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Harkonin

Enemy ai communications

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Justhought it would be cool if the AI "did more". So I made this script to have the team leaders "issue orders" with hand signals and be a little better at finding the player.

http://67.81.26.4:3000/vetserver/screens/Team.JPG

http://67.81.26.4:3000/vetserver/screens/Team2.JPG

http://67.81.26.4:3000/vetserver/screens/Team3.JPG

http://67.81.26.4:3000/vetserver/screens/Team4.JPG

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I notice that the supposed leader appears to be behind the others when he does visual signals....

Still pretty cool, though I have seen hand signals before.

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Yeah handsignals are nothing new but I've never seen anyone utilize them in anything but cut scenes. As for the leader being in the back yeah hes telling his boys to go in and once the animation finishes he follows, it then loops checking combatmode and knowsabout to go to whatevers next. I used 4 animations depending on combatmode and knowsabout. pretty cool reconing and seeing a scout patrol roaming aroung when they're leader will stop, call formation and go through the animation.

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That looks great, Hark!

I'd love to see that/those script(s) available for general consumption. wink_o.gif

Is it MP-aware? I mean, will all players see the officer do the same gestures?

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Lol thats exactly what I said, biggest beef with OFP was that all the code, command, anims and potential were there but never utilized.

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Ass for default yeah but you'd have to mod your config.bin and edit all the soldiers to run the script in the their init fields.

Release, well it was made pretty much for my missions but you never know.

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I noticed awhile ago that there is also a pointing animation (Can't remember name though). It would be great having a officer point out a soldier/vehicle for him men to take out.

Could that be implemented? smile_o.gif

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There are five Show commands, two will be of interest to you:

FXShow3.jpg

This switchmove"FXShow3"

FXShow5.jpg

This Switchmove"FXShow5"

All done in combat mode aware. wink_o.gif

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