Blanco 0 Posted June 21, 2004 Hi, Most people use custom anims in their missions just for eyecandy in intro and cutscenes because most anims don't allow the unit to shoot and move while they're in the pose. ICP_anims in fact are an exception. Unit CAN turn and shoot, but they can't reload. I've wrote a script so AI is able to reload. And I found a way to stop their anim when needed. Take a look at this pic : This machinegunner is an AI unit firing in crouch position using the ICPanims. B4 U ask, the bunker was made with setpossed editorupgrade stuff. Other pics : http://img75.photobucket.com/albums....er3.jpg http://img75.photobucket.com/albums....er1.jpg Also the nice sitting anims can be used. I've made a small testmission with a bunker, a spotter and a few relaxing soldiers. http://img75.photobucket.com/albums....lax.jpg The machinegunner and spotter are scanning the area. http://img75.photobucket.com/albums....ker.jpg Once they spot someone , the sitting units stop their custom anim and follow the orders of the spotter. http://img75.photobucket.com/albums....ire.jpg http://img75.photobucket.com/albums....re2.jpg Here is the testmission : ICP_Gunnest All addons are in the zip. ( ICPanims and editorupgrade) Give it a try. Needs feedback and suggestions. Share this post Link to post Share on other sites
Nemesis6 0 Posted June 21, 2004 I tried the testmission. Very nice indeed! I tried putting myself as the gunner, too. This actually looks very nice. One thing though, when I run out of ammo and it switches, the reload is a bit buggy - animation wise. Otherwise, good work! I also noticed the men using custom sitting animations, good work. Share this post Link to post Share on other sites
Blanco 0 Posted June 21, 2004 thx, It's not meant to be used as player. Actually I want him to reload in crouch or prone position, but I need switchmove "" to break the anim and that make him stand up whatever I try. Maybe I can solve it... that animation list is long Share this post Link to post Share on other sites
@cero 0 Posted June 21, 2004 It looks great. I just downloaded it. I'll give you some feed back ASP Regards. @CERO Share this post Link to post Share on other sites
redface 1 Posted June 22, 2004 I was able to test an earlier version of this script and I must say that Blanco's idea is way cool Share this post Link to post Share on other sites
Viriato 0 Posted June 22, 2004 In fact this is a very good idea, looking for something like this long ago! Kudos for Bianco Share this post Link to post Share on other sites
Blanco 0 Posted June 22, 2004 I have some other ideas with the ICPanims... A cover & hold script (trenchfight) Don't look at the "reload messages", it's just debugging stuff... Like in gunnest i'm using the officer acting as a spotter but once he sees something (or the others) I have to unjoin every unit in the group because it doesn't work well for groups. I store the units in a variable before I ungroup them because I want them to break their line (anim) depending on  a courage factor (surrender or flee) They fight very hard, but the watchdirections are all messed up when I use the script in a group. I hope I can make them act more like a group with that infoshare script from General Barron. http://img75.photobucket.com/albums....ide.jpg http://img75.photobucket.com/albums....de2.jpg http://img75.photobucket.com/albums....iew.jpg http://img75.photobucket.com/albums....ets.jpg The pics show a test I did with 1 EAST squad (default skill) against 3 West squads (skill 1). They fought like lions but a grenade outnumbered them and they've lost the fight. The sniper was the last man standing. I also did a test where I was a part of one the WEST guys and I can say they were very hard to hit.  Not only the trenchscript is important, the fences are very important too. You have to destroy them first and lower them a bit or AI is not able to fire over them. (a tip from Zayfod I picked up from his Cover and hold script) First I place the fence sky high (2000m), destroy him there (so you can't hear it crumbling) in put it down on the ground again. I've wrote a simple script for that (fence.sqs) so you dont have to put : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this setpos [getpos this select 0,getpos this select 1,2000];this setdammage 1; this setpos [getpos this select 0,getpos this select 1,2-0.1] in the init of each fence   There are some problems too : - The units don't check their six, you can kill them easily from behind. I hope the infoshare script will fix this. - You can't have units with grenadelaunchers, mortars in the group. ( problem with reload) No test mission yet, I have to do lots of testing first. Share this post Link to post Share on other sites
Blanco 0 Posted June 23, 2004 ICPtrench1.0Beta demomission is ready for Betatesting. Execute the script with 3 parameters : 1 ) Name of the group 2 ) Direction they have to watch (Azimuth) 0 -360 (this param will be deleted in V1.1) 3) Courage factor, how many member must die before they break the defense line and start to flee. ( 0 - 100) with 0 they flee immediatly, with 100 they will never flee. Example : [mygrp,90,50] exec "ICPtrench\ICPtrench.sqs" I always put my scripts in subfolders, I like my things organised  Put in the initialisation field of the officer. The group need at least 1 waypoint. When they flee, they will follow the other waypoints (MOVE,GETIN,... whatever... you can decide what they do after that,if they make it). No boleans nor global variables or arrays were used. ICPtrench1.0Beta Addons  : Editorupgrade102 and ICPanims (not included in zip) Download ICPgunnest (first post) , both addons are in that zip. Known Issue : Don't place grenadiers or mortars in your group (Reload prob) Have to go, bye Enjoy. Need f/b & suggestions Share this post Link to post Share on other sites