Springfield will attach their bayonets
[this] Exec "\CWEnfield\scripts\FixBayonet\Fixcommand.sqs"
all units in the group with an Enfield will attach their bayonets
[this] Exec "\CWLorenz\scripts\FixBayonet\Fixcommand.sqs"
all units in the group with a Lorenz will attach their bayonets
If you have
a unit with mixed weapons, place all of these in the init field.
NOTE: You can
still fire the rifle when bayonet is fixed, just press SPACE to activate aim
first. To stab an enemy, just run close and point the rifle at him, the stabbing
script will then run automatically.
Sounds
Many
new sounds and even music is included with the Civil War mod. Some of the sounds
and all of the music is accessible in the mission editor. However there are
a few more sounds in the CWsound.pbo that are accessible. Here is a list of
all the sounds in the CWsound.pbo:
Ammolow1.wav
ammolow2.wav
ammolow3.wav
ammolow4.wav
battleam1.wav
battleam2.wav
battleam3.wav
Bugleadvance.wav
bugleassembly.wav
bugleretreat.wav
fight1.wav
fight2.wav
fight3.wav
fight4.wav
fight5.wav
fixbayonet1.wav
fixbayonet2.wav
holdfire1.wav
holdfire2.wav
holdfire3.wav
holdfire4.wav
holdfire5.wav
holdfire6.wav
move1.wav
move2.wav
move3.wav
move4.wav
move5.wav
move6.wav
move7.wav
move8.wav
move9.wav
move10.wav
openfire1.wav
openfire2.wav
reinforcements.wav
retreat1.wav
retreat2.wav
retreat3.wav
retreat4.wav
retreat5.wav
retreat6.wav
surrender1.wav
surrender2.wav
surrender3.wav
surrender4.wav
takeprisoner1.wav
takeprisoner2.wav
takeprisoner3.wav
takeprisoner4.wav
takeprisoner5.wav
volley1.wav
volley2.wav
WARNING:
Some addons will not function without other addons being installed as well.
1. Basically ISLANDS, OBJECTS and WEAPONS will function on their own. 2. SOLDIERS
will need WEAPONS to be installed. 3. ARTILLERY will need SOLDIERS and WEAPONS
to be installed. They have all been tested to work individually, but you may
find some not working if they are in conflict with some other addons of some
other mods. If they do not work right away, relocate your other mods to a temporary
folder, so they are not used, when you wish to use the American Civil War Mod.
QUALITY DISCLAIMER:
Most addons you will find here are not nearly as beautiful as some addons you
will find for OFP nowadays. We made them to the level our modding ability permitted
us. We have, however, paid special attention to balancing historical accuracy
and playability. You will find weapons to be slow to reload and innacurate to
fire, soldiers fighting standing up, clouds of smoke coming from muskets, bayonet
charges, etc... which should make the immersion into American Civil War era
style of fighting pretty accurate.